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Jacqueline Bryk, Jacob Burgess, Rachel Cole, Meghan Fitzgerald, Elliott Freeman,

Emily Griggs, Violet Green, Matt Herron, James Huggins, Charlie Raspin, Lauren Roy,
James Mendez Hodes, Neall Raemonn Price, Monica Speca, H. Ulrich, and Robert Vance
CRUCIBLE OF LEGEND

Credits Special Thanks


Writers: Jacqueline Bryk, Jacob Burgess, Rachel Cole, Dixie Cochran, for constant support.
Meghan Fitzgerald, Elliott Freeman, Emily Griggs, Violet
Green, Matt Herron, James Huggins, Charlie Raspin, The Exalted Slack and Discord channels, for brainstorm-
Lauren Roy, James Mendez Hodes, Neall Raemonn ing and Exalt-focused camaraderie.
Price, Monica Speca, H. Ulrich, and Robert Vance
To Margaret Mead for the line about a small group of
Developers: Neall Raemonn Price and Monica Speca people changing the world at the end of Chapter One.
“Never doubt that a small group of thoughtful, commit-
Exalted Lead Developers: Eric Minton and Robert Vance ted citizens can change the world; indeed, it’s the only
thing that ever has.”
Editor: Gavyn F. Duthie

Art: HIVE Studios, Gong Studios, Studio Navela, Digital


Art Chefs, Melissa Uran, Lalita Wapulanusat

Art Director: Mike Chaney & Maria Cabardo

Creative Director: Richard Thomas

© 2023 PARADOX INTERACTIVE AB.

All rights reserved. Reproduction without the written consent of the publisher is expressly for-
bidden, except for the purposes of reviews, and for blank character sheets, which may be repro-
duced for personal use only. Exalted and Exalted 3rd Edition are registered trademarks of Paradox
Interactive AB (publ). All rights reserved.

Visit World of Darkness online at www.worldofdarkness.com

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TA B L E O F C O N T E N T S

Social Influence 43
Introduction 9
Social Influence and Time 44
This Book at a Glance 9
Intent is Everything 45
Chapter One Spending Willpower 45
Running a Game 11 Lore 45
Styles of Play 11 Knowing a Fact 46
Introducing a Fact 46
Creation as Stage 11
Challenging a Fact 46
Creation as Threat 14
How to Run a Wyld Hunt Game 47
Creation as Cost 17
Hunting a Solar Circle 48
Combining Styles 18
Dragon-Blooded on the Wyld Hunt 51
Session Zero 19 Hunting a Lunar Circle 53
Genre of Game 19 Sidereals on the Wyld Hunt 56
Collective Character Creation 20 Hunting an Abyssal Circle 58
Safety Rules and Best Practices 22 Hunting an Infernal Circle 59
Bringing the Players Together 24 Exigents — The “Ones of
a Kind” on the Wyld Hunt 60
The Two Topics 26
The Great Curse 61
Naming Conventions
in Creation 27 What the Great Curse Should Be 61
What’s in a Name? 28 What the Great Curse Shouldn’t Be 61
Heroic Sobriquets 28 Storytelling the Great Curse 62
Rules Hacks 64
Chapter Two The Great Curse and Modes of Play 66
Storytelling Exalted 31
Chapter Three
How to Teach Exalted 31
Optional Rules 69
Teaching Lore 32
The Orichalcum Abacus 69
Teaching Roleplay 32
Adjudicating Higher Difficulty 69
Treating Topics
with Respect 33 Easier Stunts 70
Initiative 71
Fantasy Versus Reality 33
Recovering Initiative 72
Intentional, Consensual 34
Combat Movement 72
Orientalism and Creation 34
One-Roll Resolution or
Asian Inspirations 35 “Down-and-Dirty” Combat 72
Customizing the Setting 36 Optional Death 73
Naval Combat 73
Removing Exalts from Your Game 36
Gambits 74
Games for One Exalt Type 38
Battle Groups 74
Adjusting the Scope
and Scale of Your Game 40 Antagonist Guide 75
Framing the Modes of Play 41 Pick Your Battles 75
Games for Multiple Exalt Types 42 Contextual Adjustments 75

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Storyteller Tactics Alternate Character


and Roleplaying Hints 77 Creation and Progression 104
Fine-Tuning 77 Unified Character Creation
Minions and Masters 79 and Advancement 105
Other Conflicts 80 Streamlined Creation and Advancement 105
Exalted Quick Characters 80 Training Montages and
Variants for the Modes of Play 81 Moments of Inspiration 107
Styles of Play and Streamlined Progression 107
Generational Games 83
Training Montages and
Dragon-Blooded Dynasties 83 Moments of Inspiration 107
Celestial Legacies 86 Styles of Play and Streamlined Progression 107
Virtues 87 Training Montages and
Moments of Inspiration 107
Virtues and Character Creation 87
Styles of Play and Streamlined Progression 107
Virtues and Social Influence 88
Guideposts for Roleplaying 89 Chapter Four
Troupe Play 89 The Chosen in Play 109
Teamwork 90 The Alchemicals 110
The Mandate of Rulership: Project Rules 92 The Alchemical Castes 110
Progress Trackers and Risk Trackers 92 Play One of the Alchemical
Mandate Rules 93 Exalted If You Want 111
Conceiving Projects 93 The Infernals 112
Scope 94 The Infernal Castes 112
Difficulty 94 Play One of the Infernal Exalted If You Want 113
Progress Trackers in Play 95 The Getimians 114
Risk Trackers 95
The Getimian Castes 114
With Prejudice 96
Return of the Solars 116
Granularity 96
Core Concepts 116
Travel and the Journey system 97 Elements of Play 117
Rules of the Road 98 Storytelling Challenges 118
Distance Without Maps 98 Keeping Solars Fresh 119
Misery by the Mile 99 Introductory Play 120
Paths and Progress 100 Solar Exalted Quick Characters 122
Simplified Crafting 100 Dragon-Blooded —
Craft Ability 100 The Dragons Rule Creation 124
Crafting Experience and Rolls 100 Themes and Stories 124
Projects and Scope 101 Dragon-Blooded for Beginners 124
Conditions 102 Realm Civil War 126
Beyond the Realm 128
Persistent Conditions 103
Coming of Age 129
Condition Lapse 103
Introducing Conditions 103 Lunars — Reflections of a Thousand Selves 130
Example Conditions 103 Core Concepts 130

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TA B L E O F C O N T E N T S

Elements of Play 131 Alchemicals — Ex Machina 150


Storytelling Challenges 133 The Octet 151
Sidereals — Servants of Destiny 136 The Divine Ministers 151
Core Concepts 136 The Locust Crusade 152
Elements of Play 138 Getimians — War in Heaven 153
Storytelling Challenges 139 The Origin 154
Abyssals — Death’s Lawgivers 144 The Sleeper Awakens 154
Core Concepts 144 Jamais Vu 155
The Chivalry of Death 144 Rise of the Infernal Exalted 156
Storytelling Challenges 145 Vengeance is Theirs 156
Birth of the Liminals 148 No Escape 157
Core Concepts 149 Infernal Revolutionary 158
Elements of Play 149

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It’s been a bizarre week, Wandering Teeth winds, such that escaping a binding was pure
reflected, as he dangled upside down. instinct to him. “There’s no need for this. You
could have just told me to scamper off and that
Shakudo, the Crimson Crane, stood before the would have been that. Now I’m angry,” he said
once and future tomb-robber, watching him airily, “And you don’t want me to be angry.”
dangle from the gilded fetters that held him fast.
The tomb’s antechamber had all the requisite Shakudo dropped their torch to the floor, leaving
traps for its age and occupant’s station it seemed. it to gutter out in the dirt. As they straightened
Wandering Teeth had been so focused on from the wall etching they were examining and
disarming the traditional seven deadly traps that smoothed the wrinkles from their robes, they
he’d failed to notice his companion preparing one shimmered, an anima banner’s light playing
of their own. across their sinewy frame and bare, corded
arms. It was unlike any Wandering Teeth had
Shakudo had approached him on the street in seen before: Shifting black-and-white and pastel
Nexus, all carmine robes and too-neat facial blue patterns like a snowstorm in moonlight,
hair, offering him a chest full of jade for his help and a strangely shifting caste mark so unlike his
plundering an ancient tomb. Wandering Teeth own. Teeth thought, for a moment, that he saw a
was Chosen of the Unconquered Sun, and had gilded spider scuttling over the Exalt’s skin. Their
no need for the wealth of nations any longer… ostentatious moustache quirked as an aggravating
but he’d never considered himself the sort to ever smile played across their handsome face.
turn down a job, and there might be something
else in it for him, so he’d said yes. A few shady “Feel free to ponder your next move while I get
dealings, a long boat ride, and an uncomfortable what I came for, friend,” they said. “I’ve expended
trek through the jungle later, and they were all of my uses for you.”
plunging into the depths of some forgotten tomb.
Wandering Teeth struggled, genuine anger rising
Well, he thought, that part at least was pretty in his chest “That wasn’t part of the deal. You said
exciting. Bribing the wrong scavenger lords with you needed my help.” Wandering Teeth was of
plundered relics had gotten them in trouble, and course really after what Shakudo was seeking;
it was only with Teeth’s skill they’d escaped.. whatever it might be.
Rather than cooling their excitement, the
experience had made Shakudo only more eager. “Yes,” Shakudo replied, “I said I’d pay you for
Perhaps, Teeth thought, that should have been your assistance, and you assisted me, and I’ve
my first indication that this whole thing was about paid you. It’s fallen out of your shabby pack, but
to go to Hell. you’ll have plenty of time to pick it up when I’m
finished.”
They had bypassed the early chambers easily
enough; even before the whispers in his head Wandering Teeth’s gaze shifted to the pile of
had gifted him with knowledge, Teeth knew his coins he’d been given, indeed now in a scattered,
way around ancient things. What traps or wards glittering pile beneath him on the dusty floor.
he couldn’t disarm or wipe away, he sundered In the flickering light of his companion’s anima,
with inhuman strength and the demon’s temper he realized the mint of these coins was entirely
in his breast. A tomb was just a cage locked from unfamiliar. Probably fake and as good as
the inside, and what cage was more formidable worthless; nice trick he thought.
than shadows and sunlight? “If you’ve given me counterfeits,” he said,
Wandering Teeth struggled with the tethers scowling now, “I’m going to kill you.”
restraining his legs, which only bit tighter the If the Crimson Crane heard him, they didn’t show
more he moved. “Okay, friend,” he said to his it, walking out of the antechamber and into the
strange companion, keeping his tone affable, darkness beyond. Wandering Teeth watched the
more amused than anything else. Wandering other Exalt’s slender back vanish into the tomb.
Teeth wasn’t particularly worried; he knew the Treachery, Teeth could respect. Being ignored
tricks of Hell’s slithering shadows and silent was intolerable.

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He drew a deep breath and shut out the throbbing The glimmer of orichalcum made up its face and
in his ears. No, he wouldn’t slip his way out of the curves of its joints. Its chest moved, small
this — he was too angry for that. Wandering dials embedded within whirring in imitation, a
Teeth strained once more against his bonds. parody, of true breath. Some small light blinked
A creaking, groaning sound filled the empty inside the enclosure, taking a metric that neither
silence as he felt the warm, sticky trickle of his observer could understand.
own blood run down the length of his shin. The
material, unbreakable to mere mortal thews, He cast a sidelong glance at Shakudo. “This your
gave way with a sharp crack, and Wandering treasure?”
Teeth landed nimbly upon the floor, without The stranger shook their head, their hand
disturbing the pile of odd coins. pressed to their mouth in shock. “No. I don’t
The Chosen of Hell dusted himself off, pulled an know what this is. There was supposed to be a
envenomed tooth knife from a hidden sheath, and cache of weapons from a lost age here. I found it
dashed after his duplicitous former compatriot. in…in another lifetime. Nothing else but me has
Though darkness clung to the edges of the changed, so why would this? Everything was…
passageways, he heard the distant rustle of fabric the same! I thought…”
before he spotted the faint glow of an anima A moment ago, Teeth had been ready for murder,
banner. but now curiosity overcame him.
Wandering Teeth swung around the corner, blade Shakudo’s posture deflated, their shoulders
raised; and stopped cold at the sight before him. slumping with the weight of a perceived
Shakudo’s back faced him, shoulders tight with defeat. Wandering Teeth patted their arm with
fear. They took a tentative step backwards, nearly a compassionate hand, then glanced back at
impaling themselves and saving Teeth the trouble the sleeping being. Was it alive? Was it actually
of stabbing them. At the end of the tight chamber, sleeping? Did this Exalt even know what they
frigid mist rolled away from a grand sealed were doing, or was this whole venture powered
sarcophagus of glass; a dizzying array of coils by one person’s bizarre delusions?
and wires spiderwebbed around it like a halo. “So,” he said, pressing his fingers to the cold
Within the transparent tomb rested something, glass, “We going to open it?”
someone that to Teeth’s untrained eye appeared
halfway between man and machine.

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Introduction
No hero is mortal till he dies.
—W.H. Auden

The world of Exalted is a dangerous place, even for the • Chapter One: Running a Game starts with basic
Chosen. Other Exalted have their own inscrutable moti- advice on how to run an Exalted game, including
vations and reasons for being. For every Dragon-Blooded advice on how to prepare a Session Zero and deal
willing to join the cause of the Solar Exalted, there are a with sensitive topics in-game.
thousand more seeking to slay them. For every Sidereal
who offers the protection of the Cult of the Illuminated, • Chapter Two: Exalted Storytelling delves
there is another seeking to end the Chosen of the Sun once into the story and mechanical elements that are
and for all. Exigents, as always, go their own way. unique to Exalted, such as past lives, stories for
each Exalt type, and running a Wyld Hunt for
This book is meant to provide Storytellers with informa- multiple types of Exalt.
tion and additional methods of creating stories in Creation,
with the overwhelming focus being on the titular Exalted • Chapter Three: Rules of Glorious Divinity pro-
themselves, describing their themes and offering potential vide a wide variety of alternate rules systems for
stories for each type. subsystems like Bureaucracy and Craft, and rules
hacks for fine-tuning the Exalted variant of the
Storyteller System to a Storyteller’s liking. It also
This Book at a Glance includes mechanical advice on how to balance
combat encounters to different player character
Introduction: This section provides an overview of this
competencies and how to design challenges ap-
book, and what you are currently reading.
propriate for the Chosen.

• Chapter Four: The Chosen examines each


Exalt type; their themes, their stories, and ways
Storytellers can integrate them into a game.

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Chapter One

Running a Game
Exalted is a big game. It’s especially important to establish what goals the
players are interested in from the very beginning. These
Creation presents a massive tapestry of places, cultures, will often differ from the goals of their characters; want-
and supernatural wonders alongside a huge number of ing to cross blades with a sworn enemy and then later
possibilities. While some Storytellers and fans may as- fall in love is (probably) not a character motivation, but
pire to an encyclopedic knowledge of the setting and is excellent input from a player about what they want
rules, you don’t need it to run a game well. The systems, to experience. Creation-as-Stage is at its best when ev-
setting, and everything in-between are tools for your eryone involved has input on where they want the story
game, not a list of requirements. You have the power to go and what they want to see. Frank out-of-character
to choose what to include in your games, enabling you discussion before and between sessions is an excellent
to make it easier on yourself to run, and to help your way to facilitate this.
players make and play their characters.
When a player decides that an Abyssal deathknight the
Circle encountered early on is a foe they want to see
Styles of Play more of, explicitly informing the Storyteller enables
them to make the Abyssal a recurring character. Open
Since Exalted contains many stories, it can be helpful to
break them down into distinct styles. These are general
guides: there’s nothing wrong with deciding to combine el-
ements from any or all of them when deciding how to run THE BRONZE AGE
and play your game. These should provide useful touch-
stones for discussing the kind of game everyone wants to If you’ve paid attention to the materials or develop-
play, and offer guidance in how to make that happen. er commentary surrounding the making of Exalted,
you’ll know that the game takes a lot of its sociopolit-
Creation as Stage ical and cultural inspiration from the world at the very
end of late antiquity through the Italian Renaissance.
The popular conception of the world at that time is
Heroes and villains stride across Creation, change
that people were brutish and cruel; this isn’t really
blossoming in their footsteps. Rivals clash until entire borne out by historical record. Certainly, times were
Directions are set ablaze by their conflict. Revolutions, harsh, but people were people, even if their cultur-
rebellions and upheaval twist whirling gyres around al mores are somewhat alien to the civilizations that
the passion of lovers, the fury of the aggrieved, and came a few millennia later.
the dreams of visionaries and demagogues. Creation-
as-Stage embraces drama writ large, with player char- While Exalted draws inspiration from that time, it’s
acters pursuing great goals using their tremendous made by and for people in the 21st Century. You can
powers, and where the stakes are personal, even as the note that the systems of human slavery used by many
cultures in antiquity (and in Exalted) bore little re-
effect of their conflicts may transform the world.
semblance to the chattel slavery of the Transatlantic
trade or modern human trafficking, and you’d be ab-
More so than in other game styles, in Creation-as-Stage
solutely right, but accuracy isn’t as important as veri-
the setting serves the players’ interests. The Storyteller similitude and verisimilitude isn’t as important as the
running a chronicle should consider how major ele- experience of the living humans at your table. When
ments they incorporate will affect the player charac- planning your game and setting the stage, be aware
ters, and in turn how the characters will affect them. of the history of these places both in and out-of-game,
Threats exist for the Circle to challenge, fight, and stop; but also be aware of your players’ needs and feelings;
potentates and princelings may be wooed, cowed, or see Safety Rules and Best Practices on p. XX and The
cast down and the wonders of Creation are there to be Two Topics on p. XX.
explored, examined, or exploited.

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CRUCIBLE OF LEGEND

communication also lets the Storyteller know where garrison commander the Circle rescued from assas-
to put their time and effort; whether the players want sins. If the players emotionally invest in protecting that
a chance to redeem the deathknight, or if it would be garrison commander —dueling for her affections with
a waste to fill out a compelling backstory when the her outcaste suitors or seeking to master First Age al-
players were just interested in killing a skull-clad chemies that they might match her mortal lifespan to
murder-machine. their own — she becomes a more important character
in the chronicle than any matriarch of a Great House or
Details unrelated to the players and their interests be- scheming Deathlord.
come wallpaper and set dressing. While this is true to
some extent in any chronicle, Creation-as-Stage relies This doesn’t mean that other elements can’t be import-
upon an economy of focus to keep momentum; every- ant! The garrison commander the players befriend,
thing in the game serves as tools, toys and thorns for the small neighborhood in Great Forks they choose to
the player characters, no matter their importance to champion, or the Guild trading caravan they decide to
Creation as a whole. If a satrapy’s rapacious ruler is ir- destroy can all become the same sort of powerful story
relevant to the means and goals of the Circle, they be- impetus as a character’s crusade against Creation-wide
come a footnote. If the legendary daiklave Hope Found injustice. The Storyteller can use these points of fo-
Amidst Falling Stars interests none of the players, then cused interest to introduce and demonstrate additional
the chronicle leaves it behind as an unimportant curio. threats and plot hooks. The war god becomes a major
Anything that isn’t taken as a part of a character’s sto- enemy when his holy conflicts threaten the garrison
ry is an expendable setting tidbit, not a loose end the commander’s life; the ancient sorcerer becomes a trou-
Storyteller needs to address. bling ally in the Circle’s attempt to refine the neighbor-
hood’s cursed geomancy; or the House Sesus liaison be-
Regional war gods, ancient sorcerers, and leaders comes a continuing obstacle to ridding the area of the
of civilization all find themselves trivial next to the Guild’s influence.

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C hapter O ne : R u nning a G a m e

Interweaving the interests of different players is es- their character’s emotional bonds to the ongoing con-
pecially important for running a cohesive chronicle. flict between the Linowan tribes of their birth and the
Creation-as-Stage encourages a Storyteller to do this treebound cities of Halta may not be particularly inter-
often, freely pulling together elements from each char- ested in learning about the politics of the firedust trade
acter’s story. Since a group can cover only so much in the far South for instance. And that same player
ground in a session, a Storyteller should pepper the might not be particularly interested in engaging with
background of scenes with pertinent details to connect the Leadership and Project Rules when they’d rather
characters and plots together, and show the harbin- focus on the personal stakes surrounding their char-
gers events to come. This allows for building overar- acter’s Haltan ex-lover, rather than who can rally the
ching plots without loading down an early scene with largest army. What a chronicle leaves out defines it as
all the principal NPCs (Non-Player Characters) the much as what it includes. Groups and their Storytellers
Storyteller may want to include. After laying down the shouldn’t hesitate to focus on the areas of play that
groundwork, the Storyteller can tie events together in most interest them, whether that is a specific region,
a way that seems natural, ensuring the players are in- a specific portion of the ruleset, or specific moods and
vested in the stories of other characters, and keeping themes within their chronicle.
events from seeming to come out of nowhere. Perhaps
the Dynast attempts to regain control of the satrapy by Mechanical Suggestions
making a devil’s bargain with the deathknight or the Exalted is a game that offers a great deal of mechan-
war god’s cultists target the ancient sorcerer over their ical tools to its players. For chronicles in the style of
impure magical workings, turning these events into the Creation-as-Stage, it’s important to use those tools ju-
primary drive of the story, rather than a contrivance to diciously. Focusing on story elements that aren’t con-
pull together disparate player interests. nected to the players’ interests will often prove to be
wasted effort that ultimately slows the game and dam-
What’s the Price of Wheat in Sijan? ages its pacing.
Many Storytellers make their first conscious choice
about what to include in their games when picking a Major antagonists and other NPCs relevant to the play-
location. Every chronicle needs a place to start, and er characters will likely merit full character sheets of
that choice suggests others. If a chronicle takes place their own, but for most other less essential characters,
in the Syndic-ruled city of Whitewall in the North, it’s extensive use of the Quick Character (QC) rules will
natural for a Storyteller to consider the haunted halls of streamline most encounters and Storyteller prepara-
Gethamane, the Immaculate zealotry of Pneuma, or the tion. Sometimes, a character may grow in importance
horrific durance of Fortitude as setting elements that over time, expanding in rules as well as story impor-
might come into play. Of much less immediate concern tance, when they started life scribbled down as a last
is the wealth of Gem in the far South, the crowded living minute QC.
of Wu-Jian in the West, or the sepulchral rites of Sijan
in the East. Some Storytellers might choose to focus Similarly, a Storyteller might choose to simplify many
more intimately on Whitewall, pushing aside thoughts activities that aren’t part of major dramatic arcs.
of other Northern cities. Dealing with the city’s masked Using the full Social Influence system when wound in
gods and the threats barely held in abeyance by their Dynastic intrigue or trying to convince an ambivalent
pacts offers plenty of challenges for a group of Exalts, Lunar to join your nascent country is one thing, but in a
and focusing on a single city allows a Storyteller to put less momentous social scene, it’s fine to call for a simple
more thought into specific details of the location and its (Attribute + Ability) roll to move things along quickly. .
particular story hooks. The scale of Creation provides A good rule of thumb for the Storyteller is to default to
the Storyteller and players ample space to fill in their a roll when it would be unsatisfying to simply declare
own settlements, peoples, and threats if they want to an action successful, but which doesn’t have much sto-
detail an area more specifically, with plenty of room to ry importance. Not only does this save time, but it also
expand and explore throughout a chronicle. makes clear to players when something particularly
serious is going on. Especially in the case of combat,
Just as it’s sensible for a Storyteller and group to fo- using a (Attribute + Ability) roll rather than a full com-
cus on a specific geographic area to play in, focusing bat scene (see the Orichalcum Abacus, p. XX) makes it
on specific thematic, mechanical, and tonal elements clear when the opponents aren’t a serious threat to the
can make a game more manageable for its Storyteller, player characters, while allowing the game to progress
more engaging for its players, and more rewarding for to more dramatic scenes.
everyone involved. A player interested in exploring

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CRUCIBLE OF LEGEND

PLAYER INVESTMENT Creation as Threat


AND SIMPLIFIED ROLLS
War haunts the land, flies swarm the carcass-cities left
in its wake. Horrors stalk the night and hunt brazenly
It’s always important to respect a player’s investment
in Charms, Merits, and other character abilities that in the noonday sun. Sovereigns and princelings cling
might influence a situation when using simplified to their power with desperate abandon, deadly rage
rolls instead of full subsystems. If a player wants to directed at those who might disrupt their positions of
use a Charm that normally only functions for certain safety and comfort. The wilderness falls upon those
Social Influence rolls in a simplified contest, it’s ap- who travel away from settlements and -roads, rogue
propriate to let them. Be generous in interpreting the gods, beasts, and worse things lurk deeper in Creation’s
Charm’s effects outside of its usual use in the subsys- shadow, threatening dissolution of the self and destruc-
tem: using a simplified roll should never leave play- tion of the soul. Creation-as-Threat embraces the fe-
ers feeling like their characters are less competent rocious and terrible aspects of the world of Exalted.
than they would be normally. See also the rules for Exaltation gives the Chosen the tools to survive in the
One-Roll Resolution on p. XX.
Age of Sorrows, but Creation presents them with dan-
Example: The Solar Sequined Meadow is trying to gers that require the use of their gifts. Given the dra-
convince a guard to let her into the city despite the lo- matic impact of such power on the world, the player
cal despot enforcing a curfew for foreigners. Since the characters’ choices in how they survive may well make
guard is a mortal opponent and failure would be po- them the next threat to loom over the shuddering peo-
tentially troublesome but not critically dangerous, the ples of Creation.
Storyteller decides to allow Sequined Meadow to use
a simple Manipulation + Presence roll, at difficulty 1 Every chronicle employs exterior threats, and many of
to convince the guard she’s supposed to be inside the them take on disquieting trappings: undead monstros-
city walls. Sequined Meadow’s player wants to avoid ities, heavy with the moans of their sewn-together vic-
the guard deciding Meadow is a potential threat if she
tims, unnatural beasts baying with bloodlust, covered
fails, and asks to use the Socialize Charm Indecent
in the tattered souls of their prey, but, in many chron-
Proposal Method to keep him from raising an alarm
if she’s unlucky. Normally a Charm that directly inter- icles these may simply be set dressing, a challenge for
acts with Intimacies in the Social Influence system, the Circle to defeat or an opportunity for more martial
the Storyteller looks at Indecent Proposal Method’s characters to shine. Using these elements effectively in
general description and sees that it causes the target Creation-as-Threat requires moving beyond a surface
to feel that the user’s offer is “delightful, charming, or level application.
at least a necessary evil” and allows Sequined Mead-
ow to apply it to this situation. If Meadow does fail the Threats represent potential danger, consequences not
roll, it will still be trouble, but at least the guard won’t yet materialized. Detailing those consequences makes
consider her a dangerous intruder. them real before the threat strikes. The undead mon-
strosity is grotesque on its own; knowing the names of
the farmers it will absorb into its pulsating body if the
Strict adherence to training times rarely meshes Circle doesn’t stop it makes it a threat instead of a mere
well with the character- and drama-centric goals of enemy. These details also make the consequences and
Creation-as-Stage. Using the Montage and Inspiration nature of the threat matter. When a friendly guard cap-
mechanics from Chapter Three will allow a player tain the Circle is fond of falls to demon hounds attack-
character’s development to follow dramatic beats. ing the city because the Circle failed to respond in time,
This is especially important in high-action games that the consequences of the beast’s soul-destroying powers
may take place over a short period of time in setting matter more than when it’s a simple creepy critter fact.
but multiple sessions of real-world game time. A char-
acter developing their abilities when backed into a Monstrous creatures and grotesque enemies are some of
corner or when inspired by some magnificent or aw- the most obvious vectors to present Creation-as-Threat
ful sight aligns perfectly with the goals of Creation- but by no means the only one. A slowly spreading crop
as-Stage, and avoids a player feeling stymied because blight that promises to plunge a beloved settlement into
they can’t spend a pile of XP for weeks upon weeks of starvation presents a looming problem the Circle can’t
playtime. simply slay. A plague of poisoned dreams may have its
origin in a Fair Folk malefactor, but unless the Circle
can deal with the symptoms, many characters they care

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about may be lost. Potential resources may present the


same sort of threat, as the energies from a local un-
capped demesne poison and mutate the children of a
nearby village, or a local god demands sacrifices that
threaten to bankrupt and ruin local communities while
remaining friendly to the player Circle.

It’s important to remember that these threats work be-


cause they offer potential consequences. If the player
characters can’t do anything to intervene then threats
cease being meaningful. Even at its most dire, Creation-
as-Threat shouldn’t harm character agency, but rather
highlight the consequences of character inaction. The
idea that a character might fail to save loved ones, allies,
or communities balances itself against the fact that they
could succeed; a threat requires character agency to make
the possibility of failure and its consequences meaningful.

Storytellers should present actionable failure condi-


tions. Explicitly detailing the results for threats going
unopposed versus the dangers in confronting it goes
a long way to building tension, but if couched mainly
in terms of a player character’s survival it can reduce
player investment in any element beyond mere surviv-
al. It can also set up an unfortunate dynamic where a
player can’t judge a threat’s seriousness if they’re all
presented as existential threats.

Similarly, it’s important not to subject players to a con-


tinual reign of horrors. When every session and story
beat is laden with impending doom, and the stakes
for every challenge are fatal or involve fates worse
than death, it can create a numbing effect for players.
Without contrast, it becomes increasingly hard for
any enemy, threat, or event to provide any real impact.

PLAYER COMFORT
AND CREATION-AS-THREAT

While you should always respect player boundaries


when constructing threats and dire consequenc-
es, this becomes especially important for games
that lean into Creation-as-Threat. Be certain to use
the session zero and safety rules presented in this
chapter to make sure that everyone involved with the
game is comfortable, and don’t assume players will
be OK with horrific material just because it’s hap-
pening to a storyteller or minor character. Be sen-
sitive and receptive to players who realize later that
something bothers them once the game has begun;
nothing in a game of Exalted is so important that it
should be preserved if it is making a player genuinely
uncomfortable.

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What’s worse, this can drive players away from in- Creation-as-Threat. Threat and consequence fail if
vesting in Storyteller characters and other setting el- they’re nebulous and vague, and also if they’re con-
ements, as they lose any reality beyond their potential stant, overused, and unavoidable. The Storyteller must
as casualties. Allowing benign or heroic scenes and thread the needle between these extremes. They should
setting elements room to exist gives threat that much make threats that are credibly detailed while being pos-
more weight and focus when it arrives. sible for the players to react to, and consequences that
have setting and mechanical heft without pushing the
Leaving a Mark players to disengage from emotional fatigue or lack of
Persistence of setting provides an important vector agency.
for heightening useful contrast between the horrible,
the benign, and the wonderful. In a game focusing Sometimes, this means reminding players of ongoing
on Creation-as-Threat, consequences should create threats that haven’t been at the forefront of the game
a lasting mark on the Chronicle’s setting and charac- for several sessions. Other times, it means erring on the
ters. A battle with a monstrous undead creature and its side of more rather than less when giving players infor-
Abyssal master on a major roadway should leave a mark mation about enemies and calamities to come. Dealing
on the setting even if the Circle is victorious. The Circle with disaster and calamity should occupy the player
may see travelers and merchants delayed and detouring characters’ efforts, rather than trying and potentially
to avoid conflict on the road, as local rulers raise taxes failing to discover what oncoming threats exist.
on grumbling city dwellers to pay for repairs, or local
priests and exorcists cautiously journey to the site of Mechanical Suggestions
the battle to ensure nothing lurks behind. Rules that reinforce the limitations of Creation are at
their most useful in Creation-as-Threat. Paying atten-
Even mundane conflicts provide material for the tion to travel time and the sheer size of Creation helps
Storyteller to work with. Rather than being a simple make regional threats feel like they matter. A Circle
threat-of-the-week for a Circle to defeat, a bandit at- can’t simply leave an area and avoid spreading word
tack on a small village could have its aftermath echo of the dangers they’ve left behind, while friendly au-
through later scenes and sessions. Funeral processions thorities will be too distant to help; when characters
pass by on the road for those who died of their wounds; have abilities that let them circumnavigate problems of
words are overheard in the marketplace of good jobs distance, then those problems become that much less
for those willing to work the land of a widow or wid- meaningful.
ower; familiar faces, displaced by violence are seen in
neighboring towns and city markets even as the Circle The same is true of craft, construction, and social proj-
moves further away. ects. Forcing players to confront and deal with time
limitations as a dramatic element makes those abilities
These examples assume conflicts are won by the players that let them raise an army in days or a mystical armory
involved, which helps bring attention to consequences in a week impactful in a way that doesn’t occur in a less
averted by player action, underlining the nature of the temporally and spatially bound game.
threat even as it’s defeated. Storytellers should take
care to avoid turning the taste of victory to ash in the Like everything, this requires moderation. If players
players’ mouths, especially when player characters never can take advantage of longer stretches of time
take actions specifically meant to alleviate or prevent to work on larger projects, they may focus on powers
consequences. If a character goes out of their way to and abilities useful in the short term, making time-sen-
tend to the villagers with Medicine and appropriate sitive threats effectively meaningless. If a player made
charms, further deaths would serve only to devalue the her character with the intent to engage with the craft-
players’ investment of attention and resources, which ing or sorcerous workings subsystems, and never gets
Storytellers should avoid doing. Instead, details such as a chance to flex her ability in it, she may be quite dis-
seeing people the player characters saved or meeting gruntled by seeming like mechanical dead weight.
their concerned but relieved relatives while traveling
will make their investments more meaningful, while Adopting Risk Trackers (p. XX) can also ratchet up ten-
still suggesting the consequences averted. sion and provide players with actionable threats while
simultaneously presenting the limitations of their re-
Smoke on the Horizon sources. Storytellers should avoid creating countless
Clearly signposting problems to come and their gauges that are impossible for players to address, but
potential ill effects is vital for games focusing on using them to detail multiple ongoing concerns will

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go far in presenting Creation as a dangerous place for the idea that not every situation will have a resolution
those who try to simply sit on its sidelines. that leaves everyone with a happy ending.

Storytellers should be prepared to give characters


Creation as Cost and places layers beyond the obvious and archetypal.
Characters drawn in broad strokes, especially those op-
Iron-eyed generals lead their soldiers in desperate
posed to player characters’ interests, are easy to classify
charges against satrapial defenses, knowing the day will
as obstacles. Revealing personal details that hint at a
cost many of their sworn companions. Dynastic politics
rich inner life and interests beyond opposing the char-
drive Dragon-Blooded scions to destroy close friends,
acters can help build empathy for characters the play-
all for the good of House and Realm. Rising Circles ex-
ers might otherwise dismiss out of hand.
pand their influence over village, city, and region, hop-
ing the change they bring is worth the suffering and These details can be basic and mundane, especially at
death. Creation-as-Cost taps into the tradition of epic first: An enemy commander who always shares their
heroes enmeshed in great deeds and greater struggles: tea with their subordinates, a harvest god who pauses
what will the characters do with their enormous power in their condemnation of ungrateful mortals to shep-
and are they prepared to bear the cost? herd bees to the proper plants, a frustrating bureaucrat
who has a water dish for her assistant’s dog in his of-
Perhaps more so than other types of games, Creation-
fice. These are inroads to building more empathy and
as-Cost requires heavy player buy-in. If Storyteller
pathos for those characters, and allow the storyteller
characters, relationships, and communities are re-
to build their personalities and stories as the game goes
duced to nothing more than backdrops for the players,
on. When and if the player characters end up facing
or resources for their abilities, they become meaning-
them directly, this gives the confrontation more heft.
less. Players and their characters must be willing to
It’s one thing to be willing to kill the bureaucrat fund-
emotionally invest in other characters and setting ele-
ing the local Wyld Hunt in cold blood when she’s just
ments that they know they may lose, as well as accept
a name and a low Defense score. It’s another when the

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players know her as a constant advocate for her under- in play, that’s no longer an interesting choice with a
ling’s promotion, and as the woman who keeps giving cost; it’s a narrative landmine. Players may feel that the
her lunch leftovers to the local stray dogs. choice didn’t matter, and rather than having paid a cost
for their ambition, they were the victims of Storyteller
Friendly and allied characters should receive the same trickery. Conversely, if a choice’s results are presented
level of detail. Having distinct agendas and desires both as being much worse than they turn out to be, much
fleshes out Storyteller characters and provides poten- of the choice’s impact is lost, and players may begin to
tial points of friction between player characters. Having think that there aren’t any real stakes in play.
to choose between compromising one character’s goals
and losing their allies’ good graces can be a wonderful It’s worth explicitly noting that the risk of outright fail-
source of tension and drama, if the player has bought ure is a potential factor in presenting meaningful choic-
into the idea of the Storyteller characters’ own agen- es. Groups may wish to discuss whether or not outright
cy. This isn’t a license to constantly turn friendly char- failure of their epic tasks is on the table in their desired
acters (especially those secured with Merits) against mode of play, as opposed to only allowing for indirect
player characters’ agendas, but rather as a way to com- failure such as when the Circle abandons one task to
plicate character relationships for a more interesting prioritize another. If choices are consistently meaning-
story. ful, by the end of a chronicle, players will be able to look
back and consider how their decisions shaped the state
The abilities of the Exalted mean they will often be able of the world that they leave behind. Such chronicles of-
to overcome opposition to their plans, either holistical- ten embrace the fact that even great heroes can’t save
ly or through the Social Influence system. For games in everyone or accomplish all their goals without sorrow,
the style of Creation-as-Cost, use these as opportunities a fact which emphasizes and uplifts those obstacles the
to highlight what the characters drawn into the play- characters have surmounted.
ers’ agendas are giving up. If the players are emotion-
ally invested in a Storyteller character, her losses and Mechanical Suggestions
pain aren’t meaningless just because the players got her Creation-as-Cost benefits from detailed Storyteller
to join them. For a Dynast who sides with a righteous characters whom the players can’t just sway at will.
Circle of Solars against the Realm, the friends, family Using the Social Influence system to systemize strong
and station she’s given up should provide as much im- beliefs and problematic loyalties helps support the
pact as the benefit in securing a powerful ally. thematic goals of play, while also allowing players to
mechanically invest in convincing Storyteller charac-
Forking Paths ters to their point of view and providing immediately
Exalts may move mountains and smite armies, but they quantifiable stakes when some opposing force tries to
must still bear the weight of their choices. Creation-as- sway favorite allies or companions away from the play-
Cost emphasizes this; Storytellers should feel empow- ers’ characters.
ered to present difficult quandaries with no clear right
decision or equitable outcome. A Circle allies with a Encouraging players to invest in Allies and other social
confederation of eastern tribes, but then must confront Merits is also a way to quickly generate player invest-
the tribes’ inner struggles over an upcoming succes- ment. By offering additional incentives to take social
sion. Do they intervene on the behalf of their personal Merits, a Storyteller can take advantage of this, using
friends, or support better qualified candidates who may player established Storyteller characters to tie narra-
offer them more advantages in their struggles against tive elements into concrete mechanical benefits.
the Realm? A Sworn Brotherhood begins campaigning
to seal a shadowland, but receives word that a death-
knight is hunting their friends. Do they break off their Combining Styles
campaign, risking its success in order to protect people
Many games won’t cleave to any single style of play.
they care about, or do they stay the course despite the
Even a game that starts with very specific goals for
potential cost?
theme and content may very well find itself drifting
in other directions as the players’ interests change
Presenting players with hard choices only works if
and their characters grow. There’s nothing wrong
they have enough information to make a reasonable de-
with this, as many elements of different styles of play
cision, and if the choice is genuine. If they’re going to
mesh together well. For example, the intense charac-
be unpleasantly surprised by the option that they pick
ter interest of Creation-as-Stage naturally feeds into
with no indication there might be unrevealed factors
the hard decisions and pathos of Creation-as-Cost,

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while Creation-as-Cost’s concern with oncoming di- “This was supposed to be a kingdom-building game,
saster and casualties compliment Creation-as-Threat’s but since your retainers were killed in the first session,
awareness of consequence and looming danger. you’re going to spend the rest of the chronicle fleeing
the Wyld Hunt.” It’s a good thing to make players aware
As a general rule, elements from Creation-as-Stage work of potential developments, as long as changes to the
well for emphasizing Exalted power through character premise and style of the game come with the assent of
agency and player interest; elements from Creation-as- everyone at the table. For instance; “At some point, you
Threat are useful for demonstrating the breadth and must be prepared to deal with the Wyld Hunt’s reaction
danger of Creation by giving it more mechanical reality; to establishing your power base.” this ensures that no
and elements from Creation-as-Cost help provide more one is left feeling alienated from the game they origi-
emotional context and pathos by reinforcing player nally wanted to take part in.
characters’ relationships with the world. Using these
concepts as a toolkit, a Storyteller and their group can “Session Zero” is a gaming term that refers to a plan-
construct and adjust their Chronicle to the particular ning session. Generally, during Session Zero, no one
play experience they’re most interested in. plays their characters or rolls any dice outside of a pre-
lude (p.XX). Think of this as a collective outline for the
As a Storyteller, it’s important to prioritize the enjoy- story you and your players will be telling together. A
ment of everyone at the table over abstract ideas of style good Session Zero should set expectations, establish
or theme. If the chronicle started as a serious meditation the tone, bring all of the player characters together, and
on tragedy consciously leaning into Creation-as-Cost, get the players themselves excited to play through your
but the players seem more interested in seeing if they chronicle.
can run triage on a half dozen disasters at once, it may
be worth thinking about incorporating more elements Genre of Game
from Creation-as-Threat into the game. Remember that
the Storyteller’s interest in the game is just as import- Exalted encompasses entire worlds worth of play.
ant as any of the players, but that attempting to forcibly That’s not an exaggeration; a Solar Exalt can bounce
override the direction of the table with any one per- between Malfeas, the Underworld, the Wyld, and
son’s idea on what the game is “about” is likely to end Creation in their journeys and each has an abundance
poorly, so communication is very important! of story to delve into. It’s unlikely that your group will
solve all the myriad problems of the multiverse in a
Session Zero single chronicle, so deciding what your game is ‘about’
becomes important.
When a Storyteller says “We’re playing Exalted,” what
immediately jumps to mind: a game of Dynasts, all vy- Before play, ask your fellow players (remember, a
ing for position and power on the Blessed Isle? A Circle Storyteller is a player too) what sort of game they’re
of Solar Exalted, enforcing their will upon Creation as looking for. Discuss and combine ideas and themes.
they dodge the Wyld Hunt? Perhaps a group of hero- The high adventure game you considered running
ic mortals, trying to scrape out a place for themselves might not be the political drama some of your players
amidst the wonders and terrors of the wider world. were hoping for. Getting a sense of what everyone is
These and more are but a small fraction of the tales a into and what they want out of their Exalted chronicle
clever Storyteller can offer with Exalted. will help direct you.

This is both a blessing and a curse. It’s unlikely your Some examples are listed below — but this is by no
play group will get burned out on seeing the same thing means an exhaustive or mutually exclusive list of what
twice, but at the same time, the breadth of Exalted Exalted games can do. Use this list to start discussion,
means that players will have a hundred different expec- not end it.
tations. You may want to keep startling developments
in your chronicle a surprise, but establishing a base- Mortal-Focused: Games featuring or highlighting the
line helps ensure everyone enters the chronicle with unExalted can contrast with the high-powered nature
the same expectations. The Storyteller should avoid of the setting and show a gritty example of life in the
“bait-and-switch” chronicles, such as, “I said we’d start presence of the fantastic. Magical power may be mun-
by playing mortals and Exalt in play, but it’s actually dane to the characters but remains novel to the play-
a mortals-only chronicle in which no one Exalts.” or ers, and with the context of mortal life, it accentuates

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the player characters as the most important people in cut through mountains, why would you need to bring
the world, but not the only people in the world. This two forces to an agreement when you can simply take
doesn’t necessarily mean that your players must play them over? Some players do like a challenge, however,
mortals, although they certainly can if the group is and may wish to mend the rift between the gods and
willing. Many Exalts may still find service to prince and the ancients or save an Abyssal Exalt from herself. This
principality after their Exaltation, in the name of patri- type of game takes a delicate hand to run and paints the
otism, while others may find themselves in service to worlds of Exalted in more of its shades of grey, rather
individuals, cities, organizations, or nations. than as black and white as some players might prefer.
Be willing to be open and emotionally honest with your
Mythic Fantasy: Your Circle is on a mission to save the players if you plan on engaging with this type of sto-
world. They battle undead behemoths, sometimes even ry and make liberal use of the safety rules later in this
two at once and punch dinosaurs into the stratosphere. chapter.
A mythic fantasy game is the classic adventure story
of unlikely heroes taking on gods and demons in the Multi-Genre: A cosmic horror story might dovetail
most epic setting possible. Your group probably wants into mythic fantasy scenes where the characters have
to play this if they are mostly interested in combat, big to gear up and train for the end of the world. Political
badass spells, and amassing as much power as possible intrigue could very easily lead to epic horror when
to throw against the forces that threaten Creation. player characters find out what’s under Mount Meru.
Mythic fantasy could even lead into reconciliation and
Political Intrigue: Your characters must maintain their redemption when the players find out that the big bad
power and influence and maybe take others down in evil guy is willing to negotiate. Be willing to be flexible
the process. They could be members of Lookshy’s gen- with your genre, and open to readjusting if players ar-
tes, scions of Great Houses on the Blessed Isle, or part en’t enjoying the direction the chronicle is going.
of other, more esoteric institutions . Perhaps they’re
trying to overthrow one of the Hundred Kingdoms, Collective Character Creation
influence the Forest Witches, or even assert their own
place in the labyrinthine politics of Malfeas or the bu- After you’ve figured out what kind of story you’re tell-
reaucracies of Yu-Shan. While a political game might ing and (very generally) where your chronicle is going
have some combat, these games tend to lean much to go, the next logical step is character creation. A lot
more towards mental and social Charms, and players of groups like to create their characters separately, and
may want to show off their out-of-game cunning and there is nothing wrong with that. No one needs to know
skill as well. If your players are asking you how they can all of the details of everyone else’s characters, and it can
scheme their way onto the Scarlet Throne, your group be fun to play a game where the player characters start
wants to play a political intrigue chronicle. as strangers and end up closer than family. For this rea-
son it’s important to decide which character creation
Epic Horror: The worlds of Exalted are full of
style you’d like to employ before you all start making
mind-bending horrors, from creatures that want to eat
characters.
your soul bits at a time to Hell itself, made of a Yozi
flipped inside-out and sewn back together, and who If your players want to engage with the intricacies of
happens to still be rather upset about it. Neverborn familial Dynastic politics, have complementary charm
yearn for the destruction of all things while Fair Folk sets, or simply know who they’re travelling with into
consume every unique aspect of personhood. Things the vast unknown it’s best that players create their
just beyond the ken of normal mortals are all around characters together. Scions of a Great House likely
the Exalted, and they’re all hungry for what the player grew up together; a Circle of Solar Exalted has some
characters have. Such horrors come for their dreams, history, while a stranger mix, like a Lunar, a Sidereal, an
their souls, their loved ones, or their reality itself. Your Exigent, and a Getimian surely have their reasons to be
group may want to play an epic horror game if they attached to each other.
want to face overwhelming odds, struggle with pyrrhic
victories, and make difficult choices in the face of in- Make note of how players build their characters to
human evils. gauge their interest, and be sure to discuss with them
about their desires. One player optimizing for a partic-
Reconciliation and Redemption: This might seem an ular field like combat or investigation might be inter-
odd choice for an Exalted game; after all, when you ested in scenes focused on those fields, while another is
have earth-shattering superpowers and swords that can trying to end them as quickly and efficiently as possible.

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This applies to Intimacies as well; a player who gives What made her this way? What experiences shaped
their character a Tie of fear to a major NPC may be and molded her into the series of dots and numbers on
communicating that they want to engage with them the sheet? Don’t be afraid to ask questions about why
more, or they might be trying to avoid sharing scenes a character has a particular skill set, and build parts of
with that NPC. the story around those questions.

There are two ways to go about creating characters Story-Based Character Creation
collaboratively: mechanics-based or story-based. Pick For some groups, creating their concept, or slotting
whichever works best for you and your group or mix their characters into the story comes before anything
as needed. else. When collaboratively making characters, it’s im-
portant to make sure they play off of and complement
Mechanics-Based Character Creation each other — the isolated Dragon-Blooded and her con-
Each character plays a particular role in their group, be genial friend, or the witchy Lunar and her brutish Solar
it the researcher, the tank, the sneak, the face, or any partner for example — are character concepts that are
other archetype. Where one player character is weak, likely to clash and interact in interesting ways.
another is strong. The group balances itself out.
As Storyteller you should consider how capable your
The most obvious problem that presents itself is “what player characters will be at the start; a Dragon-Blooded
if two people want to play the same kind of charac- fresh out of secondary school is unlikely to outclass the
ter build”? Hopefully, all of your players are mature Scarlet Empress, so players should try to keep the goals
enough to talk out issues like this. Maybe someone of their characters immediately relevant, even if they
plays a tank in this chronicle, but in another they agree choose to have more far-off ones. Story-based character
to play a sneak. As a Storyteller, you may be called in creation should be a starting point for your chronicle
to mediate some of these disagreements. Hopefully you and is part of informing both players and Storyteller of
won’t have to deal with someone who is willing to bully where everyone wants the story to go. The chronicle
fellow players in order to get what they want, but if you does not begin and end with character creation.
do, consider what is best for your game and other play-
ers at your table (see Safety Rules and Best Practices, Some players have been taught to believe that if their
p. XX). character has a relationship of any kind with the world
or other characters, the Storyteller will exploit and de-
A benefit to collaboratively discussing and creating stroy those as soon as they have a chance, a notion you
player characters - is knowing who has what, and how should discuss with your players and disabuse. As such,
their powers will complement each other. A Lunar they may be wary of making any sort of connection
whose Charmset focuses on trickery finds an excellent without guidance or structure. To get them started, you
partner in a combat-focused Solar Exalt who can back might encourage your players to build a relationship
up her threats for instance. A clever but poorly social- map.
ized Dragon-Blooded sorcerer who cannot talk her way
out of a paper bag works well with a fellow who can A relationship map looks a little like a spiderweb,
charm the petals off a rose but never finished school. drawn on a piece of paper. To start, write down the
Encourage your players to talk to each other as they player characters’ names and circle them. Then discuss
build their characters, and discuss which Charm might how they are connected. As you make connections,
be most useful where. Remember: just because a player draw lines between character names and write the spe-
character isn’t starting with a Charm doesn’t mean they cifics of the relationship next to it. If two players create
can’t buy it later. a Storyteller character through their connection (for
example, a perfectionistic mother who loved one player
A benefit of starting from character creation is that character and hated the other), write the name of that
story can naturally emerge from the numbers. The character and a short description down in a new circle.
Dragon-Blooded sorcerer possesses libraries (both lit- Other players can then connect their characters to the
eral and figurative) full of mystical occult knowledge, new Storyteller character as well.
represented by her dots in Intelligence and Perception,
Lore and Occult, and Merits like Resources, Mentor, It is extremely likely that this web will get messy and
Eyes in Both Worlds, and Geomantic Prodigy. However, complicated, like most relationships. As the Storyteller,
she has very few dots in Attributes like Manipulation it is your job to find the drama in the tension points of
and Charisma and Abilities like Socialize and Presence. the map and bring those to the front. Don’t endlessly

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hammer at how awful a player character’s mother is for Sometimes, things come up in your chronicle that
instance, but how might he react to attending a grand might upset or even hurt a fellow player, and those
ball that his mother and favorite consort both unex- things can come up totally by accident. Does this mean
pectedly gate-crash? you should walk on eggshells, or that a game is no place
for mature or potentially upsetting themes? No, some
The Lone Wolf people may even find the experiences offered by role-
Something to watch out for during story-based charac- playing to be emotionally cathartic, but be aware of the
ter creation is the lone wolf archetype. These charac- people around you, as well as sensitive to their emo-
ters tend to sit in the corner and wait for plot to come tions; this is good practice for gaming as well as life.
to them, refusing to interact with the world unless it Your own comfort and safety is important too. Keep in
pays them particular attention. Unlike other games, mind the cardinal rule about communication: If you’re
the fiction of Exalted does center player characters not sure, ask.
as chosen and special, so it’s unlikely that you as the
Storyteller will have much trouble pulling focus for Players are more important than the game. Beyond
them. Like in other games, however, the lone wolf can anything you can take away from this chapter, remem-
pull focus from not just the world itself, but from other ber that. You can’t have a game without players, and
player characters as well. A Solar with a huge panoply you can’t have players if they’re too upset, uncomfort-
and tragic backstory who refuses to interact with any- able, anxious, or angry to come to your table. If some-
one in the Circle and will not share the spot-light can one needs to drop out for a session, or from the entire
spell disaster for your game. chronicle, you should try to not take it personally.
Chances are something came up that had nothing to do
The best antidote for a lone wolf, and other similar with you. If you treat your players like employees who
archetypes of players, is to connect all player charac- are showing up for their second job instead of friends
ters. Why does the grumpy sorcerer put up with her who are consenting to play a specific kind of pretend
effervescent and outgoing partner? What experiences with you for a few hours, you will lose your players
do they share? Are they from the same Great House, or quickly. Play is a commitment, but only in the same way
did they go to an academy together? Lone wolf charac- a casual dinner date is a commitment. Physical, emo-
ters are often born of a lack of setting investment, so in tional, and mental needs all come before a game, for
many ways, the world needs to involve them whether both players and Storytellers.
they’d prefer it or not, and questions like these can help
build those connections. Below are some suggestions of safety mechanics for
your Exalted game from a variety of sources. Feel free
Safety Rules and Best Practices to use none, some, or all of them as fits the needs and
comfort of your table. Use these like you would any oth-
It’s very easy to dismiss your chronicle as “just a game.” er mechanic in a gaming text.
After all, you’re getting a bunch of friends together to
Lines and Veils
play pretend, so how could it hurt anyone? Just because
the characters commit genocide and conduct religious Lines and Veils allow players to pick and choose what
pogroms as they shape the world in their image doesn’t they want to address in the chronicle. Before game, the
mean that you as players would ever do anything like Storyteller should prepare two sheets of paper. Label
that. No one at your table has the power to burn vil- one “Lines” and the other “Veils.” Lines are things that
lages to the ground with a thought, and no one’s been will absolutely not be touched on in the chronicle, not
a victim of the Anathema in real life. Despite this, if even mentioned in passing — meaning both things that
you’ve ever interacted with people before, you’d know are not acknowledged, and things that are actively ex-
that words absolutely can hurt under the right circum- cised from the version of the setting as presented by the
stances. The same thing goes in games. Storyteller. Veils are things that can happen, but will
not be played out, and instead addressed with a “fade to
You might think your joke about wanting to kill your- black.” The Storyteller should ask players what they’d
self because of work is in good fun, but someone at like added to the lists, and note that the lists can be ed-
your table may have struggled with suicidal ideation ited at any time. Veils can be moved to Lines, Lines can
before and still have difficulties because of it. That be moved to Veils, new Veils or Lines can be added, or
Anathema who harmed your character as a child could Veils or Lines can be taken away (with the consensus of
remind a fellow player of an abusive adult in their past. the other players).

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Lines and Veils aren’t to be used to cut out antago- color indicates a response to different levels of intensi-
nists purely for player advantage (i.e. “I don’t want the ty. Green indicates “Yes, I am okay with and encourage
Neverborn to be a part of this chronicle at all, not even the scene getting more intense.” Yellow means “The
mentioned in passing”) but can be used to restrict an- scene is fine at the intensity level it is now, and I would
tagonists that might be uncomfortable for some play- like it to stay here if possible.” Red means “The scene is
ers (i.e. “I do not want the villains in this chronicle to too intense for me in a bad way and I need it to decrease
use sexual violence,” or “I do not want to see spiders or or I need to tap out.” Players can tap the colored circles
spider-like entities”). The Storyteller should, however, as appropriate to indicate to the Storyteller what they
watch for player goals that are best preempted with might want or need at that moment. 
Lines. Many setting elements can impel a player to fore-
ground efforts to eliminate it — not because it seems like The Storyteller can also use the Stoplight System to
an enjoyable challenge, but because they can’t enjoy ask the players if they’d like intensity increased or de-
any chronicle with that element. Particularly egregious creased as necessary without breaking the narrative
examples that some Exalted players might be famil- flow. To do so, the Storyteller can repeatedly tap a color
iar with include eradicating the Great Curse, breaking — tapping the green to ask if they should dial up the
into Heaven to confront the Unconquered Sun about intensity ” yellow for “keep it here?,” or red for “do you
his perceived failure to fix the world, destroying the need me to stop?” The players can then touch a color in
Loom of Fate to end destiny, ending slavery across all response. Players can also respond by saying the color
of Creation (see p. XX), killing a canon character they in question out loud. 
find personally loathsome, etc. Foregrounding such an
element can be great if everyone will have fun, but if it’s The X-Card
less about having fun doing it and more about not being A fairly simple technique, the X-Card was designed by
able to have fun at all until after it’s done, it’s best for John Stavropoulos. The X-Card is fairly self-explana-
the Storyteller to just eliminate that setting element tory. A card or sheet of paper with an X drawn on it is
exegetically before play begins. placed in the middle of the table. At any point, a player
or the Storyteller may touch the X-Card to call a halt to
Common Lines: Sexual violence, explicit depiction any action currently causing them discomfort. If they
of torture, force-feeding, starvation, mutilation, racial would like to explain themselves, they may, but it is ab-
slurs, gender-specific slurs, spiders, trypophobia-in- solutely not necessary and the Storyteller should con-
ducing imagery, needles, bestiality, explicit depiction tinue play without the upsetting action once everyone
of bodily functions is settled back in.

Common Veils: Explicit depiction of consensual sex- The “Okay” Check-In


ual activity, torture, emotional abuse, physical abuse, A LARP (Live Action Role Playing) technique that
body horror, human experimentation, dream or night- has since made the leap to tabletop gaming, the OK
mare sequences, childhood memories, prophetic vi- Check-In is a physical method of checking in on play-
sions, imperialistic apologia, sex work ers that may not be having the best time. To ask some-
one if they’re OK out of character, simply hold up an
Fade to Black Okay symbol over your heart. If someone asks if you
In a movie, when the hero is just about to get into bed are OK, respond with either a thumbs up (“I’m OK”),
with her love interest or be “forcibly interrogated,”
sometimes the camera cuts away right before the ac-
tion — occasionally with a moan or a scream included LIMITS DOCUMENT
as appropriate. This technique is called a Fade to Black.
If you don’t want to narrate every caress of a love scene One problem some Storytellers have found with Lines
or the weirdness of being in a Wyld prison, simply say and Veils is that it tends to place focus on the things
that you are fading to black, and then pull the scene up some players would rather not address at all. If you
elsewhere — perhaps the morning after, or in a meeting find that this is a problem with your group specifical-
to rescue the trapped character. ly, consider opening a shared digital document where
you can all add or remove things you don’t want in
The Stoplight System play. Feel free to add things you want to see in play as
well, so long as both sections are clearly labeled and
This technique was pioneered by the group Games to
differentiated. No one has to sign their name, and no
Gather. The Storyteller lays out three different col- one will ask questions.
ored circles on the table: red, yellow, and green. Each

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a thumbs-down (“I’m not OK”) or a hand waggle (“I’m After the chapter is finished, the Storyteller asks the
not sure” or “I’m uncomfortable saying.”) If someone players to put away their character sheets and take
gives a thumb down or a hand waggle, stop play for a some deep breaths. Soft music or snacks can also be
moment and check in debriefing if necessary (see that used to assist in debriefing. Slipping into character is
section below). Respect that your fellow player knows easy — slipping out can be a little less so. Debriefing is
themselves best, no matter what answer they give. all about bringing the players back into the real world,
back through the thorny maze of the chronicle the
Emotional Bleed Storyteller has created.
Many of these safety techniques talk about something
being too uncomfortable or intense “in a bad way.” This Use this time to talk about the game in a context other
is for clarity; some players like being made uncomfort- than first-person. Many players tend to refer to their
able or put into emotionally intense situations. Such characters as “I.” The Storyteller should encourage
players may play horror games or intense dramas as a them to use the character’s names instead, and use
sort of catharsis, a way to experience traumatic emo- first-person only for things that they felt as players, not
tions in a low-consequence environment: this is called as characters. What did they think was the highlight of
emotional bleed, or just bleed for short.  this session? What was their favorite interaction with
another player’s character? An NPC? Is there anything
When a character experiences the emotions the player the players think the Storyteller could be doing better?
is experiencing, that’s called bleed-in. Similarly, when Are the safety techniques and chronicle-building tech-
a player experiences the emotions her character is feel- niques working out for everyone at the table? Should
ing, that’s called bleed-out. Bleed itself is not bad, and anything be changed to make the game more fun and
can even be a very good thing, but it can sometimes be engaging for everyone involved? These are all questions
unpleasant for a player who wasn’t expecting it or didn’t that can be asked during debriefing, though they’re not
want it. If a player is getting unreasonably frustrated required. If there are other, more important topics that
or upset at a challenging circumstance, this could be a need to be covered, use debriefing time to cover those
sign of bad bleed. Stop play and give everyone a breath- as well. 
er before continuing if bleed begins to cause problems
at your table. Bleed can absolutely enhance play expe- Debriefing does not need to last for a set amount of
riences and add another dimension of emotional reso- time. However, after a particularly intense session, it’s
nance, but only if everyone is on board. Check-ins, oc- probably a good idea to have a longer debriefing than
casional snack breaks, and use of the safety techniques normal. If a character Exalts, dies, loses a loved one or a
in this chapter are extremely helpful if the table is ex- friend, or otherwise has the focus on them for some rea-
periencing high amounts of unwanted bleed. son, make sure to check in on them. Debriefing can also
be valuable for canny Storytellers — hearing what your
Open Door Policy players think is going to happen and what they want to
If a player needs to stop play for any reason, they happen might offer good ideas for your chronicle.
should feel free to do so after giving the Storyteller a
heads-up. The chapter (game session) is then on pause Bringing the Players Together
until that player either returns or leaves the premises.
Storytellers should use this technique either in con- Now that you have your players at the table, your char-
junction with others, or during sessions where players acters created, and your safety rules laid out, you have
may have to leave abruptly for personal reasons. the option to end your Session Zero. Give players a bit
of time to get used to their characters and think about
Some players object to the use of The Door Is Always the plots they want to play out. If you wish, there are a
Open, saying that other, hypothetical players might couple of final things you can discuss with your players.
abuse this technique to coerce the Storyteller if things
don’t go their way, though this is unlikely to happen in Preludes
practice. Players who are emotionally invested in their Just because the characters are strangers to each-other
characters and the story will often not walk away un- now doesn’t mean they might not have history. Every
less it’s necessary. Please allow space for them to do so. Exalt may have dozens or even hundreds of past lives,
stretching all the way back to the dawn of the First Age
Debriefing — not to mention a mortal life before their Exaltation.
Debriefing is a post-game safety technique, and can be These lives all had their own romance, drama, violence,
used along with any and all of the suggestions above. and danger. If you want your players to get a sense of

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the scale of their characters’ current lives and respon-


sibilities, you might have them play out some of these DON’T BAIT AND SWITCH
past lives together.
It’s bad form to switch up the plot established in Ses-
Preludes should be played out round-robin style, with sion Zero without warning the players. If they want a
five-to-ten-minute scenes for each player. If they wish, political story, it’s not appropriate to spring a surprise
other players can leap in, troupe style as side characters war on them without it being the result of player ac-
that may become significant later or as their own char- tions. If the high concept is, “You’re going to be Side-
reals working for the Bureau of Destiny,” don’t pull
acters from past lives. Establish with the “star” player
the rug out from the players two sessions in by having
(the one who is the focus of the prelude) what the scene
most of the Bureau slaughtered. This isn’t to say that
will be, what it tells the player about her character, and plots can’t evolve organically — if the players politick
what sort of side characters she wants in the scene. their way into a war, that’s the result of events in the
Other players can make suggestions and ask questions, chronicle that can be dealt with in and out of char-
but the final decisions about the prelude rest with the acter. It just means that you should be upfront about
star player and the Storyteller. what kind of game you’re running. We have faith that
you can find a way to surprise and excite players
When actually playing out the prelude, consider leav- without completely duping them and screwing over
ing the dice aside. You and the star player already have their characters.
an idea of where you want it to go, so spend those five
or ten minutes roleplaying the story out without risk
of a sudden failure changing things. Narrate, negotiate, Rolling Dice
and dramatize until the prelude reaches a natural con- Exalted calls for throwing big handfuls of dice a lot of
clusion, then pass play to the next star player. the time, but aside from combat, Charms and spells,
there aren’t a lot of hard and fast judgements for when
Saying Yes and No players or the Storyteller should roll. While you could
Something all players should feel comfortable doing is just choose to make players roll at a whim or force them
making suggestions or requesting that certain lines of to roll for every action they take, here are a few helpful
play stop altogether. Structured ways of doing this can guidelines on when to roll.
be found in the Safety Rules section above. But even
when player safety isn’t at stake, it’s important to listen, Roll when there is a real chance of failure: For a
both for Storytellers and other players. character with a lot of dots in Lore and Occult, a roll
probably isn’t necessary to recall a minor detail about a
Saying No: Sometimes a player might not like the care- spell’s history. But if she needs to wangle the secrets of
fully crafted story you’ve prepared for them about the a spell she’s only heard of in obscure texts from a mys-
brutal politics of Gem, or might not be comfortable with terious Lunar sorcerer? That’s a good time to have a
attending a Cynis salon. That’s fine! As the Storyteller roll; perhaps she can impress him with her Lore or use
and fellow player, it’s part of your job to respect the her limited social ability to stroke his ego. Especially
wishes of your players. Make it clear to them that you when there’s a strong possibility of failure, let your ta-
are open to changing a plot that they are not interested ble feel a moment of tension as the roll is being made.
in or uncomfortable with. Even something as simple as Rolling becomes exciting when there are stakes to the
saying “feel free to talk to me before or after game if outcome. Even if the character does fail that doesn’t
something isn’t working for you,” can do wonders for need to be the end. By “failing forward” the Lunar
both your chronicle and your player retention. might laugh, amused by the sorceress’s efforts, and in-
stead offer her direction toward an existing copy of the
Saying Yes: No Storyteller can read their player’s spell hidden deep in the Underworld — that is, if she
minds; there might be plots they want to play out, or proves worthy of it by finding it.
relationships they’d like to progress that slip your no-
tice entirely.. Stay open to suggestions and ideas from Let the player ask: Players usually know when they
your group. Remember, you are here to play too — just want to roll. Rolls provide instant dramatic tension
in a different role — and player ideas can give you direc- and a sudden sense of uncertainty that heightens ex-
tion and take some responsibility off of your shoulders citement. Players roll for certain scenes as a matter of
while letting players choose to opt into or out of certain course, but sometimes they may wish to show off dots
scenes. they’ve bought in an Ability by rolling to resolve.

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Roleplay over roll-play: Sometimes if a player charac- Realm is not the sole source of imperialism or colonial-
ter is in a good conversation with someone, like a talk- ism in the setting, nor the sole example of type — many
ative Sidereal for instance, you might decide that rather cultures practice varied measures of imperialism, such
than rolling for an important question to have the play- as the conquering Delzahn Horde, the marching armies
er simply ‘play it out’ in character. This is especially of Iscomay, and the economic domination of Skullstone.
useful for cases where there is some piece of informa- The last is an example of indirect colonialism without
tion you need the players to have, and it can be more direct imperialism, showing the sometimes-subtle na-
satisfying for the player. Rolls might come and go, but ture of such systems.
the player is much more likely to remember the time
their glib tongue got a secret from one of Five-Score The Realm itself practices an advanced imperial sys-
Fellowship just by building a rapport instead of making tem based around indirect rule, while also reaping the
a high roll. benefits from satrapies and imperial systems pursuing
less restrictive methods. Like many empires in history,
The Two Topics righteous people can believe in the real benefits that the
Realm confers, such as linking together vast systems of
Two topics are very common in Exalted and may need trade and cultural transmission or providing stability
special attention during Session Zero and safety dis- to regions — but those who benefit and buy into these
cussions: they are the players’ and characters’ feelings systems must numb their souls to the cost and the fact
towards imperialism as represented by the Scarlet that their success comes from stepping over and upon
Realm, and slavery in the setting. Both topics should be others. The imperial drive undergirding the Realm is
included in Session Zero’s safety discussions to deter- the enrichment of the Ten Thousand Dragons at the
mine if the setting needs adjustment (see Four Degrees expense of everyone else, no matter what an other-
of Evil on p. XX and Customizing the Setting on p. XX). wise-righteous Dynast might delude themselves into
believing. The benefits of empire are justifications of
Imperialism convenience, a moral bulwark to shield a Dynast’s com-
The Scarlet Realm is the Empire, specifically designed passionate heart from the realities of their rule.
to be Exalted’s take on the archetypal fantasy “Evil
Ask the players: How do their characters feel about
Empire,” and especially an informal critique of the
the mechanisms propping up the Realm’s culture (or
Roman, British, and Qin Dynastic Empires in the real
the culture of whatever society they are in)? A Dynast
world. Empires are fundamentally engines of gover-
may simply not care or rationalize it as the way of the
nance designed to systematically enrich ruling peo-
world; perhaps they believe rule over Creation to be
ples at the expense of a subjugated population — and
their birthright despite discomfort with the current
have always been so. Many people in the real world
culture; or maybe they seek to reform the empire into
have lived under colonial powers or have experienced
something more equitable in order to maintain the ben-
postcolonial stress from the long-time cultural and eco-
efits without the hideous downsides. In their too-hu-
nomic damage done to their homelands. In Exalted, a
man hearts, a Dynast or other imperial beneficiary may
significant character group resides in the Realm or
simply fight to protect the mechanisms that keep their
similar imperial systems such as Prasad or Lookshy —
own family and civilization safe, even if they quietly ac-
the Dragon-Blooded. A not-inconsiderable number of
knowledge those ways of life are what bring their loved
Solar player characters are former Dynasts, and nearly
ones into mortal peril from revolutionaries or Lunar
everyone in the setting has an opinion on the biggest
warlords.
empire in the world.
Slavery
The infrastructural and unifying benefits conferred by
the Roman system of imperialism or the Qin Dynasty to Slavery in Exalted is generally a social condition and
their conquered cultures were real, but almost entirely not an ethnic one, though this is far from a universal
in the service of expropriating wealth. Likewise, peace truth. Many characters have grown up with these sys-
and prosperity were often secured for the metropole tems in place all their lives, rationalizing the misery of
by practice of empire — but that prosperity came from slaves as the vicissitudes of fate or soothing their own
enslaving or exploiting millions of others. Rarely was consciences by pointing to systems available to en-
the concentration of wealth at the expense of the rul- slaved persons to better their own station in life by giv-
ing culture, until the imperial peace inevitably ended, ing service and buying their freedom. Certainly, these
plunging entire now-contiguous swaths of territo- arguments have swayed many would-be abolitionists
ry into brutal wars of succession and revolution. The from challenging these systems in our history, and vae

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victus is a powerful sentiment if you’re the conqueror


and not the conquered. THEY’RE STILL PEOPLE

Many players will have a strong reaction to slavery of “But what about Dragon Kings, or demons, or ele-
any kind, due to personal history, family history, or mentals, or — ?” you might ask. “They’re not human,
simply growing up in a world where abolition is — os- so we don’t have to treat them like humans.” And yet,
tensibly — a popular sentiment. Abolition in the real while definitely not human, a sapient creature has
world only came after many failures and false starts. emotions, culture, thoughts, and needs. They’re not
human, but they’re still a person, and one that players
Even now, many systems of slavery persist under a vari-
and characters can empathize with, even if total sym-
ety of names with varying degrees of legality — systems
pathy is all but impossible. Many demons tend toward
such as prison labor, debt bondage, or the use of child malice due to their place in a Yozi’s soul hierarchy, yet
soldiers — which supporters of abolition often fail to can be capable of kindness and empathy themselves.
directly acknowledge as slavery. The word slave itself, Be very careful in treating different species or por-
as opposed to enslaved person, can often center the in- traying cultures as inherently evil and subhuman —
dividual’s social status above their personhood and re- and by be careful, we mean you shouldn’t do it.
inforces the dehumanization and separation necessary
for these systems to function on a large scale.
In preindustrial or slave-using cultures, regulated slav-
Systems of human enslavement occur in virtually ev- ery can provide a vital economic pillar and source of
ery society with a degree of social stratification, a high prosperity — although we stress again that that enrich-
population density, and an economic surplus — and ment comes at the expense of the dignity and lives of
many extant systems of wealth in the world today were human beings. Left to its own devices, slavery is inju-
built on the backs of the enslaved. Slavery has existed rious to the long-term economic health of a culture,
worldwide stretching back into antiquity and has tak- as slavery begets significant labor issues. The practice
en a wide variety of forms, from debtors and prisoners calcifies social stratification and creates deeply en-
of war to the hideous chattel grind of the transatlan- trenched systems of judging a person’s worth based on
tic slave trade. Fundamentally, though no matter what class that may persist even after abolition is achieved —
form it takes, slavery allows people to own, buy, and sell and abolition is far from a foregone conclusion.
other individuals as property, and was a practice broad-
ly tolerated throughout most of human history — hence The player group should decide how in-focus they
its inclusion in Exalted. Many of the aforementioned want systems of exploitation to be as part of their game.
people who have lived under colonial empires have Exalted critiques these systems as part of the setting
lived in places that established themselves through a and it’s important to confront their varied forms in real
system of slavery or suffered as the human resource life, but player comfort levels and game enjoyment is of
of that economic system, as systems of slavery often paramount importance at the table. Characters might
went hand-in-hand with colonialism and imperialism. be ardently opposed to the mechanisms of slavery and
Not all of them — Cyrus the Great, ruler of the Persian empire underpinning their power, or they might toler-
Empire, prohibited slavery and allowed all the enslaved ate them, accepting that not even the Exalted can fight
peoples he freed to return home — but many did. a war or overturn the world alone. Then again, a small
group of thoughtful, determined people can change the
In Exalted, many cultures practice various forms of world — as the quote that opens this book says, it’s the
slavery. Some do not practice de jure slavery, though only thing that ever has.
they maintain de facto or conditional enslavement.
Great Forks and Port Calin, for example, allow a free-
man or citizen to sell themselves into a temporary Naming Conventions
or permanent period of indenture, while the Realm
enslaves commoner criminals and debtors, but only in Creation
as a matter of Exalted privilege. Lookshy adamantly
As any player of tabletop roleplaying games knows, the
denies it practices slavery (and considers the accusa-
hardest part of building a brand-new character is de-
tion a grievous social offense), even as their helots are
ciding their name. Exalted is no different — perhaps
slaves in all but name. Other cultures practice forms of
even more challenging! Creation is a vast place full of
serfdom, while cultures led by sorcerer- or necroman-
an immense variety of cultures that might inspire you;
cer-kings exploit supernatural sources of labor such as
how’s a player to choose?
mindless corpses or bound demons.

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or it may have been given by witnesses to the Exalt’s


What’s in a Name? epic deeds. Tepet Ejava is known as the Roseblack
while Yurgen Kaneko is the Bull of the North for in-
Or, better yet, where; a character’s place of origin
stance. Your character could be Itotia, Swift as Wind
should indicate what kind of name they have. Dynasts
or Mitsuya, Who Knows Much or one of a myriad of
of the Realm have names like Negezzer, Cainan,
others.
Ejava, Mnemon, and Lisara, while many places in the
Threshold take names from nouns, like Stone Turtle, Alternatively, your character might have decided her
Swan or Rain. Some characters might have names that given name is no longer the person she is, and has tak-
are humorous, grim, or ironic; a Ghost-Blooded may en up a heroic one , like Righteous River or Light in
go by Sins of his Father, while a towering elephant Her Wake. Others might refer to her by a shortened
Lunar might be called Little Wu, or a dour Terrestrial version of her epithet, calling her “River” or “Light.”
could be Smiling Mairenn. It’s not uncommon for Taking on a new, heroic name is common among those
characters from the West to have names inspired by Solar Exalted and outcaste Dragon-Blooded who do
Chinese, Korean, Japanese, Vietnamese or Polynesian not feel strong ties to their homeland, or who wish to
names. Characters from the South might draw inspi- reinvent themselves as heroes. No small number of
ration from Arabic, Yoruban, or Amharic languages. Solar Exalted originate from within the Great Houses
Names vary wildly in the East thanks to the influence of the Realm, and most find shedding their family name
of Nexus, Lookshy, and the Hundred Kingdoms, and to be a cruel necessity. Similarly, Infernal Exalted may
both Eastern European names and descriptive sobri- also wish to cast off their ties to an old life and reinvent
quets are common. In the Southeast one might draw themselves under a new name.
inspiration for their character’s name from Nahautl
or Quecha, or even Spanish. Because of the open, cus- Lunar Exalted are sometimes given their heroic epi-
tomizable nature of the Hundred Kingdoms, you could thet by an elder during the tattooing that marks them
invent any kind of homeland you can imagine, along as members of the Silver Pact. Most take on appella-
with their own naming customs. For Northern charac- tions that reference their spirit shape, like Strength
ters you might consider Gaelic or Scandinavian names, of Many or Seven Devil Clever and Venomous Spur.
or names from North American indigenous languages. Some who never receive tattoos adopt a sobriquet upon
There are no wrong answers, and exceptions exist in their Exaltation anyway, in the manner of outcaste
cultures from every Direction. Terrestrials or Solars.

Remember that characters can come from a mixed-her- Sidereal Exalted, once inducted into their duties in Yu
itage background; they could have names like Yurgen Shan, might choose to keep going by their given names
Kaneko or Mitsuya Veierød or Itotia Baran. Stretch or they might work under a new heroic name — one
your imagination and think about where your charac- befitting of an agent of destiny, such as Iron Siaka or
ter came from and why their parents might have given Shepherd of the North Star. In time, their names come
them their name. Maybe it’s a family name that your to simultaneously mean both much and little — only
character hates but feels attached to regardless; maybe their coworkers and enemies will ever know it.
your character was named for her great-grandmother
who was a renowned warrior; maybe your character’s Getimians, as outsiders, and Exigents, as unique
mother just thought the name was pretty. Thinking agents, may have any variety of names. A Getimian
carefully about the culture and origin of your charac- might have a name from an origin culture that has gone
ter’s name is a great way to breathe life into her. extinct in Creation, or a sobriquet based on a heroic
deed that never occurred; while an Exigent’s sobri-
Heroic Sobriquets quet may be based on the crisis that resulted in their
Exaltation.
Many characters choose not to go by their given name
at all, while a number of Creation’s societies consider Alchemical Exalted, as created beings, choose names
taking an adult name to be a celebrated rite of passage. that sound more like titles to reflect their purpose,
As legendary heroes, many Exalted gain a sobriquet or much like ships or books: Names like Stern Whip of
heroic appellation that describes a deed for which they Industry, Instantaneous Transmission of Judgment,
are known, or a personality trait they espouse. This or Lissome Avid Engineer. In a similar vein, Liminal
sobriquet (which can take on legendary connotations; Exalted tend to possess whatever name their maker
see Dragon-Blooded, p. 142) might be self-assigned, gave them, such as Dame Crimson. Some might choose
to cast this aside in lieu of a new heroic epithet, like any

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of the other Exalted, or they might keep it out of a sense their titles begin with an article, such as ‘an’ or ‘the’ —
of sentimentality. The Falling Tears Poet, The Maiden of the Mirthless
Smile, The Disciple of the Seven Forbidden Wisdoms.
Abyssal Exalted have sacrificed their names and in- An Abyssal will often trade in a shorthand or reference
stead bear titles bestowed by their Deathlord upon to their title as a matter of convenience (such as Poet,
accepting the Black Exaltation. These titles are often Maiden, or Disciple) and to sidestep the curse which
specific, indicative of their status as deathknights with- hangs over them which will bring them grief if they
in the Underworld’s feudal hierarchy, and sometimes should claim a name, especially their former one.
shared across incarnations — though Abyssals are too
new to Creation for decisive trends to emerge. Often

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Chapter Two

Storytelling Exalted
While this book generally addresses the Storyteller, game concepts. It’s everyone’s job to help everyone else
every player shares responsibility to care for the safety learn the material at a pace that’s comfortable for them,
and comfort of other players. The Storyteller may hold without patronizing them, or taking away their agency.
final authority over the game’s rules and fiction, but Thus gatekeeping — that is, reinforcing barriers acci-
they’re no one’s boss. The Storyteller is another play- dentally or on purpose — is one of the biggest barriers
er with a specialized role, and all players are equals. to entry, and one you can fight directly.
When a conflict arises between player needs and the
game’s needs, player needs come first. Players need not memorize all the rules and lore to
feel confident about play, but they do require enough
This section also discusses some ways in which the so- knowledge to make informed decisions with an under-
cial level of Exalted and the in-game level of Exalted standing of the fictional and mechanical consequences.
inform and interact with each other. When the game Here’s how to give that to them.
and the surrounding social situation run well, each one
improves the other: the game makes people feel good If you have new players, or even players who haven’t
out of character, and the players’ personalities and in- played in a while, at the beginning of the game remind
teractions out of character improve the fun and func- them you’re going to introduce rules in waves. Start
tion of the game. These are some best practices to help with foundational mechanical concepts like how to
you make sure that happens. form a dice pool and count successes. During this first
phase, even if a situation comes up where you would
normally use a more complex subsystem, don’t. Reduce
How to Teach Exalted it to one roll. Once everyone feels secure with the ba-
sics, introduce the next wave. Now, encourage players
When you start a new Exalted game, your players’ pri-
to push for their characters to use their idiosyncratic
or experience with the system and the hobby will prob-
powers and abilities. Once players comprehend those,
ably vary. First-time tabletop roleplayers, players famil-
move on to complex subsystems like bureaucracy or
iar with other RPGs who have never played Exalted,
blow-by-blow combat.
and players who have run Exalted since it came out in
2001 may all share the same table.

New players can’t learn everything veterans know in an TELEGRAPH CONSEQUENCES,


afternoon. All you have to do is physically pick up the DON’T PUNISH PLAYERS
Third Edition Core to realize Exalted is a lot. It has an
entirely original setting with far-flung fictional influ- Never teach through punishment. If a player makes
ences, made-up words, and a complex and competitive a faux pas while talking to the magistrate, or mis-
system, supported by an intense fan community with a takenly acts on a rule or combat option in a way that
long history. would harm their character, don’t surprise them with
negative consequences, then forbid them to walk it
We refer to factors which impede learning and en- back. We’re playing pretend, not tournament chess.
joying a game as barriers to entry. The game itself, Instead, telegraph the possible consequences: “That
the surrounding social environment, and the indi- move leaves you open to a serious counterattack if
you don’t roll well. Are you sure?” “Your tone sound-
vidual players’ idiosyncrasies and access needs may
ed pretty judgmental about this judge’s judgment. Do
erect those barriers.. Just like in a classroom, teaching
you intend to offend him? Or did you just want to refer
Exalted requires not only imparting information, but to the issue without criticism?” Let the player choose
also removing or compensating for obstacles to retain- to say “oh no, I didn’t mean to do that,” or “hell yeah,”
ing that information. It is okay for players to misun- now that they comprehend the stakes.
derstand, forget, or feel anxious and overwhelmed by

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is the Exalt you met at the coliseum. He’s a Solar


LORE 5, AWARENESS 0 of the Zenith Caste and is known for his favorite
weapons: a pair of orichalcum slayer katars.” This
Players with an encyclopedic mastery of the rules or description is perfectly serviceable, but it’s lon-
setting can be great assets, capable of getting new ger, which adds up when you have to rattle off a
players comfortable with and excited about the game. lot of them over the course of a session. The new
Conversely they can also become overbearing loud- sentences interrupt the flow and focus on the ac-
mouths who constantly provide unrequested expla-
tion and they rely on identifying details which
nations and interruptions. To be the former rather
than the latter, you need to strike a balance of timeli- are themselves jargon that might prompt other
ness, appropriateness, and most importantly, know- important but currently irrelevant questions.
ing when not to over explain.
• Better: “Suddenly, Panther — the shirtless yelling
Remember to keep your explanations short, fluid and man from the coliseum — bursts in and demands
targeted. Pay attention to social cues, like excited or to know what you’re talking about.” The brief ap-
confused expressions and ask for consent before of- positive phrase focuses on just a few prominent
fering help or input — “Excuse me, may I make an details. The colloquial description jogs the play-
observation?” or ‘Would you like a recap?” — espe- ers’ memories more reliably and quickly.
cially if you’re offering a correction.

Save criticisms, addenda, or corrections for after Remember to leave space for players to add their own
or between sessions whenever possible. If you’re a details. Rather than predefining everything on a street,
player, consider whether your words might be better start with a couple of overarching descriptions and
relayed through the Storyteller. Their version of the encourage players to expand descriptions and add bit
setting might be different from what you expect characters, like who runs this cabbage stall or that con-
signment shop. They’ll more easily remember facts in
which they have a personal investment, and it makes
During this process, tailor plot and activities in the fic- for valuable stunt-fodder.
tion to the system-teaching process, not the other way
around. It might not be as satisfying as free play later Teaching Roleplay
on, but that’s fine: it’s a tutorial level.
What makes a good roleplayer? Some point to players
Teaching Lore comfortable with improvisational theatrical elements.
They’re high-energy, quick-thinking, and comfortable
Flash cards or reference sheets make particularly helpful speaking in character. They’re full of clever ideas, fun-
memory aids. Sort some colored index cards into different ny quips and impressive stunts.
categories and use different colors for people, organizations,
locations, and objects. Whenever someone introduces one Trouble is, this kind of “good roleplay” relies on specif-
of those things, write its name in big letters on a card’s un- ic real-life social skills that players are under no obliga-
lined side with a two- to four-word description underneath tion to have, and should not be punished for the absence
it. When you get time, write further details on the lined side. of. Playing Exalted is meant to be a leisure activity and
When that item reappears in the narrative, take the card even practiced players might not have the “bandwidth”
and physically hold it up. It’s a good way to reinforce the after a long day of performative emotional labor, espe-
fact that players are welcome to grab it and refer to it. cially with the stresses added by learning a new system.

Encourage more experienced players or Storytellers Exalted characters are able to excel at fencing or singing
to slow down and explain the references they’re mak- without their players doing the same in real life. We should
ing and make sure to get in the habit of doing so your- treat social skills similarly. If a player feels uncomfortable
self. Watch other players for cues as to whether they about speaking in-character, encourage them without
understand or not. An ideal explanation of something judgment or penalty to summarize what their character
is a parenthetical aside rather than an entire new sen- would say and how they want to say it. Normalize polling
tence. For example, suppose you’re reintroducing a the table for ideas if you’re unsure what to do, whether
Storyteller character the players met earlier: you’re the Storyteller or not. If a player can do “funny
voices” i.e. giving their character an accent or a different
• Acceptable: “Suddenly, Panther bursts in and de- way of speaking, celebrate it, but not every player needs to
mands to know what you’re talking about. Panther be held to the same standard.

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However, any roleplayer can and should learn to take an


interest in the other players’ characters. Interplay and EXALTED WITHOUT STUNTS
dramatic action between characters is what takes a story
from being about individuals taking turns in the spotlight Stunts have long been a celebrated design element
to being an ensemble narrative — one which takes full and selling point in Exalted, but they can be a lot for
advantage of the medium of tabletop play. In the Session some players. The stunt mechanism works against
Zero section, we discussed building bonds between play- the teaching process, adding cognitive load, compe-
tition, and judgment on top of learning new informa-
ers’ characters during character creation. During play
tion. We discuss alternate systems besides stunting
proper, encourage players to take this even further: on p. XX, but you may want to consider, as you intro-
duce Exalted rules to new players, adding stunts last
• Find opportunities to frame scenes with other — and only when all players feel comfortable adding
characters. them. In the meantime, to make up for the Willpower
points that stunts would otherwise provide the PCs,
• Make your characters’ specific relationship sig- consider awarding Willpower when a player or char-
nificant in the narrative, driving their choices and acter performs one of the following in-genre actions:
actions.
• Failing a roll
• Show how characters need each other. Have them
• Engaging with a new game mechanic they hav-
reach out to each other for help or emotional sup-
en’t tried before.
port, offer training or advice, even outside of their
own wheelhouses or differing skill sets. Taking an action that underlines an in-character re-
lationship (both characters get it and it can go above
• Ask other players if they’d like to play out squab- one’s maximum Willpower rating)
bles or disputes between your characters, then
have fun jeering at each other or verbally jousting.
them in the real world, people who don’t share those
• If you’re good at in-character quips, focus instead experiences usually shout them down. Sometimes these
on evocative banter or conversation. Don’t force detractors supply justifications like “well, that makes
others to speak in-character if they don’t enjoy it, sense and/or means something different in this setting,”
but set up other characters to express themselves or “these aren’t real people so real people shouldn’t feel
with witty repartee. offended,” or “they didn’t mean it like that.” But since
the detractors in question often don’t share the origi-
Storytellers may award stunt bonuses (or their equiva-
nal critics’ experiences of marginalization, they don’t
lents, as per the sidebar) for these actions; but more im-
realize the problem exists on an inalienable level of real
portantly, encourage players by telling them how you
experience for those with the most at stake.
enjoy their interactions, and how they improve your
own roleplaying to cultivate a positive atmosphere. Psychologically speaking, humans excel at differen-
tiating between fantasy and reality except during the
Treating Topics moment we’re pretending, where our brains convince
themselves for the duration that whatever we’re pre-
with Respect tending is true. That means that mid-game, if some-
thing we act out at the table matches a real-world trau-
At its best, Exalted is sex-positive, supportive of mar- matic experience, your feelings about that experience
ginalized identities, and diverse in cultural represen- may flood back into your mind uninvited.
tation. At its worst, it has the possibility to be exploit-
ative, tokenizing, and appropriative. This section will For some, that evocation feels cathartic, letting them
help you guide your game will be the former, not the work through difficult real-world sentiments in a safe,
latter, but there’s a craft to it. controlled arena. Others can instead be overwhelmed
by anything from dissociative episodes and flash-
Fantasy Versus Reality backs to simple frustration, killing any enjoyment of
the game. Moreover, none of us gets any choice as to
When marginalized people raise concerns about prob- whether we’re Happy Catharsis or Instant Bad Day.
lems in fantasy games or fiction which resembles, repli- One can’t hope to turn into the former from the latter
cates, and/or reinforces harmful dynamics which affect without extensive psychological work under the care of

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a dedicated therapist, which is not the responsibility of They may want to qualify it: maybe they’re okay with
a gaming group. bad guys doing sexual harassment but not with in-char-
acter catcalling, or harassment via physical touch. As
When game content makes someone feel bad out of the narrative continues, use safety mechanisms to fine-
character, remember: the player is more important tune that material once it’s “on screen.”
than the game. We must afford the person with the
most personal vulnerability at stake the greatest power During Game: Dip In/Dip Out
to decide how the table deals with it. Many roleplayers prize immersion, the sensation that
the game world is real and they’re experiencing as their
If we want to produce awesome catharsis instead of bad character. Spooky soundtrack music, evocative art, viv-
days via Exalted’s gameplay — and the accompanying im- id description, and especially acting in-character all
perialism, colonialism, slavery, and horror — that cathar- contribute to that immersed feeling. However, since
sis must be discussed and occur with everyone’s buy-in. immersion can cause harmful bleed (see p. XX) start
out with less immersive descriptions of upsetting con-
Intentional, Consensual tent, then slowly dip into detail as you confirm other
players’ consent. For example, suppose the characters
It’s one thing to surprise players with plot twists or ex- encounter some human traffickers; the sentences be-
citing action; it’s quite another to spring heavy topics low, progressively ramp up immersive detail:
on them without giving them a chance to give their ex-
plicit consent. If you assume extreme content is stan- • You encounter some slavers.
dard, you place the onus of going against the social
grain on individuals to tell you that they’re uncomfort- • They have chained together two dozen people,
able. Safety mechanisms help, but you as the Storyteller marching them toward the city.
can help them work better by starting from a place of
safety and allowing the players to opt into difficult ma- • They drive them forward with whips, roughly
terial, letting their enthusiasm carry them forward in- hauling them to their feet if they stumble.
stead of making them act on discomfort and fear. Here
• One of the overseers shouts, “Get up, you worth-
are a couple techniques on how to do so.
less wretch! That’s my investment you’re drag-
Before Game: Four Degrees of Evil ging on the ground!”
In the lead-up to a session, think about the materi-
Speak slowly and attend to the players’ reactions, espe-
al you’re likely to introduce, whether that’s a thorny
cially if they’re quiet. Remind them safety mechanisms
character development or a non-player threat. Not sure
are on the table, and that you can pause and reconsider
if something counts? Get started with the lists under
at any time. Then gradually sharpen focus. You will find
Lines and Veils on p. XX. Give the other players a con-
moving from low detail to high with the players’ enthu-
tent warning and ask where on the scale from 1 to 4
siasm is easier than dialing high detail back to low with
below they would want to put it.
the players’ discomfort.
• Evil inherent to the setting which we will en-
gage with, but never question or interrogate. Orientalism and Creation
Example: Killing in self-defense.
Nothing in Creation is truly original. Every signifier
• Evil which we will engage with, but which points to an analogue from Earth; and over the course
will be a point of conflict between characters. of Exalted’s history, the bulk of those signifiers have
Example: Professional violence — military or po- come from Asia, by way of the Western gaze. If this
lice, for example — on behalf of the state. game is to do right by the real cultures and peoples
from which it draws, we need to talk about orientalism.
• Evil which will happen, but the players won’t
do it, and will oppose it when it shows up. As conceived by Edward W. Said, orientalism is an in-
Example: Killing non-combatants. tellectual and aesthetic framework which concerns
the way non-Asians, and especially Europeans, per-
• Evil which even villains won’t think to engage ceive Asia. Based on limited understandings of Asian
in, ever. Example: Killing children. culture derived from West-facing Asian media, ori-
entalist perspectives other, exotify, and objectify Asia

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and Asians. Frozen in a picturesque past, this vision of Martial Arts


Asia conflates distinct nations. It exaggerates cultural A common Western misconception is that Asian fight-
differences to characterize Asians as barbarous, effete, ing styles are fundamentally different from combat
hidebound, or ineffable, in contrast to the normalized systems in the rest of the world: more esoteric, mysti-
Westerner. In short, it’s everything Westerners think is cal, impractical, philosophical, or honorable. The term
cool about Asia, minus any Asian perspective. “martial arts” becomes co-identified with those quali-
ties, and with Asia. Whatever is happening in the rest of
Exalted began as a specific rejection of the Tolkenian the world is boxing, wrestling, or brawling.
and Western narratives dominant in fantasy fiction in
favor of wuxia and anime-inspired fantasy epics. As To counteract this tendency, it’s important to present
you may note with some dismay, this means Exalted different styles of combat from different regions and
has had strong orientalist traditions in its fantasy, and cultural influences as part of the same whole. A system-
all too often still does. Cultural influences from outside atic martial art taught in a school is not fundamentally
Asia apply to it, but dynamics similar to orientalism and necessarily different in its execution than street
govern those inclusions, too. How, then, does one coun- fighting. Martial arts training does not grant access to
teract it? Here are some dos and don’ts. supernatural powers which fighters who learned to
fight in the military or on the street do not have in the
Asian Inspirations real world. If you use Exalted’s system where specific
supernatural powers do go with specific martial styles,
The antidote to Orientalism is to center the real-life ex- you can decouple the Charms and powers from the
periences and perspectives of Asian people, especially idea of formal schools and allow fighters who are self-
where they talk about themselves. To do that, you actu- taught or sufficiently experienced to use them. There’s
ally need to look beyond Exalted, and study Asian peo- no reason a Lunar with the spirit shape of a tiger can’t
ple. Sometimes anime and manga can be a useful source, figure out how to mold her Essence into the systemic
but the themes present there are already overrepresent- fighting techniques of Tiger Style given enough time
ed in Exalted. What kind of values and heroes show up and martial experience. Introduce formally trained
in Asian heroic epics? Your goal is to evoke those things fighters who don’t have magic powers, even if you keep
without venturing into stereotypes. To this end there are formal schools of martial arts.
a number of recommended readings in the Introduction.
Cultural Influences
Use of Language Be distinct when you draw cultural influences from
Nobody is saying you can’t have teahouses instead of tav- the real world. It’s okay to have cultures in Creation
erns, or refer to the Mandate of Heaven, or use sifus instead which draw from real-world cultures, but draw them
of masters. These are concepts that applied to Asian soci- from only a few to avoid conflicting cultural connota-
eties in the past, but have clear parallels outside those cul- tions, or imply a reductionist monoculture, like “Asia”
tures. Gamers playing with Asian content sometimes adopt or “Africa.” If they draw from two, either choose cul-
stilted, hyper-formal diction where they stop using contrac- tures with direct and clear links to one another; or
tions and throw in Asian-sounding terms like “honorable” choose two cultures which historically never interact-
or “atemi.” Don’t do this, and don’t pepper your play with ed at all, either in time or geography, and remember
Asian terms from a language you’re not playing in: After all, — the world has traditionally been an interconnected
this is Creation and everything’s in translation anyway. All place for longer than we give it credit for. For example,
of Creation is in translation, and isn’t going to be the same Prasad draws inspiration from societies and empires on
as any place in the real world. But you shouldn’t snatch up the Indian subcontinent during the Middle Ages, but
and use Asian-sounding terms, or real words like “prana” in terms of their societal structure and succession of
and “atemi” to add “an exotic flair” to your game; especially power (clans of interconnected bloodlines, and a tenu-
sans the real world cultural context they come from. Some ous practice of nominating a successor from an oppos-
roleplayers, when engaging with Asian content will adopt ing clan) they pull from the Celtic tribes of Ireland and
stilted, hyper formal diction, dropping contractions and Britain before the Norse invasions and the coming of
slipping in terms like “sensei” or “honorable” — don’t do William the Conqueror.
this; you don’t need to pepper your dialogue with terms
from a language you’re not playing in just because it sounds Religious Influences
foreign or exotic. These are real ideas with important value Focus your portrayals of religion on the practical ways
to real people, and should be treated with understanding that it features in an individual’s life. Mountaintop sag-
and respect. es that spout incomprehensible aphorisms are mostly

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a Western stereotype born of misunderstanding. Asian absence is non-diegetic, you have chosen to declare
inspired religions should offer community support and that they do not and in fact cannot exist within the
practical benefits, just like Western ones, but at the boundaries of your game; they don’t exist because
same time you should look into wuxia fiction for more they simply don’t.
faithful portrayals of wandering monks and itinerant
priests to pull ideas from. Exigents, Liminals, and Getimians are easiest to dis-
regard if you have a mind to. They are the newest Exalt
types as of Third Edition, and the vast majority of the
Customizing the Setting setting was written long before they were. Similarly,
Alchemicals and Infernals are simple to filter out — they
The physical setting of Exalted is, in two words, stag-
are recent invaders from places outside of Creation, and
geringly large; Creation as displayed on the official map
you can either write them out of existence or just make
is enormous. Of course, there are noteworthy places
nods to the fact that they’re out there somewhere but too
named and detailed in other supplements, but the map
distant for your players to interact with.
is mostly blank, with space deliberately left for the
Storyteller to create room for their own stories. Games Sidereals can be removed from the setting of your
set within Creation are not required to take place across game through a variety of means. They already cannot
all Creation—in fact, it’s rather inadvisable, unless you be remembered by a vast majority of Creation, so as
as the Storyteller have accounted for a game with such far as the canonical setting is concerned, they may as
a large scope. So then, how do you set the scope? Where well not exist at all. If you’d like a little more narrative
should your game take place? justification, you can adjust the dials on their duties
in Yu-Shan: i.e. Sidereals are too busy with their day
On top of that, the narrative setting for Exalted is just
jobs, too far removed in their heavenly corner offices,
as enormous. If you consider each Exalt type its own
or too caught up in the War in Heaven to bother with
game, Exalted is five games (and counting) in one. That
your game’s setting. Or, perhaps, the Loom has far more
considered it’d be reasonable to want to run for only
stringent requirements in your game and Sidereals
one Exalt type at a time where there’s less overhead to
rarely intervene directly in Creation’s affairs. Keep in
deal with. However, it’s just as reasonable to want to
mind this is still barely enough for a certain variety of
open the floor to everything Creation has to offer and
savvy players — the type who like to ask a Storyteller
see the Exalted clash with their disparate powers and
what color every new NPC’s eyes are. That said, remov-
philosophies. For both options, you need to account for
ing Sidereals entirely from the setting raises the ques-
changes in power scale. But how do you balance scale
tions of how the Dragon-Blooded were able to stage the
in Exalted games? And which Exalts should your game
Usurpation alone, and how, or for what purpose the
feature?
Immaculate Philosophy and its attendant martial arts
were created — either a result of Dragon-Blooded inge-
Exalted’s setting is at once its biggest selling point and
nuity, or some other event or entity.
its biggest barrier to entry — there is so much of it! No
one can hold all of Creation within their mind, and
they shouldn’t feel obligated to read every supplement
and drag them all to every game just to be a Storyteller DIEGESIS? NON-DIEGETIC?
(though that’s no reason not to try if you wish). To help
you make Creation your own, this section details how While Exalted has an elusive relationship with which
to curate the setting to suit your specific game. parts of it are narrative or non-narrative, your Story-
telling should not! If you choose to take the diegetic
Removing Exalts from Your Game approach to curating Creation, you should prepare
yourself for the chance that your players will want
to interact with whatever it was you waved out of the
If you would like to focus on only certain Exalt types,
narrative. You didn’t say it doesn’t necessarily exist
there are both positives and negatives to this. Some after all!
Exalts are more easily ignored (or removed entire-
ly) than others. Keep in mind the difference between That said, the non-diegetic approach isn’t always cor-
removing Exalts diegetically and non-diegetically. rect for the game, either. You’d be hard-pressed to
If you choose to make their absence diegetic, then come up with a reason why Dragon-Blooded or So-
it is present within the narrative and something the lars don’t and have never existed without rewriting
characters can notice and remark upon — perhaps the history of Creation from day one.
they are inaccessible, or missing. Conversely if their

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As the Chosen of a realm already teeming with narrative Sun have his Exalts, but not Luna? Or is the moon with-
potential, Abyssals also may be considered optional. out a deity, as the Sun might also be?
The Underworld has plenty of fascinating antagonists
and story hooks even before you bring in deathknights. Removing the Dragon-Blooded from Creation would
Narratively, you could state that the Deathlords them- be a herculean feat of Storytelling, requiring substantial
selves were eradicated due to the actions of the Scarlet rewrites to the history of the setting as a whole. The set-
Empress at the end of the Great Contagion. Or, perhaps ting-as-is provides one prominent hook you can use to
the Abyssals are kept on shorter leashes, forbidden to narratively remove the Realm’s Dragon-Blooded from the
leave the Underworld, and thus unable to interact with Threshold: the impending civil war between the Great
your game’s non-Underworld setting. Alternatively, Houses. This is a justification you should use with cau-
Abyssals never existed, and you may need to find a new tion, as it is neither a definitive solution nor an easily im-
explanation for the sundering of the Jade Prison. plemented one. A better answer may be to strip Dragon-
Blooded of their Exalted powers entirely. You don’t need
Paradoxically, despite their importance overall, Solars to search very hard through mortal human history to
are among the easiest Exalts to remove from the set- find examples of far-reaching empires that rule without
ting... at least, in diegesis. Your game could simply be the use of magical abilities. This could be due to some
set in a time before, or which averted the sundering diminishment they suffered after the Usurpation, dwin-
of the Jade Prison — a durance which conveniently dling to the relative strength of powerful mortals over a
caught every Solar Exaltation instead of most of them. millennium. Or it could be a recent occurrence, beginning
Alternatively, the plot to break the Jade Prison was sometime during the Shogunate or the reign of the Scarlet
wholly successful, and the trapped Exaltations were Empress — perhaps she was the last true Dragon-Blood.
divided between the Deathlords and the Yozi. Now It could be that it’s always been this way, and when the
there are no Solars! If you wish to accomplish this out- Usurpation struck it was prominent mortals that Sidereals
side the narrative, however, things get complicated. If led to betray the Solars, not the Ten-Thousand Dragons.
Solars never existed, the rest of the Exalted Host still To say that there were never any Dragon-Blooded at all,
won Creation’s first and greatest war on behalf of the however, raises the question of how they could maintain
gods. But who authored the First Age and then drove
it to ruin? Who did the Dragon-Blooded and Sidereals
betray and usurp? Does the Underworld or Malfeas WHY CAN’T I USE THE CIVIL WAR?
still exist? Is the constellation of the Mask still broken?
What would keep the Unconquered Sun from creat- If you would like to kick off the civil war on the Bless-
ing Exalts? Does the Unconquered Sun even exist as a ed Isle purely as a reason to remove Dragon-Blooded
distinct entity? You may find yourself rewriting whole from your game’s setting, there are quite a few oth-
portions of the setting if you try to remove the Solars. er factors to consider. Lookshy and Prasad, the oth-
er hegemonic nations ruled by Dragon-Blooded are
On the more difficult side of the scale are the Lunars. powerful enough in their own right to have remained
They have enough ties to the history and current state at least nominally independent of the Realm, and are
of Creation that it would be a challenge to remove them, unlikely to be caught in the Realm’s internal politics
narratively or otherwise. You may justify their absence except as an opportunity they may seek to exploit.
from your game by suggesting the Realm has pushed Then there are the outcastes, who were never part of
the Realm; or Dynastic Dragon-Blooded that elected
them beyond the Threshold into the Wyld, or to the
to leave their imperialist society for one reason or an-
front lines of the war for the Caul. If you’re comfort- other. None of these even touches on the staggering
able with increasing the Realm’s power and influence narrative consequences of an empire withdrawing
even further, you could say the tradition of the Wyld entirely from their holdings like the colonized cul-
Hunt has been vastly more successful against the Lunar tures that would be left in the lurch, the enormous
Exalted in your game and that not even their elders sur- power vacuums, and the potential for economic di-
vived it. Or you could rewrite history and claim that the saster on an international scale.
Usurpation saw them join the Solars in the Jade Prison.
This option, however, as well as removing Lunars en- Opting for civil war as an option to remove the Drag-
on-Blooded from your game not only fails to remove
tirely, leaves a power vacuum within Creation. You will
all Dragon-Blooded, but it also necessarily sets the
have to determine what, if anything, challenges the stage for the entire game. Just be aware: a game with
Realm’s authority. Do they still hold Wyld Hunts? Is a civil war in the Realm as background flavor will
there still a war for the Caul? Were there other con- eventually have that civil war as its driving theme.
scientious objectors to the Usurpation? Why would the

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their empire when surrounded by potential enemies as for the Dragon-Blooded. All Dragon-Blooded, save out-
powerful, driven, and antagonistic as the full might of the castes, enjoy more Merits afforded them by their con-
Silver Pact. nections with their family and their position in society
than other Exalted, Merits they will definitely lose if
Games for One Exalt Type they estrange themselves.

If Exalted is like five-plus games in one, why would Knowing which families and empires your player char-
someone choose to focus on anything less than every- acters belong to can help shape the story, based solely on
thing it has to offer? Running for one Exalt type lim- their motivations. The Realm is preparing for civil war be-
its the number of subsystems interacting with each tween the Great Houses, and its families are sharpening
other, which may appeal to some Storytellers. It also their knives and building war-chests. Lookshy struggles
reduces the chance of some player characters vast- to keep the peace in the Scavenger Lands even as cha-
ly outperforming the others in their specialized area. os grips the world, and the gentes look to enemies near
Narratively, it allows the Storyteller to hyper-focus on and far, ready for their next move. . Prasad’s clans trade
that single Exalt type’s themes and lore, allowing every honeyed words and hidden machinations even as they
player at the table to immerse themselves in the sto- share their political power. For many of these games, the
ry of being that Exalt. It makes space for everyone to player characters’ most notable antagonists will be other
explore that Exalt type’s strengths, weaknesses, and Dragon-Blooded, and they might never even leave these
stories. And, relevant to this particular chapter, it lends locales or talk about other Exalts. Dragon-Blooded games
itself well to curation of the setting. can encompass everything from the deadly intrigues of
the Realm’s Great Houses to Threshold games featuring
Running Creation for Solar Circles the myriad Dragon-Blooded clans of Creation to games
The all-Solar game, sometimes considered the “vanilla” that follow Terrestrial adolescents through their dramat-
experience, is easily run, as very few additional systems ic school days, or mystery procedurals in the seedier cities
need to be taken into account. The Exalted core book of the world.
itself is written for playing Solars. That said, Solars
While Dragon-Blooded hearths may need to go toe-to-
have few to no direct ties to the setting — or, more pre-
toe with a freshly Exalted Anathema as part of a Wyld
cisely, they have nothing but direct ties to the setting
Hunt, the rest of their antagonists are lower in scale,
with no “Solar culture” or societal framework to speak
such as elementals, terrestrial gods, Exigents, Liminals,
of. A Solar Exalt can be anyone, from anywhere. The
and other Dragon-Blooded. Dynasts often venture be-
fact that Solar games take place anywhere in Creation
yond the empire to protect their House’s foreign inter-
and may encompass both a huge scale and scope can be
ests, or cut their teeth on coming-of-age excursions. In
overwhelming for newcomers. That you can add and fo-
the Threshold, outcastes and Dynasts band with each
cus on whichever part of the setting you like means you
other to face mutual threats. Dragon-Blooded featured
can likewise ignore any part you dislike. Storytellers
in a Creation-as-Stage game are out to prove themselves
should not be reluctant to impose their own limitations
worthy of rule, whether it’s their house, their empire,
on a Solar game to keep the chronicle from being pulled
or all of Creation. In a Creation-as-Threat game, they
in all eight directions. As Solar games have the widest
may face the reality of being the weakest of the Exalted
potential of any in the setting, they can be just about
Host, on par with Liminals and most Exigents, or they
anything from “travelling all over the South to find lost
may tread water in a treacherous political riptide. In
First Age artifacts for a helpful savant” to “Exalted on
Creation-as-Cost games, their myriad natures and nu-
the Blessed Isle and trying to escape to a contact in
anced politics and beliefs shine through, as families are
Nexus.” Make certain to guide players on the setting
pitted against each other.
and tone expectations of your particular Solar game
before and during character creation.
Running Creation for Lunar Circles
Running Creation for The all-Lunar game begins with ties to the Lunar-
Dragon-Blooded Hearths specific elements of the setting. Unless they are
Casteless or somehow exiled, all Lunars have encoun-
As the most numerous and fractious of the Exalted, and
tered one of the greater Lunar communities, most like-
the ones who have shaped the face of Creation by far
ly the Silver Pact — if only by the brief association of
the most, the Dragon-Blooded offer a wide scope and
tattooing — in addition to whichever town, enclave,
variety of themes. As the only Exalted to pass on pow-
cult, or court they have adopted as their own.
er through their lineage (barring some rare Exigents),
family and heritage are the strongest ties in the setting

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The most likely antagonist for a Circle of Lunars are Additionally, the majority of Sidereals align themselves
Realm Dragon-Blooded, though they also come into with factions touting discrete agendas for Exalted rule,
conflict with Fair Folk, adversarial spirit courts, and putting them roughly for or against various Exalted.
Sidereals — often with the Sidereals and the Realm as Sidereal Storytellers will need to decide whether or
a singular bloc. Confer with players ahead of time as not to include this element in their games. While it can
to which kinds of antagonists they want to face. There allow players to weigh in on what sort of Exalts they
is no need to familiarize yourself with the mysteries of want to interact with as Sidereals, it can also potential-
the Fair Folk if your players want to fight the dead. And ly mire a game in unwanted politics.
remember that Solars and Solar bonds are not require-
ments for a Lunar game — your table is free to explore Navigating the cutthroat bureaucracy of Yu-Shan during
the lore and mechanics of the Solar bond if they want, the War in Heaven makes a great theme for a Threat
but it is absolutely not an obligation. or Cost game, and requires only knowledge of Yu-Shan
and its inhabitants as a setting. Sidereals forced into
Lunars in the Threshold shine in Creation-as-Stage or “field work” within Creation, where they necessarily
Creation-as-Cost games, exploring the limits of their interact with other Exalts, also lends to Stage and Cost
cultural powers, and the consequences of its misuse. games. Ronin Sidereals are rare enough that an entire
Similarly, Lunars within Realm holdings usually find Circle of them can make for a drama-filled Stage game,
themselves center-stage in Creation-as-Threat games. full of martial arts exploits. No matter what, a Sidereal
A young circle of casteless Lunars yet to encounter the game will likely need other Exalted, like Getimians or
Pact is likewise perfect for a Threat game. Dragon-Blooded, or, depending on their political affili-
ations, Solars, Lunars and Abyssals to manipulate.
Running Creation for Sidereal Circles
The scope of Sidereal games can range widely, from Running Creation for Abyssal Circles
taking place solely in Yu-Shan and dealing with con- An Abyssal Circle’s closest tie to the setting comes from
trarian gods, to roaming all of Creation on assignment the Deathlords. The Deathlords are not exactly cooper-
from their respective bureaus. Their antagonists vary ative with each other, though they all share roughly the
as well, though all will be either enemies of Creation same goal of seizing total supremacy over the dead and
and its fate — immoral divinities, Getimians, presump- the lands of the Underworld, and of eventually those
tuous Exigents, the armies of the Underworld, the gen- of the living Creation. Unless an Abyssal is renegade,
try of the Wyld, other Sidereals — or enemies of their one of the Deathlords has been pulling their strings
faction goals, which could be Solars, Lunars, and other or dangling carrots in front of them from the moment
Anathema, or even Dragon-Blooded. they accepted the Black Exaltation. The relationship of
the Deathlords to their Abyssals is not one of master
Like Lunars, the all-Sidereal game begins with ties to to servant but one of sovereign and vassal. Most of an
their specific setting elements. Unless they are rogue Abyssal’s resources are granted them by their undead
or otherwise disgraced, all Sidereals hold positions in patron, and going rogue means losing access to several
Heaven’s bureaucracy — they have bosses, coworkers, Merits. For the Storyteller, it is extremely important to
salaries, and performance reviews. It’s necessary to de- know if there will be multiple Deathlords involved in
cide how significant the player characters’ day jobs will your Circle, and how you’re going to handle the play-
be to your game, and these jobs will serve to limit their er-characters’ relationships with their patrons, and
exposure to the different antagonists and elements of what those patrons’ agendas are.
the setting. Most Sidereal games revolve heavily around
the various missions — cause a war here by making the Ignoring any renegades, an all-Abyssal Circle usual-
king fall in love with another nation’s queen, or mur- ly performs their service as missions on the behalf
dering a young conquering prince after he’s won many of the Underworld’s denizens. Deathknights are giv-
victories but before he can properly set up a succession en a great deal of latitude to accomplish their goals,
— and cycle back to downtime and politicking with lon- which may even involve consorting with renegades.
ger-term plots and agendas in Heaven. The Storyteller Loyalist Abyssal games share many of the benefits of
should make the upsides and downsides of Heaven’s Sidereal games — where the Storyteller can borrow
direction of destiny clear to the players — when per- structure from other “heist” style games, and arrange
formed with selfless duty in mind, destiny is the best arcs to flow from mission to reward to downtime and
tool for the long-term health of Creation, but many des- back to mission. The Storyteller is free to craft the ba-
tinies are planned by committees of selfish deities. sics of these missions ahead of time and carefully cu-
rate the elements they want their players to come into

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contact with. Simplicity works best in these cases; i.e. A circle of renegade Abyssals particularly is not far out of
“The Mask of Winters wants the PCs to convince a the realm of possibility, since sticking together is a good
jade-working guild in Great Forks to serve him; they way to survive the wrath of their spurned Deathlords.
have one week.” You could even choose to operate your
Abyssal game solely out of the Underworld while main- Adjusting the Scope
taining this format.
and Scale of Your Game
As enemies of Creation, the Abyssals’ antagonists can
be potentially any other Exalt, but especially Dragon- The two most powerful dials to adjust within an
Blooded Dynasts and Lunars of the Silver Pact. Exalted game are those for scale and scope. Scale re-
fers to the relative power being brought to bear by the
Creation-as-Stage Abyssal games are gothic horror protagonists, antagonists, and other setting elements.
scenes: dreadful, gloomy, and bloody. Abyssals in this Scope refers to the breadth of the story, whether it is
mode of play are likely spending as much time in the cities tightly focused and personal, or wide-reaching and
of Creation as they do in the Underworld, as they brood world-changing. These dials should be explicitly dis-
melodramatically, accruing Limit all the while. Abyssals cussed with the players during Session Zero, as they’ll
in Creation-as-Threat games are often sent into difficult affect things like how PCs should be designed and what
missions by their Deathlords, expected to pull off a black long-term prep the Storyteller will be making.
miracle or two to survive. Of course, as quintessential
tragic antiheroes, Abyssals of all stripes play naturally into A game with a high scale should choose antagonists
any Creation-as-Cost game, though renegade Abyssals from top-tier existential threats; a resurgent Realm un-
struggling to earn back the love of Creation fit especially. der a singular Empress, or the Deathlords as a united
front. Pick a few compelling, world-shaping artifacts,
and place them at the center of the story’s peril. Fill the
ABYSSAL REDEMPTION cast of Storyteller characters with well-known named
Exalts from setting fiction, or stress the importance and
It’s important to clarify what we mean by “renegade” legend of Storyteller characters you create yourself.
Abyssals — an Abyssal who has rejected their feudal
obligations under a Deathlord and has largely struck For a game with a low scale, make antagonists out
out on their own. Likewise, they reject the ultimate of volatile elementals, scheming gods, and scions of
aims of the Neverborn to destroy Creation…although Dynast houses. Keep artifacts rare and let even a single
they’re not alone on this front, as many of the Death- one of middling power drive the narrative. Allow mor-
lords have also been dragging their spectral feet, and tals to take influential actions, and push those of po-
some of the ancient necromancer-kings — like the tential importance to the players into the spotlight. You
Silver Prince — never intended to follow through. might consider placing restrictions on Merits higher
than 3 dots.
There are two primary stripes of renegade: Abyssals
who are on board with being lords over the dead and
To foster higher scope in a game, shrink the physical
becoming Death’s Lawgivers, and Abyssals who have
come to regret the dark bargain they struck for power scale of Creation and take liberties with the map, allow-
and survival or never intended to fulfill it to begin with. ing important locations to rub up against each other.
They are likewise divided into two secondary types: Allow easier access to sorcery, artifacts, or Charms that
those Abyssals who pay evil unto evil and use their allow for faster travel and communication. Remove
dark majesty to destroy the corrupt and malevolent, similar barriers to crossing between Creation and Yu-
and those Abyssals who seek to return to the light of Shan, the Wyld, Malfeas, or the Underworld as nec-
the Unconquered Sun by purging the darkness upon essary. Focus on interplay between world-spanning
their Exaltation. factions like the Silver Pact and the Bronze Faction,
and how the consequences of these factions’ actions
None of these playstyles are invalid, but they are
largely incompatible in the long term — which isn’t reverberate throughout Creation. Encourage picking
to say you can’t have player characters changing their Intimacies toward organizations and ideals rather than
minds or arguing in-character, just as long as you individuals and places in character creation.
know the plot will eventually force a divide. This is
just to illustrate that there are many paths to playing In lower scope games let one location and its prob-
a righteous Abyssal, whatever that term might ulti- lems fill the whole world, not because it’s an exis-
mately mean. tential threat but because the player characters care
deeply about it. Restrict use of Merits and background

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elements that would necessitate the characters leaving Framing the Creation-as-Stage Game
the game’s setting. Focus on conflicts between smaller When playing in Creation-as-Stage, setting elements
social units, like the play of Great House rivalries in a should serve to highlight the characters’ already pas-
single satrapy, or warring gangs in the streets of Nexus. sionate, powerful natures, and their subsequent rise to
Encourage picking Intimacies directed toward individ- greater heights. In Creation-as-Stage games, successes
uals and temporal concerns in character creation. are more dramatic and more rewarding than usual.

Masters of None Make power accessible: The tombs of the mighty


With scope accounted for, the Storyteller should take are everywhere, and unclaimed demesnes and mans-
stock of the player characters and their relative scale. es await those brave and skilled enough to take them.
For instance you should consider how the Circle’s Dragon-Blooded families bequeath artifacts and oth-
own power is affected by both the number of PCs and er powerful Merits to their Exalted children at their
the degree to which they have specialized in their coming of age. Terrestrial Circle Sorcery is common,
Charms and Abilities. With a small enough Circle of instructional manuals and potential mentors abound,
low Essence characters who haven’t invested heavily in and sorcery is as much a useful tool as a problem to
high end Charms, mortals become more viable as major overcome.
antagonists. Further, a well-rounded group is capable
of performing well against a variety of challenges, but Provide chances to avoid consequences: Ignorance
will rarely overwhelm any one task. of the Anathema is common, and witnesses are un-
reliable, able to be easily convinced to remain silent.
Considerations of scale can apply to different types of Unfortunately the inverse is also true, as isolated vil-
Exalted as well — a Lunar amongst a group of Solars lages lay troubles at the feet of nonexistent monsters.
can try their hand at a bit of everything and excel in Because of this, Wyld Hunts are only dispatched on
multiple roles simultaneously, but will generally be out- credible claims, but tend to have little to no oversight
classed by their Solar counterparts in their area of ex- in their results and methods. Even concerning less-
pertise. Dragon-Blooded on the other hand will seldom er-known Exalted, there can be many ways to avoid
outperform anyone, but may find they fit in well with a potential complications by clever action, as many pow-
Liminal Circle. It’s an important consideration for your erful patrons who offer the Princes of the Earth Merits
Session Zero to ensure that no one is going to leave an- and other benefits will seek to retain their loyalty and
other player feeling like their character is perfunctory. offer second or even third chances if their beneficiaries
This isn’t to say you can’t have two martial artists in the can save face.
same Circle — especially if the players want to set up a
fun competitive rivalry — but you should try to ensure Give players the opportunity to be legendary: The
everyone has their place and something to offer to the Realm is still an antagonist worthy of rivalry, despite
story. its crumbling foundations, but it offers a myriad of
weaknesses a clever or determined hero can exploit in
Framing the Modes of Play pursuit of righteousness or fame. On the flip side, the
Scarlet Throne is ripe and ready to be taken by any
Deciding on a mode of play for your game is like picking a Dragon-Blood capable of enough political cunning. The
subject for a painting. There is more to it than just “what violence of the Age of Sorrows leaves power vacuums
do you plan to paint?” Framing the modes of play can help and people begging for virtuous heroes to step in and
you focus on specific colors of paint or composition ele- rule. Lunar clans and Deathlord courts are rich with
ments, to better achieve the feelings you want to evoke. To potential alliances if the players dare to sway them.
drop the metaphor, modes of play don’t just begin and end Heaven scrambles to send its agents both to befriend
at the theme of “power and consequences.” You should the PCs and to undermine them.
also adjust discrete elements of the setting to further
Framing the Creation-as-Threat Game
frame the chosen mode: Things like adjusting Creation-
wide concepts, tweaking a faction’s relative strength, lim- In Creation-as-Threat games, setting elements should
iting (or increasing) the availability of powerful artifacts, focus on the paradoxical powerlessness — but never in-
or deciding the likely consequences for given actions all competence — of the PCs and their struggle to come
serve to keep your game from wandering away from your out on top. In Creation-as-Threat games failure is more
chosen mode of play. dire, and consequences more severe.

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Make power risky to pursue: Tombs of the First Age with the authority but responsibility and expectation.
are jealously guarded and keenly watched by anyone Sorcery is either awe-inspiring or widely feared, pro-
from forgotten groundskeeper demons to elder Lunars. voking worship or terror among the uneducated, and
Ownership of manses and artifacts are cataloged and notoriety or disgust among the sorcerer’s kin.
licensed by local governments or jealous sorcerers.
Ownership of lesser wonders and any of the magi- Attach consequences to every success: the people
cal materials draws the attention of magistrates. Only of Creation are wary not just of glowing animas and
wealthy Dragon-Blooded families maintain collections caste marks, but of the mighty in general — those bless-
of heirloom artifacts, and others are lucky to have a few ed with unusual strength, beauty or intelligence may
wonders they can entrust to a scion. True sorcery is rare draw the suspicion and notice of mortals or other pow-
and wholly misunderstood by the uneducated, inspir- ers. These may seek in turn to manipulate the PCs to
ing charlatans and rumors throughout the Threshold. their own petty ends, or raise Wyld Hunts of their own..
Pursuing rumors of a sorcerer who claims the power to Conversely, the rewards of excellence by the characters
solve your problems is just as likely to uncover a cult of in maintenance of their duties yield not additional re-
demon-worshipers as it is a chain of snake oil salesmen. sources or backing from their patrons, but only more
responsibilities and expectations.
Make consequences hard to avoid: Reports of the
player characters’ power and deeds can spread like Remind players of what could be lost: Every ac-
wildfire to unfriendly ears. Even as the Realm faces tion has consequences. the Realm is an oppressive and
pressure from within, rumors of Anathema remain se- grasping empire, but it also prides itself on protecting
rious and a competent Wyld Hunt can be organized or its satrapies from worse terrors like the Deathlords and
dispatched with little warning and preparation with an the Fair Folk — freeing Threshold towns from Dynast
overwhelming force prepared to follow should the first rule means exposing them to greater dangers. As Lunar
fail. Goodwill once lost can seldom be reclaimed; player conclaves wear down the gears of the Realm’s war ma-
characters that rely on allies or patrons for their Merits chine, they never flinch away from sacrificing tribes,
can quickly lose them should they transgress against villages, or whole nations to do it — supporting Lunars
their benefactors. in the war for the Caul means thousands of mortals will
die as cannon fodder. The youth of Heaven are eager
Telegraph danger everywhere: The Realm is a jug- to court alliances even as their elders will never let a
gernaut which projects its power everywhere its ban- reincarnated hero forget the atrocities they wrought in
ners lie, with the resources to pursue and crush any the First Age; striking an alliance with a Gold Faction
singular foe. Anathema radiate disastrous power even agent could mean opening the Circle to Bronze Faction
before their presence can be felt, and pockets of Lunar assassins.
rebellion lie hidden but potent, able to make their
presence felt even without needing to act. Heaven is a Games for Multiple Exalt Types
cutthroat bureaucracy with double agents around ev-
ery corner. Every city is one unexplained incident away If Exalted is a bunch of games in one, why would some-
from panic, every Threshold town is a desperate sea- one try to run all of them at once? Lots of reasons; for
son away from striking hasty deals with the enemies of some Storytellers, the challenge of balancing multiple
Creation. subsystems and power levels is part of the fun. For
others, it’s simply that every player has their favorite
Framing the Creation-as-Cost Game Exalt type and there’s little reason to stop them from
Setting elements in Creation-as-Cost games should al- playing it. Narratively, it allows the Storyteller to ex-
ways bring the consequences of player actions to the plore the broader themes at work in Exalted, and how
fore. In Creation-as-Cost games only the greatest suc- each individual Exalt type addresses the consequences
cesses come without complication. of their unique powers. It permits space for everyone
to spotlight their favorite aspects of each Exalt type, as
Attach costs to every source of power: Artifacts well as letting the Storyteller play with the question of
and other wonders are not only powerful, but obvious, how to get a group of diverse champions with secret
unique, and rare, each with their own story or legend; curses and incredible powers to cooperate and save the
open use of one is sure to draw jealous admirers or world(or doom it, as the case may be).
terrify bystanders. When granted to a Dragon-Blood
by their family, artifacts are handed down with pomp Even longtime enemies can be convinced to work to-
and ceremony that marks the wielder as acting not only gether for various reasons, and Creation is broad

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enough to find those reasons, no matter the Circle make strange bedfellows (not always metaphorically),
makeup. Crossover games make for fun and viable en- and any of the player characters’ families, command-
sembles, showcasing the vibrant diversity of Creation’s ing officers, or business partners could take exception
heroes in the microcosm of a single Circle. Crossover to the Circle’s mere existence. Mixed parties in a Cost
games also provide the Storyteller with a dizzying ar- game should feel their loyalty to the Circle and its goals
ray of story hooks, as each Exalt type brings their own tested at all times.
themes, lore, and cultural history to the table. That
said, as a Storyteller, don’t be shy about limiting play Balancing a Mixed Party
choices if you aren’t comfortable running for a specific A common concern with allowing many different Exalts
Exalt type (perhaps you consider Sidereals too arcane, into the same game is the difference in power between
or Abyssals too bleak), or if you don’t want to make them. The difference can be stark between the Solars
room for their powers in your game’s scope or scale. and Dragon-Blooded, Liminals, and some Exigents. For
some players this is a worthy challenge, but for others
For crossover stories, it’s crucial to find what elements it can be frustrating.
exist at the center of the Venn diagram of Exalt types
you intend to run for. In the broadest sense, every Exalt Consider allowing experienced Exalts from the lower
can band together if they all share a common enemy end of the power tier, like Dragon-Blooded, Liminals
(i.e. the One-Thousand Eyes Clan, demon-worshiping and Exigents, in play with young Solars and Celestials.
martial artists), or a common motivation (Discover and Allow these players to build their characters using the
steal the secret of Grieve’s White Elixir), even if their Experienced Characters rules in their chosen supple-
methods or reasons may not align. ments, or grant them up to double the starting amount
of bonus points, or an extra 50% Unified Experience
Outcastes, as true free agents within Creation, can fit Points (p. XX).
into almost any Circle — as can most Exigents, provided
there are no easily offended Immaculates at hand. Any For a simpler solution, grant the weaker Exalt play-
Exalt capable of tapping into their previous incarna- ers extra Charms or Evocations at character creation.
tions may feel the echoes of history drawing them to- Likewise, limit Solars, Abyssals and Infernals to pur-
gether, such as immortal enemies with long grudges, or chasing Excellencies (which they don’t even do to
literal memories of their past lives. In a mixed Circle of start with, so that’s one change already) for only their
Lunars and Solars, the Bond could be at work — includ- Favored or Caste Abilities.
ing Abyssals and Infernals. If a Sidereal is involved, a
figure in Yu-Shan could be tugging at the strings of fate Dragon-Blooded can get a significant power boost by al-
itself to gather the Circle for some important goal. In a lowing them to take a single Signature Charm for one of
pinch, “a powerful being to whom you are all in some their Aspect or Favored Abilities at character creation,
way subservient demands you work together” always ignoring its usual Essence minimum. For Dragon-
works, too. Blooded in mixed Circles with Solars, you might even
consider allowing multiple Signature Charms.
For a crossover game in the Creation-as-Stage mode of
play, the focus will be on achieving legendary things to- When a Solar gains access to Solar Circle Sorcery or a
gether that would be impossible alone. Such games are Sidereal learns Sidereal Martial Arts, their power curve
usually high in either scale or scope, to account for the spikes. Rather than cheapening these awesome powers,
varied strengths and interests of the Circle. offer similar gifts your other Exalt players can earn to
keep them on equal footing. We recommend granting
In the Creation-as-Threat mode, the common foe Terrestrial Circle sorcerers a second Shaping ritual
shines. Usually this is the Wyld Hunt (on both sides), for free at character generation, and discounting the
but could be an ancient foe, a powerful authority like experience cost of Martial Arts Charms that match a
the Emissary of Nexus, or an advancing army of hob- Dragon-Blood’s aspect element.
goblins led by a glimmering Raksha prince. Keep in
mind that a foe can threaten different Exalts in differ-
ent ways: a Dragon-Blooded scion threatens the Solar Social Influence
with death while h threatens the Exigent with harm to
The social influence system introduced in Exalted
his patron’s worship.
Third Edition is a versatile tool for modelling passion-
ate intrigue between the Exalted and the myriad inhab-
With a Creation-as-Cost game, the focus will be on the
itants of Creation, but this can be daunting to use. The
consequences of the Circle’s alliance. Many Exalt types

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purpose of this section is to help break down what’s Sometimes, characters may want to accomplish a lot in
going on in each portion of the social influence system a single scene; an understandable goal, but Storytellers
to help better understand what’s happening and help and players should work to keep the purpose of a scene
you adjudicate it in play. For further details consult the focused, and roll only when needed. As a rule of thumb,
Exalted Third Edition, pages 213 to 224. try to avoid having more than three rolls from each
group, which might include any combination of social
Social Influence and Time influence rolls. At the point where one character reach-
es this limit, a Storyteller should begin considering
There is no set time frame for how long social influ- how to end the scene.
ence takes, but pacing out social influence is a good
way to make sure your scenes flow together cohesive- Ending a social influence scene is just as important as
ly. A read intentions action to discern the reaction of a beginning one. Scenes should end when a character’s
suspect to the murder victim’s name might occur in a social goal is accomplished or failed, even if momentar-
few moments, while another might represent hours of ily. When a scene breaks out into combat or it no longer
carefully observing how a patrician feels about his fam- makes sense for a character to listen to any attempted
ily through an evening of languid dining.. A persuade influence is a good point for a scene break.. Endings
action might encompass a single sentence and a know- are important to provide temporary closure, and if a
ing look, or a long process of seduction that occurs over character has failed their persuade check or had their
the course of an evening. If the timeframe of your story efforts resisted, it’s a good opportunity to encourage
permits, err on the side of allowing actions to take their characters to think about their next steps rather than
time. This benefits players by allowing them to con- repeated attempts at the same thing. If a character
serve resources, and may allow their actions and stunts was not successful, remind them about the rules for
to encapsulate more action than they might otherwise Retrying Social Actions (Exalted, p. 222) and offer sug-
be able to fit. gestions or the opportunity to roll to reset their action
in a future scene.

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adjudicate Willpower spending when a player targets a


UNACCEPTABLE INFLUENCE Storyteller character’s Intimacies:
AND THE RED RULE
• Minor characters such as nameless goons and inn-
The Red Rule is intended as a safety tool for players keepers don’t tend to spend Willpower to resist so-
but uses the mechanisms of the game to handle an cial influence unless it might endanger a Defining
issue that is beyond the scope of mechanical reso- Intimacy. Storytellers should favor the player char-
lution. If the Red Rule has been invoked, pause play acters. These minor characters rarely resist suc-
to discuss the situation, or make use of more robust cessful social influence.
safety tools such as those in this book (p. XX). As a
reminder, Charms such as Rose-Lipped Seduction • Major characters such as important village elders,
Style may not be used to violate a character’s orien- wandering heroes, ministers of state and inhuman
tation. The spirit of this effect makes it possible for creatures may spend Willpower to resist influence
characters to seduce alien entities and stoic monks, only if it endangers one of their Major or Defining
but not at the expense of consent. Similarly, Celestial Intimacies.
Bliss Trick and any other Charm based on intimate
encounters only functions when both parties (and The only times Storyteller characters should be ex-
both player and character) consent to the encounter. pending Willpower to resist are moments where do-
ing so would be vital to maintaining their Intimacies.
Never completely shut down the efforts of your players.
If their influence fails, consider opportunities to reset
Intent is Everything the social action or offer alternative path to success,
such as by Introducing a Fact or using another Ability.
The most important component of a strong social in-
fluence scene is establishing the social goals of all par- These guidelines favor players strongly in social influ-
ties. The read intentions action (Exalted, p. 218) is a ence, but this isn’t a bad thing. Players who have invest-
good way to uncover what another character’s wants ed in social characters are engaging in a power fantasy
in a scene. A character’s social goal guides every action that’s just as valid as a character playing a peerless war-
they undertake in the scene. Consider the context and rior or an intrepid explorer.
intensity of the Intimacy most relevant to the scene, as
well as the narrative of the story to provide social goals
for Storyteller characters. If neither side has a clear so- Lore
cial goal, which may happen even in a scene where only
The Lore Ability is a powerful tool that permits players
two characters are talking, consider if it’s necessary to
to help shape the world of Exalted directly. The abili-
use the social influence system at all.
ty to introduce a fact may make some Storytellers ner-
vous, but is in reality a massive opportunity for collabo-
Every participant should have a clear goal. Communicate
ration and a way to reward player creativity.
with your players at the start of the scene and help de-
termine theirs. Not all of the participants will be aware
of everyone else’s social goals, but it’s important for the
OPTIONAL RULE:
Storyteller to do so in order to focus the scene. If the
players are unsure, you should offer them prompts and INFLUENCE OVERWHELMING
collaborate in order to establish a clear goal.
Some groups may be unhappy with the fact that Sto-
ryteller characters have the option to expend Will-
Spending Willpower power to shut down social influence no matter how
well they roll. The reason this rule is present is to
As mentioned on p. 219 of Exalted, Willpower points underline that social influence isn’t mind control. .
may be spent to resist social influence that is intend- However, some groups may want to reward an over-
ed to change how a character feels by creating, de- whelming success. For that you can use this optional
stroying or changing her Intimacies. Social influence rule: for every 5 threshold successes on an influence
is not “mind control” and for Storyteller characters, roll to create, destroy, or change a Storyteller charac-
these rules should be used judiciously to give agency to ter’s Intimacies, the Willpower cost to resist the influ-
Storyteller characters while not invalidating the efforts ence increases by one. This stacks with Charms that
increase the Willpower cost to resist social influence.
or investments of player characters. These guidelines
This does not affect Decision Points.
expand upon p. 344 of Exalted to help Storytellers

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FILLING IN CREATION Introducing a Fact

Locations and cultures described across Exalted do The benefits for Introducing a Fact can be nebulous. In
not come with every detail exhaustively detailed. In- order to ensure that the players feel rewarded for us-
troducing a Fact can be a great way to help fill them ing their Lore Ability, Introducing a Fact should offer
out, allowing players to take an active role in shaping at least one of the following rewards:
the setting during their games.
• Narrative Drama: The fact introduces new ele-
ments to the narrative, such as a trial by combat,
Don’t be afraid to collaborate; introduced facts can be a sig- a ruin to traverse, or a treaty that affects the po-
nificant driver of player investment throughout the chron- litical situation. Elements should subtly favor the
icle and a great way to allow characters who have invested skillset of the beneficiary of the fact introduced,
in it heavily to feel knowledgeable and useful. Either as unless the player is deliberately seeking to make
part of Session Zero (p. XX) or early in a chronicle, you the situation more challenging.
should discuss with your players if you have any prefer-
• Forward the Plot: The fact introduces a way
ences about what kind of facts you want to see introduced,
forward through a dilemma. A character trained
or which ones you’d prefer to avoid, such as avoiding the
in geology at the Learned Bastion in Corin
Sidereal Exalted in a game where they won’t be featured, or
Prefecture can determine where deposits of pre-
encouraging facts about customs and traditions practiced
cious metal are to trade or equip her armies or
by people in the primary setting of the chronicle. This con-
there’s a provision in the traditions of the Kajali
versation should inform what backgrounds or specialties
people that allows a blood feud to end honorably
characters select when they take the Lore Ability, so that
if both parties commit to a great deed. Sometimes
everyone can feel confident in their focus.
the fact may solve a problem outright, but lower
Storytellers who set expectations early on during Session difficulty rolls to introduce facts might provide an
Zero will ideally not find themselves in situations where avenue forward that must be accomplished using
they must veto knowledge that a character has introduced, other Abilities. This is an opportunity for a char-
but if it happens, be transparent. Whatever the reason for acter with Lore to offer useful solutions to prob-
vetoing a fact, be clear with players why it is happening lems the Circle faces, as most facts introduced
and consider alternatives or compromises that can be of- should forward the plot.
fered. If players understand why a fact was vetoed, they
• Generate Intimacies: The fact introduced is ma-
can take that into account when using Lore in the future
terially useful to someone with whom it is shared,
and it can help alleviate the feeling of being shut down.
or they are impressed with the character’s knowl-
Whenever reasonable, try to find an acceptable compro-
edge. Characters should often gain an Intimacy
mise rather than completely reject the fact introduced.
when a character Introduces a Fact (Exalted,
p. 170). Such Intimacies should be positive and
Knowing a Fact reflect the intentions of the player introducing
the fact. Don’t use this as a license to introduce
Knowing a Fact covers characters having in-universe Intimacies that are completely counter to the
knowledge of facts about the world that the Storyteller character’s interest. This reward can be combined
or players have prepared prior to a scene, or to learn in- with the others, and if you’re ever unsure of how
formation which is unknown to the player but might to reward an introduced fact, consider generating
be to the character. A character can roll to know a fact Intimacies on relevant Storyteller characters that
with (Intelligence + [any relevant Ability]) — a Dawn the player can make use of.
Caste could use her Melee rating to recognize a myste-
rious warrior’s school of swordsmanship, while a Water Be transparent about these rewards so that characters can
Aspect’s skill in Bureaucracy offers familiarity with eco- feel like their investment in Lore has been rewarded.
nomics. Lore can always be used in such rolls as long as
the character has an appropriate backstory or Lore spe-
cialty. Success on this provides working knowledge on
Challenging a Fact
the subject with the Storyteller should provide the play-
Albeit a less common use for Lore, Challenging a Face
er with concerning the topic. difficulty should be deter-
can be a great addition to social or intrigue scenes.
mined using the rules on p. 238 of Exalted.
People do not generally possess perfect recall or

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knowledge of every topic they’ve learned about and Lookshy, and in nations all throughout the Threshold
some may offer incorrect information to support per- and the West. These roots run deep, extending beyond
suade or bargain rolls intended to advance their agenda. the soldiers and into the shikari who gather to Hunt
down their reincarnating prey again and again.
Players can use the rules provided for Challenging a
Fact (Exalted, p. 238) to respond to these opportunities For all of their powers beyond mortal ken, many Exalted
and gain an advantage. Success may allow the charac- are hunted creatures. Regarded as kin to demon princes
ter challenging the fact to disrupt social influence if in many regions, and considered too dangerous to live
the untrue fact provided evidence, generate Intimacies in the Immaculate Texts, reborn Solars and Lunars must
towards the character that introduced the incorrect live like shadows. Villagers might regard the characters
fact, or help the characters prevent or solve the con- as saviors with a mixture of adulation and fear, but that
sequences of bad information. Storytellers should con- attitude often irreparably changes at the first glimmer of
sider opportunities to challenge facts into the narrative a Caste Mark. If the character doesn’t seem like a par-
in order to help reflect the expertise of a character with ticularly strong combatant some would-be hero might
dots in Lore. take it upon himself to round up a group and kill the
Anathema in their midst — or at the very least, run the
demons out of town. Eventually, every Exalt has to deal
How to Run a with a Wyld Hunt — either as hunter or prey.
Wyld Hunt Game The threat of the Hunt is ever-present in the early years
Every Exalt has to deal with the setting-wide concept of a Solar or Lunar’s existence. Within every Exalt, high
of the Wyld Hunt sooner or later. The Realm remains or low, is the power to change history and remake the
a superpower over Creation, even in its current fallen world. Cosmic in might and unequaled in puissance,
state; Immaculate doctrine has taken root in Prasad, they must work their plans subtly until they have
amassed enough power to openly challenge the order

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coming after a Solar Anathema priority over any oth-


WHO ISN’T HUNTED? er, as Hunts are most effective and dangerous against
Solars newly reborn. And now more are coming.
Despite the decisive statement above, three types of
Exalted don’t have much interaction at all with Wyld Solar Exaltations are difficult to hide, at best, and obvious
Hunts one way or another: Liminals, Alchemicals, over a few miles’ radius at worst. Most mortal witness-
and Getimians. While Exigents and outcastes are rare es know what they’re seeing when an unusually plucky
targets as well, these three aren’t accounted for in the human erupts in golden light. They also know the capital
Immaculate Faith.
punishments that await them for harboring Anathema or
Alchemicals are unknown, ensconced within their failing to notify Dragon-Blooded authorities.
patron titan, far from Creation.
Worst of all, Solar Exalts have no community of other Solars
Liminals are creatures of the shadowlands, seeking to fall back on and no infrastructure waiting to shelter them.
to hold fast the line between the living and the dead. Isolated, confused, or terrified, Solars new to their power
Most of the Order’s interactions with the unquiet dead face being snuffed out before they get a chance to shine.
involve Immaculate exorcists, not shikari; in this case,
the Liminals are doing everything that the exorcists But this was Creation before the mysterious catastro-
themselves would be doing, so the exorcist orders of phe that sundered the Jade Prison. Where once a single
the Immaculates and the Liminals respectfully ignore
Solar Exaltation could flare up with an every-few-years
one another by longstanding mutual agreement. The
rarity, Creation finds itself flooded with sudden light.
Chernozem are considered unclean by the Order, to
be sure, and there are debates about whether they Entire Circles may Exalt and find each other within
constitute an appropriation of power like an Exigent, moments. Dying alone and frightened at the hands of
but ultimately few consider them a threat to Creation the Hunt is no longer inevitable.
or the rule of the Dragon-Blooded. If any sentiment
is expressed by Immaculate monks at all it tends to No One Should Have All That Power
be, “Leave the graveworms to their dirt.” On rare oc- The Hunt of a Solar provides an excellent introduction to
casions, aggressive and troublesome Liminals have two of the core conflicts of any Solar Exalted game: firstly,
been declared Anathema, but the Created avoid a de- the power struggles between Realm and Anathema. The
rogatory sobriquet in the Immaculate Texts. Realm is a fully entrenched, overwhelming, overreaching
Getimians, on the other hand, have no reason what- imperialist power, and it labels every entity outside its
soever to prosecute a Wyld Hunt and multiple rea- umbrella of faith and filial piety an enemy. The unlikeli-
sons to give shikari a wide berth. With the memories hood of the Blessed Isle maintaining its grip on Creation
of their nonexistent mortal lifetimes, they may even is born in part from the infrastructure and dogma dedicat-
root for the shikari. Rakan Thulio’s ultimate plan in ed to careful, systemic extermination of these Exalts, and
his war against destiny is benefited by keeping Side- especially the supremely powerful Solars.
reals occupied by the dangerous, endless Hunt. Sim-
ilarly, prolonged exposure to Hunts might alert either Secondly, the Wyld Hunt of a Solar Circle gives players a
Dragon-Blooded or Sidereals to the true nature of the chance to explore the other dramatic conflict at the heart
Getimians, a danger Thulio cannot allow. Even Ge- of the Solar Exalted: the cost of redemption and reclaim-
timians whose destined origins involved conflict with ing the past. The Scarlet Empire is a colonizing force and
the Realm will hesitate greatly to throw down directly
Solars are potent, even violent reactions to their occupa-
with a hunting Kinship. Still, as described on p. 101 of
tion of Creation. Solars fight not just to survive an empire
The Realm, the Bronze Faction is aware of Getimians
and is in the process of orienting the Wyld Hunt to and a philosophy that unequivocally want them dead, but
include them as Anathema. also to reclaim their personal histories, lost treasures, and
tarnished reputations. They could survive a Wyld Hunt by
hiding and isolating themselves, but this is itself anathema
of the world, and avoid permanently indebting them- to the Essence fever that drives their longing for heroism.
selves to patrons with dissident agendas in the process. Even worse (or better, for an eager Storyteller), this strug-
gle between the mortal survival instinct and the Solar need
for glory demands the Exalt make an attempt to understand
Hunting a Solar Circle their nature as divine perfection in sloppy, imperfect shapes.
Solars know they want to live, but also to work righteously
For Solar characters, the impending arrival of the Wyld
in Creation, and these two instincts cannot coexist without
Hunt is the iconic early conflict. Shikari are their first,
drawing the Realm down upon them.
most obvious, most capable enemies. Most Hunts make

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Together, the Wyld Hunt and the Solar Exalted represent a


microcosm of Exalted’s overall theme of power and its con- THE WYLD HUNT IS PART OF THE STAGE
sequences. In the First Age, Solar sovereigns committed hor-
rifying atrocities in the name of power, and in hindsight it It might be paradoxical to consider the institutional
seems inevitable that someone would rise to put them down. antagonists some of the players’ best friends. In Cre-
Now the Dragon-Blooded maintain their rule over Creation ation-as-Stage games, the Wyld Hunt is just as much
by sending their best and brightest to commit undoubting a part of the stage as any other element of the game.
The Storyteller should of course be crafting shikari
murder against anyone with certain signifiers. The Wyld
with an eye toward challenging the players, mechan-
Hunt is an extension of Dragon-Blooded power stolen vio- ically and emotionally, and creating opponents and
lently at the Usurpation — itself a direct consequence of the conflicts that make the players feel awesome and
monstrous abuses that typified Solar rule in the First Age. give their characters chances to shine.

Now the Solars rise again in new, naïve reincarnations, This doesn’t mean make your antagonists total push-
unaware of how their righteous anger at the Blessed overs—a hollow victory isn’t going to leave anyone
Isle’s tyranny is a continuation of an ancient cycle. feeling like an epic hero. Consider this blanket per-
Who’s to say if this new age of Solars wouldn’t ripen mission to plan for a Hunt without many top-level
into yet another doomed Solar Deliberative? Abilities or Charms if it means hitting an emotional
chord with the players instead.
Solar Wyld Hunts and the Modes of Play
In the Creation-as-Stage mode of play, the Storyteller
and players should be most interested in how the games find a natural fit with newly Exalted Solars, who
Solars’ power will elevate them to greatness in their are already feeling overwhelmed and alone. A more es-
conflict with the Wyld Hunt. Some ways Stage games tablished Circle with experience facing more powerful
may encourage this dynamic include: foes needs to have telegraphed to them why this Hunt
is a threat that must be taken seriously. Some examples
• Dramatic showdowns between rivals with shared of tent-poles in a Threat game may include:
pasts—family against family, mentor against stu-
dent, or lover against lover. • Disproportionately-powerful Wyld Hunts, per-
haps with a horrifying weapon from Lookshy’s
• A Wyld Hunt with a demonstrated reputation as First Age arsenal, or practitioners of world-bend-
cruel, irredeemable tyrants, leaving the players ing martial arts among their number.
eager to face off against them in righteous battle.
• A Wyld Hunt beyond the players’ ability to defeat,
• Shikari who survive conflicts only to return again which must be endured until there is a chance to
and again, despite all odds and at the worst possi- flee or strike back.
ble times, for scenic, showstopping fights.
• Shikari who know the Solars personally, even
• A Hunt that takes the Circle’s survival personally pre-Exaltation, and make use of cruel weaknesses
and chases them to the ends of Creation, beyond or emotional blind spots to manipulate them out
what duty or reason requires. of positions of strength.

• Conflicted Hunters vulnerable to impassioned • Mortals and spirits who appear friendly and co-
pleas or reason who pay witness to the Solars’ acts operative, but are only looking for excuses to be-
of bravery or heroism. tray the Circle to the Hunt.

Stage games treat the members of the Wyld Hunt as ambi- • A Realm with eyes and ears everywhere, a mortal
tious and larger than life, just like their Solar targets. They population paranoid of Anathema influence, and
lean hard on the high drama of what a Solar must do when the Dragon-Blooded officials closely scrutinizing any
Wyld Hunt comes to claim him. Members of the Hunt, and unusual heroics.
the conflicts they create, should exist to highlight how power-
ful, legendary, and virtuous the player characters can be. Threat games play up the isolation and confusion of ex-
alting as a Solar in a Creation that will kill them without
In the Creation-as-Threat game, the Storyteller and question. They bring Solars into conflicts with Dragon-
players must be willing to explore how the Solars’ pow- Blooded and other Realm authorities, though Sidereals
er is made futile in the face of the Wyld Hunt. These and Bronze Faction-aligned gods are also an option.

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In the Creation-as-Cost mode of play, Storytellers and these games will still be interested in what a Solar has
players explore how the Solars will be brought low by to gain, they place greater focus on what the Solar will
the consequences of incurring the Wyld Hunt. While lose as a result. They find most of their inspiration
from classic tragedies, such as The Song of Everlasting
Regret, or Oedipus Rex. Some of the features of a Cost
THREATS ARE FOR OVERCOMING game may include:

Threat games in Exalted present a difficult challenge • A dear friend, family member, or lover tries in ear-
for Storytellers. While the sources of potential threats nest to help the Solars avoid the Wyld Hunt, only
seem obvious, actually making these threats feel vi- to be arrested or killed.
able in the face of the supremacy of Exalted play-
er-characters is can be a challenge. On top of that, • Unwanted memories of a wicked past life chal-
Storytellers of Threat games must strike a delicate lenge the Solar to either die before the Wyld Hunt
balance between ensuring the players still feel like for sins committed centuries ago or defy the Hunt
powerful Chosen of the gods and making Creation in the hopes of redeeming themselves.
feel treacherous in spite of that power.

The most important step to take as a Storyteller of • Successes enjoyed pre-Exaltation—such as a


Threat games is to remember that as much as you well-paying career, a celebrated reputation, or
may throw at them, you are on the players’ sides. Ul- a promising academic trajectory—becomes im-
timately, the Storyteller should be a fan of how they possible to pursue without risking the Solar’s
make it out by the skin of their teeth, not how they die survival.
predictably against overpowered foes. Beyond this,
consider the collection of homebrew rules sugges- • Strong influence from the Immaculate Philosophy
tions for Creation-as-Threat games, found on p.XX, forces devout Solars to question their faith or
for ratcheting up the tension. doubt their own right to survive the Wyld Hunt.

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• Tragedy or traumas that haunt a Solar still, de-


spite their newfound empowerment, cripple their WHAT DOES IT PAY FOR?
ability to face the Hunt.
Creation-as-Cost games are quintessentially trag-
Cost games do not shy away from the dizzying highs edies, but that doesn’t mean they’re an exercise in
of stage games or the tension of threat games, so much battering your players with unnecessary cruelties or
as they focus on the consequences for these scenarios. constant misery. Not only does this make for an emo-
And, in a broader sense, cost-games ask the Solar play- tionally exhausting game, but it also drains the fun
and drama from tragedy. The player-characters need
ers what it costs them simply to be Solars and continue
breaks from stress and sadness and also must earn
pursuing their passions and goals.
something for the cost to be at all meaningful. Give
them bright spots to pursue; these could be momen-
Dragon-Blooded on tous, like as claiming a new artifact, or as simple as a
the Wyld Hunt once-reluctant ally unexpectedly offering the charac-
ters shelter from the Hunt.
When the Dragon-Blooded tell stories of the history Additionally, in a Cost game, extra care must be tak-
of Creation, those stories inevitably return to the price en to ensure players and Storyteller are on the same
that must be paid to ensure the harmony of all things. page with regards to what each player is willing to
For the generals and soldiers who submit themselves to lose, whether that is resources, Intimacies, or any-
the Wyld Hunt, the price is paid in blood — preferably thing else. The group as a whole should also agree
the blood of Anathema, but many Dragon-Blooded have on the issues they want to explore in character, and
laid down their lives to keep monsters from diverting which they would rather not bring into play. Please
the great works of the Realm from their course. The refer to the recommended safety rules (p. XX) when
considering dealing with potentially sensitive topics
Wyld Hunt is what allows civilization to thrive, and
that include surviving trauma.
there can be few greater honors for a member of any
noble house than to lay down their life in its pursuit.

As with any system that has been in place for thousands of time. For some, this is a shattering revelation, one that
years, there is dissent. When soldiers of the Hunt return, seizes upon many doubts; for others, this silences them
the more pensive don’t speak of glorious triumphs over su- by reframing the Wyld Hunt as a compassionate en-
pernatural beasts, but instead linger on the faces of youths deavor to quell the tempestuous Celestial Exalted be-
not even fully aware of the power they held, drowned in fore they grow strong enough to rend the world asun-
seas of blood. Glory does not come easily when your battle der once more. Killing the Anathema is a grim, holy
is with a confused young man barely out of his teens with duty for the Hunters, even if they know the Hunted are
the power to annihilate an entire talon of soldiers. victims in the larger scheme of things.

In the Second Age, the stories of the Wyld Hunt and the If your players are participants in the Wyld Hunt,
Dragon-Blooded who participate are tales of both the glo- their adventures should force them to confront the re-
ry gained in battle and the pieces of humanity that these alities of enacting peace at the cost of innocent lives.
soldiers give up in service to the Immaculate Philosophy. Anathema come in all shapes, sizes and gradations of
Repeatedly these soldiers are faced with challenges to the morality – sooner or later, any band of Dragon-Blooded
faith on which they were raised — are the Anathema real- shikari will be forced to carry out their bloody work
ly the monsters they are made out to be? And if not, what against children and the elderly, against saints and
does that make the empire that vilifies them? Thus, it is slaves, none of whom chose to become what they are.
common knowledge amongst the shikari that those they How those hunters deal with this situation – by hard-
hunt are Exalted not unlike themselves, but that without ening themselves to it, throwing themselves into fa-
the perfection of the Dragon-Blooded spirit they have no naticism, or allowing the seeds of doubt to take root in
more ability to fight against the cosmic energies that im- their hearts – will shape their fate.
bue them than the common folk have to fight against that
Alternately, your Dragon-Blooded players may choose
same Anathema.
to be objectors to the Wyld Hunt – citizens of the
Immaculates have this truth revealed to them — the Realm who have chosen to resist the Immaculate
Anathema are other Exalted, albeit of Celestial energies Philosophy and assist the Anathema. Press your play-
too powerful for weak souls — though a young shikari ers to clearly define why their character has decided to
joining the Wyld Hunt may be hearing it for the first resist the dogma of the Immaculate Order. Resistance

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to the Realm is dangerous, and resistance to the shikari it. While it is possible to make such a game work, you
of the Wyld Hunt doubly so. Only the brave and moti- will likely find it challenging to keep a group with such
vated can bear to defy the established order, and must mixed allegiances together for long. Although you can
be careful lest they face a bloody execution. get some great drama from betrayal – a member of the
Wyld Hunt who is secretly working to save the inno-
Anathema cent Anathema – players working at cross-purposes to
When other Exalted interact with the Wyld Hunt, it each other usually end up frustrated in the long-term.
is almost always as the quarry, which means that even
some of the most brutally powerful Solars and Lunars A good compromise may be to allow some of your play-
still maintain a healthy fear of the Hunt. Their fear is ers to start out opposing the others, with the under-
well placed: the Hunt is everywhere. Dragon-Blooded standing that they will eventually be caught and forced
hunters and even those who resist the institution of it to have a change of heart or create a new character.
understand the need for its agents to be constantly vig- You’ll probably need to work with the player to set up a
ilant. Normal folk have little recourse when treated like scenario for this – this can be an excellent opportunity
playthings by the crueler of the Anathema and only the to further develop the character their motivations.
Hunt checks that power.
If you cannot get the players to agree, consider running
Yet, the power the Dragon-Blooded wield puts them a more limited-length game. A few sessions of players
in the strange space between mortals and Anathema. in clandestine opposition to one another can be a fresh
Certainly, the most noble of Dragon-Blooded see them- new experience, as long as your players know that this
selves as sheepdogs; protectors of the flock given the means the ultimate conflict will likely end up being be-
power to make their protection meaningful. But just as tween the people at the table.
often, there are those among the Dragon-Blooded who
look down on mortals and see themselves as divinely Dragon-Blooded and the Modes of Play
superior to both them and Anathema alike: Where the Depending on the mode of play you chose (pg. XX),
members of your Hunt fall on this spectrum can have you can serve the overall tone by adjusting the Hunt to
drastic consequences for the direction of your story. match the themes you’re trying to highlight.

The Anathema involved in your story are as much the In a Creation-as-Stage game, the morality of the
heroes of their own tales as your players, and will have Hunt should take a back seat to the more adventur-
a life and goals of their own that follow a clearly defined ous aspects of being the last line of defense against the
motive. Most people wouldn’t immediately start killing monstrous Anathema. If your Circle are members of
random bystanders if they were miraculously imbued the Wyld Hunt, set them up with clear villains and ob-
with godlike power; Rather most would try to make jectives. The challenge shouldn’t come from deciding
their own lives or the lives of their loved ones better. who to fight, but how to stop them while protecting in-
The consequences of using that power are paid for by nocents. If your Circle are opposed to the Wyld Hunt,
the mortals around them – until the Wyld Hunt comes. make it obvious that the Hunters are just as harmful to
the common people as the Anathema, so that defend-
There may come times when a shikari faces resistance ing an innocent Chosen doesn’t come with the bag-
from the common folk in pursuit of their quarry. While gage of knowing that they may be a greater evil. These
they would never say as much aloud, in the far reach- guidelines should lead you to conflicts where players
es of the Threshold or the Blessed Isle, life under the feel they know how their power can be best used, even
benevolent protection of an Anathema could be an if they must struggle with the collateral damage they
improvement. Those who resist the Wyld Hunt may inflict.
need to wrestle with the question of fighting against
and even killing shikari who are only trying to protect When running a Creation-as-Threat game, you can use
citizens from powers from which they cannot hope to this as an opportunity to explore some of the darker as-
protect themselves. The Dragon-Blooded warrior they pects of the Wyld Hunt. Bring in a little more darkness
kill may very well be the one who would have saved a into the machinations of the Anathema being hunted
village from a vindictive Lunar the next week. – show how their evil arises not just from selfishness,
but from cruelty and sadistic pleasure at the suffering
Mixed Bag of those they subjugate. Make your players confront
You may encounter a situation where some of your play- the horrors that arise when an Exalt with the powers
er characters support the Wyld Hunt and others oppose of a god is free to indulge in their every whim. If you’re

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opposing the Wyld Hunt, consider making the game


about concealment rather than outright conflict. There PROBLEMATIC EMPIRE
is a lot of tension to be wrung from hiding from an un-
just lawman – and remember that the consequences of We keep stressing this, and we’re going to keep
being caught will be dire: the Dragon-Blooded can be stressing it. When you are running a game of Exalted,
just a cruel as their Celestial counterparts. and especially one that deals with the Wyld Hunt and
the Scarlet Realm, it is extremely important to keep in
If you want to really get into the moral grays of the mind the attitudes and mentality of your players vis-
à-vis imperialism, slavery, and genocide. Depend-
Wyld Hunt, run a Creation-as-Cost game with the
ing on where you are in the (real) world and who’s at
goal of constantly making your players question what
your gaming table, these themes may be a source of
is right. The Hunt will not always be going after those stress. The theme of an autocratic, jingoistic empire
guilty of atrocities, nor will they always be crushing carrying out genocide on a misunderstood minority of
the innocent under their boots. Whether your players its citizens needs to be handled with care when these
are on the side of the Wyld Hunt or working against themes aren’t as far from reality as we might wish.
it, produce situations where sometimes the Hunt are
heroes and sometimes they are villains. Present them We encourage you to present your players with chal-
with the option of doing their duty at the cost of their lenges to their ways of thinking both in Creation and
in reality, but make it clear to your players that no one
humanity or abandoning their charge with the certain
should feel pressured to journey down a dark path or
knowledge that the next time a cruel Anathema shows
confront real-world events that may be traumatic for
up there will be no one to call for help. This can be es- them. When in doubt, always foster an environment
pecially fun if there are non-player characters involved where your players are comfortable talking to you
with the Hunt whose opinions on their missions can and give them a forum to bring up anything that may
show where they draw the line and what they might do be causing discomfort in the story you are all telling
once that line is crossed – something that can cause the together, and make sure to reference the Safety Tools
players to ask themselves the same questions. section (p. XX) again.

Final Missions
When you are a member of the Wyld Hunt, one thing In the centuries since, the Lunars have made them-
to always keep in mind that any mission could be your selves enemies of the Dragon-Blooded traitors, harry-
last. There are Anathema with the power to kill with ing first the Shogunate and now the Scarlet Realm and
less effort than a thought, and when cornered there’s its satellite states. The Wyld Hunt exists not only to
no way to say who will be the first to fall. Shikari often manage the escaped Solar exaltations, but also to curb
maintain distant relationships with family and friends the efforts of Lunar hostiles.
because of the assumption that one day they will never
return. Since the fall of the First Age, Dragon-Blooded and
Lunars have waged an ever-escalating war via the
Make these stakes feel real to players by letting them Wyld Hunt, both sides using it to their own ends and
know that if they don’t think before they act, they could responding to each other’s tactics in kind. While the
die on their first mission. One of the most fun aspects Lunars feel the intrinsic urge to ward Creation from its
of a Dragon-Blooded Wyld Hunt game can be the ten- enemies and protect those under their charge, likewise
sion the hunters experience, knowing that they’re al- do they work tirelessly to destabilize the Realm and its
ways one bad decision away from death. Make sure pretender-princes.
that whenever the Wyld Hunt rides out, not all of them
come back, and that your players know that there’s no A Lunar Exalt’s power is as obvious and easily-recog-
safe way to hunt the Chosen of the gods. nized as a Solar’s. Nearly everyone has heard the tales
of unusual light displays and silver Caste Marks. Mortal
Hunting a Lunar Circle bystanders to a Lunar drawing their Second Breath
have no doubt as to what they’ve witnessed, with only
At the culmination of the Usurpation, the vast majori- moments to react before the Lunar inevitably, defen-
ty of Solar Exaltations were trapped within an arcane sively, and instinctively change their shape. The ben-
prison, locked out of the cycle of reincarnation. The efits of Lunar shapeshifting are obvious, and most
Lunar Exalted of the First Age, however, proved their Lunars are quick to exploit this edge; the Hunt can’t
mettle as survivors and escape artists fleeing the be- kill what it cannot find.
trayer’s armies.

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Together We Are Invincible the individual Lunar or Circle in question if stories and
If physical strength should fail them, Lunars, more than legends are available to plumb for details. Even while in
any other Chosen, may slip unnoticed or even welcomed possession of these advantages, a Wyld Hunt in pursuit
into any number of societies, mortal and divine alike. of a Lunar Exalt must strive to be as tough, creative,
They experience far less pressure to abandon their mor- and adaptable as its quarry.
tal community and they are more likely to find shelter
there than any other Exalt, either because they’ve craft- On the other hand, this dynamic is readily reversed—
ed the perfect disguise or already presented themselves the Hunt can, and often will, become the hunted. Many
as a culture hero to their people. Engendering the good- are the Wyld Hunts that vastly underestimated the
will of the local populace, leveraging anti-Realm sen- power and silver-tongued magnetism of the Lunar
timent, or making them more afraid of you than of the Anathema, or the collateral devastation they are willing
Hunt are all tactics that have worked to defend Lunars to wreak — let alone a circle of them.
from early deaths at the hands of shikari.
Lunar Wyld Hunts and the Modes of Play
Perhaps the single most important factor determining a In the Creation-as-Stage mode of play, the power of
Lunar’s survival is how long they must hold out before the Lunars and their need for vengeance drive them to
another Lunar can reach them. None but the youngest clash with the Wyld Hunt. Even more so than Solars
or the oldest and most potent of Lunars can survive in their clashes are filled with explosive passions as they
isolation — the rest gather strength and support from work to galvanize the people surrounding their Circle.+
the Silver Pact or a similar mutual aid society. Even For Lunars both young and experienced, a Stage game
those who spurn the Pact or have an ideological issue may feature:
with such societies must forge a network of supernatu-
ral alliances — and the Chosen of Luna are well-suited • Montage clashes with the Wyld Hunt over the
to forming networks. course of several days, covering hundreds of miles,
drawing followers and worship from both sides.
Lunars as a community have centuries of experience
with identifying and outsmarting tactics employed • Irresistible courtships as the Lunars crack the
by the Wyld Hunt. Established Lunars may employ stone hearts of solid Immaculates and seduce the
countermeasures in the forms of ancient Charms, shikari into abandoning their cause.
moonsilver artifacts, or small armies of zealous mor-
• A spotlight shone on each lonely, struggling
tals. They may also leverage Lunar occult superiority,
Lunar, before the Circle comes together at last in
like primary sources of First Age history and lore, or
an unstoppable synergy against the Hunt.
sorcerous knowledge beyond Dragon-Blooded reach.
• Lunar stewardship and ingenuity calling them to
Primarily, the Pact opposes Wyld Hunts as a social net-
take up roles as culture heroes, where they stir up
work, delivering rumors and sightings of new Lunars
anti-Realm sentiment and convince entire towns
to any nearby agents available to provide support or
or nations to deflect the Wyld Hunt on their behalf.
undertake the rescue. Lunars excel at defending not
only themselves but each other, and other Anathema
• Crusades as Hunters-of-the-Hunt with backing
if their resources and philosophy allow. Players and
of the Silver Pact, committed to rescuing fellow
Storytellers should not to think of Lunar cultures as
Exalts from an unjust death, and venting their
easily-lootable armories or piñatas full of Merit points,
wrath on villainous shikari.
but as webs of knowledge and defense against the
Realm’s attempts to quell the Anathema threat. A Stage game finds ways to thrust a Lunar’s shapeshifting
into the spotlight as a show-stopping power, encouraging
Wyld Hunts targeting a Lunar Circle offer perfect
use of interesting, entertaining, or impressive new forms
frames for the predator-and-prey theme of Lunar
to overpower or outwit the Hunt. While Stage games nec-
Exalted games. The Hunt is a monolithic beast to
essarily focus on the Lunar and her magnificence, the cul-
young, recently Exalted Lunars, still vulnerable and
tures which the Lunar maintains connections are part of
unconnected while a Wyld Hunt can also prey upon
that stage. In this mode of play, the Lunar’s cultures serve to
established Lunars caught unawares and unprepared.
provide opportunities for her to be influential, for good or ill,
Such Wyld Hunts require experience with facing
and always for renown. Storytellers of Stage games should
Lunars in general, to understand their unusual talents
consider the Wyld Hunt part of the stage as well, meant
for metamorphosis and survival, but also prepare for

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to showcase how magnetic, cunning, and tough the player and eagerly anticipating what, exactly, they’ll pull off
characters are. this time.

When playing in the Creation-as-Threat mode, the For Creation-as-Cost games, the consequences of a
Storyteller and players are invested in how the Lunars Lunar’s survival of the Wyld Hunt take the spotlight.
and their interests will survive. The Threat game will Young Lunars may hide in plain sight under anoth-
necessarily make the Lunars’ power feel meaningless in er shape and watch the Wyld Hunt stroll right by, but
the face of the Wyld Hunt, though this can appear in dif- they’ll also watch as their loved ones are interrogated,
ferent forms for new or experienced Lunars. For new- and their community torn to pieces. Will they really stay
ly-Exalted Lunars, threats may take many appearances: hidden and do nothing? New Lunars may realize they
can consume human shapes to better escape the Hunt’s
• Being forced to hold out against impossible odds notice, but these people have their own lives filled with
and overwhelming force until an older Lunar ally consequence, to say nothing of wrestling with the taboo
can provide assistance. of eating human flesh. Questions like these only scratch
the surface of the potential cost for survival. A Cost game
• Frantic attempts to turn public sentiment to the featuring newly-Exalted Lunars might make use of:
characters favor, as they are stranded in a com-
munity turned hostile while shikari methodically • Offered access to potential human shapes that
search for them. would allow them to dodge the Wyld Hunt, but at
the price of murdering beloved community mem-
• Defending not just each other but the vil- bers, devoted caretakers or respected allies.
lage they’ve sheltered in, while overzealous
Immaculates weigh whether or not to just burn • Vulnerable mortals willing and eager to risk their lives
the place to the ground. to protect their new culture-heroes, and who will
most certainly die if the Lunars don’t dissuade them.
Though established Lunars have more tools at their
disposal, the Threat game still has ways of forcing them For more experienced Lunars, the stakes only rise, and
into tough choices and bad bargains. For older Lunars, Cost games may force them to:
a Threat game may feature:
• Determine if abandoning their adopted island
• Subversive parties — gods, Fair Folk, or other ene- nation and escaping into the sea is worth it to sur-
mies — infiltrating the Circle’s protected cultures, vive another Wyld Hunt
twisting opinion of the Lunars until their own
• Risk the dangers of infiltrating a Wyld Hunt to
mortal charges summon the Wyld Hunt.
rescue an ally’s reborn bondmate, only to find the
• An isolated new Exalt, a desperate plan to rescue new Exalt bleeding black and turned cold and
him, and a Hunt that anticipates the Circle’s in- hard-hearted.
terference, throwing roadblock after roadblock in Shapeshifting in a Cost game places a greater focus on
front of them while their window of opportunity the Sacred Hunt, the in-system cost for acquiring new
closes. forms. If a Lunar player has a powerful shape in mind,
and there are no logical reasons why she couldn’t attempt
A Threat game finds ways to make a Lunar’s shapeshift- it, the Storyteller is strongly encouraged to make use of
ing critical but just shy of overpowering, encouraging the Sacred Hunt, either as a side-quest or a focused mon-
cleverness and stealth over obvious might. The Lunar’s tage. It is also recommended to let the Sacred Hunt itself
Tell should share the spotlight with shapeshifting it- have consequences—the animal was unknowingly sacred
self, reminding the players that changing form isn’t al- to a local cult, or the mortal’s survivors suspect foul play
ways a “get-out-of-Hunt free card” if they aren’t care- and begin an investigation, or some shred of evidence of
ful. Some Threat games play on the weaknesses most the Lunar’s hunt is unintentionally left behind and makes
Lunars have in common — that of their communities its way to a magistrate or a shikari. Where a Threat game
and cultures. The threat does not necessarily have to is interested in seeing the Lunar survive at any cost, a
come to the Lunars themselves, when mortals make Cost game underscores what that cost may be, and since
such tempting, squishy targets. Other Threat games Lunars are intricately tied into their cultures and commu-
are meant to emphasize a Lunar’s cunning and talent nities, the cost of survival will be likely to fall on these di-
for survival, both drowning them in impossible odds rectly and trickle down to the Lunar.

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in mind, and that any one of them would betray their


Sidereals on the Wyld Hunt allies in an instant if they judged it to be strategically
necessary.
The Wyld Hunt is a natural outgrowth of the Immaculate
Philosophy, which teaches all devotees (among oth- Choosing Sides: Gold and Bronze
er things) that the greatest cataclysm in history was
When running a Wyld Hunt game for Sidereal char-
caused by the unchecked power of the Anathema, who
acters, there’s always room for duplicity — keeping in
ruled Creation wickedly. The rightful place of rulership
mind the advice above about communicating with your
belongs to the Dragon-Blooded who have earned ele-
players to make sure they aren’t frustrating one anoth-
vation through their service to their communities and
er. Perhaps more than any other type of Exalt, you and
to the Immaculate Philosophy. As active participants in
your players have the freedom to explore a whole range
keeping Immaculate Philosophy orthodox, it is natural
of different approaches and attitudes towards the Hunt
to assume that Sidereals still have their hands on the
and the Anathema. It’s usually fun with Sidereals to en-
rudder in one way or another.
courage everyone to come up with their own individual
When running a Sidereal Wyld Hunt, you’ll probably goals and have your players think about which of those
find it helpful to incorporate some Dragon-Blooded goals they share and which they keep hidden.
characters — players or not — to interact with, since
Still, the beginning of your game will go much more
Sidereals rarely like to get their hands dirty directly. In
smoothly if you all agree to be at least nominally on
other words, it’s hard to pull strings when there’s no
the same side of the schism — Gold Faction or Bronze
one around whose strings you can pull. Additionally,
Faction. There’s nothing to say that a player or play-
extra allies can lead to interesting complications for the
ers might not be working as double agents, but for the
Sidereals who wish to use their powers without being
group to work together they must have some sort of
seen as Anathema themselves.
common goal and trust that their allies seem to want
The most common resplendent destiny for a Sidereal the same thing.
joining the Hunt is that of an Immaculate monk.
If you choose to run a Gold Faction game, players
This permits the Sidereal to avoid a lot of questions.
should get a clear sense of how much they risk by sup-
However, the Maidens’ Chosen disguise themselves as
porting the Anathema that have been hunted for so
soldiers, leaders, and even common civilians as suits
long. Keep players on their toes by presenting them
their needs. Although these Arcane Fates are inter-
with Chosen whose powers threaten to slip beyond
changeable, in the instance of multiple Sidereals col-
control at any moment. Some of the best moments for
laborating on a single Hunt, remember that too much
a Gold Faction story are the ones where they question
day-to-day variation of the group’s makeup can arouse
whether they have allowed things to go too far, and
suspicion even when the Sidereals are cloaked by fate.
if the current situation is the one where they should
The morals of a Sidereal on a Hunt can be called into have intervened. Remind your players that by pulling
question by the things they are called upon to over- the strings of the Chosen they seek to save, they accept
see. To a Sidereal, the hunting of Anathema is much responsibility for everything that Anathema might do
more about maintaining the stability of the Realm and once they are freed. This very same fear of not acting
Creation than truly about fighting evil. They often find while their power was still enough to save Creation is
it hard to quell their doubts with the same zeal as their what led these Gold Faction Sidereals to go along with
followers without the ideological safety blanket of a di- the plan to cage the Solar Essence in the first place.
vine mandate. They may forgive, but they will never forget how close
Creation came to ruination because of their hesitation.
This moral strain is likely what lead to the fracturing of
the Sidereals into factions in the first place. The Gold For a Bronze Faction game, allow your players to feel a
Faction arose at least in part to question what splendor real sense of control over the direction taken by their
has been lost in Creation since the loss of the Solars, group — the Sidereals are almost always the ones di-
and whether the costs of the Wyld Hunt outweigh the recting the efforts of a Wyld Hunt, though sometimes
benefits. Since the Gold Faction has begun supporting discreetly. The decision about when to rely on Dragon-
the Cult of the Illuminated, suspicion (never far from Blooded muscle and when to directly manipulate fate to
a Sidereal mind) accompanies any Wyld Hunt. Every seal the doom of a target, be they Anathema or mortal,
Sidereal knows that their companions are almost cer- should always be in the back of their minds. While the
tainly all playing their own games with their own ends Dragon-Blooded are a simpler and less pricey means

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to Sidereal ends, they are a blunt instrument, and for or the innocents they are protecting will allow Sidereals
those Sidereals with a genuine concern about the moral to feel they are justified in warping Fate and manipulat-
repercussions of their actions there’s an uncomfortable ing reality to achieve their ends. This also encourages
tension around letting a group of Dragon-Blooded war- play that mimics the epic martial arts stories and films
riors loose on a possibly innocent civilian population. that players may be itching to act out. Provide your
But all Sidereals know that meddling in Fate has a cost, players with ample opportunities and backdrops for
and sometimes that cost will be taken in far more lives cool exhibitions of extreme martial prowess.
than a rowdy group of soldiers could take.
When running a Creation-as-Threat game, make sure
Sidereals and the Modes of Play the stakes of the Hunt are constantly reinforced. The
There are many variables in any Wyld Hunt chronicle, Sidereals should see Creation as riding on a razor’s
and a Sidereal chronicle in particular has a lot of le- edge, and that their lives may need to be laid down
vers that you can pull to adjust the tone of the story to to maintain balance. Allow them to see what happens
match the Mode of Play you have chosen (p. XX). You when they fail in their missions — forcing them to show
will likely have to home in on the exact level of moral up a little too late for a conflict with an Anathema or
and physical complications to introduce in order to get the Hunt can give you a great opportunity to remind
your players to enjoy the game in the way intended. your players that if they fail to act the consequences
will be dire and far-reaching. This way you can pres-
For a Creation-as-Stage game, the conflicts can be ent conflicts of morality without bringing the game
more straightforward with a focus on the complex sub- to a grinding halt. It may be hard to order a child to
terfuge and martial arts of Sidereal agents. Treat the death, but if the player remembers that last time they
question of enacting capital punishment as an academ- weren’t there to stop the Anathema in whatever form
ic problem, something that can be pondered in the qui- it appeared, the countryside was irreparably scarred or
eter moments, but never a concern on the battlefield. an entire neighborhood was wiped completely off the
Conflicts that are clearly about defending themselves map, the decision will be easier.

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Creation-as-Cost games are where you will really chal- Make sure you determine what path forward works best
lenge your players with the morality of their choices. for everyone at the table. If the Sidereal’s allies are also
As directors of the Wyld Hunt, they will not only have player characters, they don’t want to have moral decisions
to choose who shall live and who shall be sacrificed for made for them by a roll of the dice or an arbitrary plot de-
the greater good, they will also have to prioritize ef- cision. There’s the very real possibility that such a conflict
forts based on limited information. When a rampaging could result in one or more players having to create new
Lunar is devastating the crops of a village on one side of characters more in line with the fallout from the fight, but
Creation and an Abyssal is trying to resurrect a dark god if your players seem open to the idea this can lead to great
on the other, the Sidereal in charge may be faced with the storylines that help the characters who remain grow and
knowledge that they can only fix one of these problems develop in interesting ways.
in time, and the other may unleash a new kind of threat
that destabilizes Creation even more. Likewise, try to Hunting an Abyssal Circle
raise the question of whether the deaths of Anathema
are necessary or merely convenient. The moral high Abyssal Exalted face much the same threats as their
ground of a preemptive attack can be hard to defend shinier counterparts. Many of the same stories that
when you don’t fully understand the circumstances of can be told of Solars’ relationship with the Realm
your foes or the repercussions of their deaths. and the Wyld Hunt can be told about the servants of
the Deathlords. However, Abyssals have the advan-
Fated Conflict tages of the Underworld at their disposal, and they’re
The Wyld Hunt is the best and worst thing the Sidereals well aware of Immaculate teachings and propagan-
ever created, and they all know it. Whenever a Sidereal da against the Solars — including what’s accurate and
Chosen gets involved in the Wyld Hunt, they know that what isn’t. Solars must take time to gather an army, col-
they will be exposed to physical and ethical challenges lect artifacts, and gather other Exalted to their cause to
that test their commitment to the protection of Creation. achieve their goals; this allows for plenty of time for the
There is always the very real chance that in the course Realm to catch word of them. The Abyssals — should
of carrying out their missions, they will be asked to do they be loyal deathknights in the feudal apparatus of
something that directly contradicts their very purpose the Deathlords — have the support of existing structure
for fighting with their faction in the first place. Bronze both wider and deeper, all of which are secure from
Faction Sidereals will be forced to sacrifice innocent the Order’s prying eyes and all but the most daring
lives, and Gold Faction Sidereals will be called upon to Sidereals.
kill the Anathema that they were hoping to guide.
Death’s Lawgivers
When these quandaries arise, it can lead to exciting Canny and forewarned, venturing where Sidereal as-
new areas of story exploration for your group. For those trology cannot follow, deathknights are far more like-
who are less sure, a moral test can lead to a need to sep- ly to manipulate a Wyld Hunt into a devastating am-
arate from their former allies. If you want to explore bush than be sudden victims of it. This isn’t to say that
this avenue, talk to the player whose Sidereal is teeter- Abyssals ride across Creation with impunity; they’re
ing on the edge of rebellion about whether they want to knights, after all, and the Deathlords expect them to
continue on that path. If so, work with them to deter- provide for themselves to a large degree. Flaunting
mine how such a split might play out. one’s power overmuch is the perfect way to bring the
Hunt down upon you. While Abyssals may have the
A violent break with other members of the Circle is the most
ability to call on specialized resources, their infrastruc-
obvious option — after crossing a moral bridge too far, the
ture is still largely contained within the Underworld,
Sidereal rounds on their allies and stops them dead in their
and conditions must be right to call on those resources.
tracks with an outpouring of magical and martial attacks.
Thus, many Abyssal Circles subtly work to create shad-
Don’t forget, however, that Sidereals are masterful manipu-
owlands in order to bring their forces to bear, or use
lators, and that the opportunity to lead their allies in a new
existing shadowlands as vectors into Creation.
direction entirely is also available. Perhaps the group could
turn over a new leaf as freedom fighters against the kinds of It’s not all hordes of the walking dead and vast necroman-
horrors they had previously witnessed or even committed. tic monstrosities of sinew and bone. Conquering isn’t the
Or there’s always the option for Sidereals to cast off their only tool a deathknight can bring to bear. Abyssals can
resplendent destinies and fade from memory as they wan- work to subtly take over communities by making pacts
der off into oblivion (though this may lead to uncomfort- with the local gods on behalf of the Deathlords or ap-
able questions from the Sidereal’s superiors). proaching the town leaders and offering aid dealing with

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troublesome Lunars and Yozi cultists. They could even • Massive Wyld Hunts on the scale of the Tepet le-
help local artisans increase the quality of their goods to gions, as the characters scare the Realm enough
take to market, stimulating the local economy and insin- to unite it.
uating themselves within the community. All the locals
need to do is change some burial rites… • Catching Lookshy’s attention, along with their
depleted but dangerous arsenal of First Age
Abyssal Wyld Hunts and the Modes of Play weapons.
In the Creation-as-Stage mode of play, the Storyteller
and players should be most interested in how the • Immaculate sorcerer-exorcists and necromancers
Chosen of the Deathlords’ obligation will force them taking the fight to the Underworld, inverting the
to confront the Wyld Hunt, choosing the time to re- advantage Abyssals normally enjoy.
veal themselves for maximum dramatic impact. Many
of the same examples that apply to Solars also apply to • A Wyld Hunt backed by rival Chosen, perhaps a
Abyssals — but when deathknights take the stage it’s virtuous Solar Circle manipulating the shikari into
not righteousness they recite, but the poetry of bloody doing the dirty work of softening the Abyssals up.
violence. Some examples of ways Stage games may en-
• The same plagues that Solars face: An all-seeing
courage this dynamic are:
Realm, a mortal population suspicious of caste
• Wreaking havoc on a wide scale and drawing marks, and the Abyssal curse wreaking havoc
Creation closer to the Underworld, drawing out upon the living..
a Wyld Hunt at a time and place of the death-
Creation-as-Cost is perhaps the mode of play best suit-
knight’s choosing.
ed to Abyssals. Storytellers and players can explore how
• A Wyld Hunt whose shikari have a personal con- the zero-sum game of fighting the Wyld Hunt, even as
nection with the Abyssal Circle from their mortal deathknights enjoy access to vast resources. All grand
lives; former lovers, a Dragon-Blooded sibling, or deaths further the goals of a loyalist Abyssal, even their
an old childhood friend. own, and death follows the Wyld Hunt whether they like
it or not. Clever Circles might see the Hunt not as an op-
• Righteous, sympathetic shikari, who are rightful- ponent, but an instrument of death that they simply need
ly angry about the Circle’s conduct. to learn how to play, where every song is a dirge. In this
framework, the Hunt becomes an expendable pawn, and
• A Hunt that fails once before bringing in Sidereal the cost comes into play depending on when and where
shikari, drawing more and more celestial atten- they are sacrificed — and toward what end.
tion to the conflict.
Hunting an Infernal Circle
• Renegade Abyssals, bereft of support from the
Deathlords, coming across a venal group of shikari Corrupted Solar Exaltations roar within the Infernal
that abuses the common people while Hunting Exalted, Chosen of the Yozis. Where once there was order
who and what they please. and virtue, there is now chaos and howling vengeance.
Infernal Exalted are chosen from the disenfranchised,
Stage games treat the members of the Wyld Hunt as victimized, and discarded, mistreated and apostatized
ambitious and larger-than-life, just like in Solar games by any number of Creation’s unjust institutions — but
— with the added twist that the Abyssals are, per- most likely the Realm. Rather than grasp at “redemp-
haps, the monsters the Immaculates claim them to be. tion,” many Infernals embrace the label of Anathema,
Members of the Hunt and the conflicts they create exist wearing it like a status symbol: Destroying hated systems
to highlight how wicked, deadly, or deeply penitent the of oppression, though some embrace transformative re-
player characters can be. form while focusing on radical compassion.
In the Creation-as-Threat game, the Storyteller Even if they didn’t have a penchant for exploding into
and players examine the daunting task of serving the violent displays of green light and ichor, they would
Deathlords at their pleasure, or existing as a dark pow- have been called Anathema for their anti-establishment
er in the world. These games find a more natural fit philosophies and tactics, if they had the power to back
with renegade Abyssals, but certainly even loyalists can it up before their Exaltation. Naturally, Wyld Hunts
prefer the relative safety of the Underworld to the dan- are drawn to them like moths to flame. But, an Infernal
gers of Creation. A Threat game can offer:

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would argue, what right do they have to declare who lives • Inability to contain their own natures and urges,
and who dies? Infernals hold up the institution of the as unrelenting anger compels the Infernals to
Hunt as the ultimate symbol of Realm hypocrisy, though take decisive action at all the wrong moments.
they are far from the only ones making moral arguments
against the practice and take especial pride in the fact For Creation-as-Cost games, Infernals reckon with
that Hunts exist solely to kill them and others like them. the consequences of being terrifying, misunderstood
Woe betide the Wyld Hunt that uses sorcerously bound rebels in a world that wants them dead. Their cause
demons to hunt their quarry, for they have clasped the may be righteous — even objectively so — but their
instrument of their destruction to their breast. methods and motivations are so catastrophic and vio-
lent that their allies are hard-won and hard-kept. The
The Chosen’s clashes with unjust institutions may earn cost of standing against the entire world is often that
them frightened awe or even breathless respect, but the entire world stands against you. Cost games may
rare is the Infernal who adopts any sort of heroic la- also feature:
bel of the majority. Like the Lunars, Infernal Exalts are
known to track and kill Wyld Hunts en route to other • Common folk who can be rallied to the Infernals’
targets. Unlike Lunars, this is not always on behalf of worthy cause, only for them to run screaming at
the other Anathema. Most Infernal Circles simply like the sight of the Circle’s true majesty.
having fewer Realm sycophants to contend with — after
all, the other Anathema are servants of creatures who • Rescuing a fellow Anathema from their own
betrayed or imprisoned the Yozis to begin with. murder at the hands of the Hunt, only for her to
misunderstand the Circle’s intentions and refuse
Infernal Wyld Hunts and the Modes of Play to join them.
In Creation-as-Stage games, the story explores how
the terrible majesty of the Infernals proves itself supe- • Forging deals and alliances with other insurgent
rior to the Wyld Hunt. If Stage games featuring Wyld entities, such as Second Circle demons, and being
Hunts against Solars are power fantasies for the vir- unable to stop them from causing collateral dam-
tuous type, these are power fantasies for raging punks age during conflicts with the Hunt.
and antiheroes. These games may feature:
Exigents — The “Ones of
• Remorseless, purgative combat against cruel and a Kind” on the Wyld Hunt
tyrannical shikari.
Exigents are unique, and their interactions with the
• Opportunities for clever sabotage against a Wyld
Hunt are just as singular, each seen through the lenses
Hunt unprepared for the Green Sun Princes.
of their own Exaltation, their patrons, and their partic-
ular capabilities. When dealing with the Wyld Hunt,
• Stalking a Wyld Hunt on their way to kill an in-
their relationships with the Immaculate Order and
nocent Exalt.
the Realm largely hinge on whether they accept the
When playing Creation-as-Threat games, the Infernals Dragon-Blooded as hegemons and agree to hew to the
are forced to face how even their brutal power could be Order.
made meaningless before the Wyld Hunt. This could be
Most Immaculate scholars will tell you that Exigents
due to the hopeless reality of being unable to dismantle
are the result of criminal congress with rogue spirits
long-standing authoritarianism without allies; it could
and gods: Those that flout the truth and righteousness
be because the Infernals’ naturally horrifying presence
of Creation’s perfected hierarchy are subject to suspi-
drives away even the hope of having such allies. These
cion. Should they not seek to right the mistake of their
games may include:
existence by admitting Dragon-Blooded supremacy and
• A never-ending Wyld Hunt with constant sup- strive to aid the Immaculate Order, they are marked as
port and reinforcements, leaving the Infernals Anathema. Most of their patrons give varying advice,
broken with little time to recover between direct but few wish to see their champions hunted or suffer
conflicts. the spirit-crushing blows of Immaculate Martial Arts.

• Being forced to rely on patently untrustworthy Exigents also hold the unenviable position of some-
allies, such as spirits or sorcerers, expecting be- times being caught in the crossfire of forces larger
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the attention of the Realm enough to warrant a Wyld gods, wars, fierce competition between rival noodle stalls,
Hunt — the crisis that resulted in their own Exaltations and more — but it foregrounds the Exalted’s inner turmoil
notwithstanding — but they are Exalted, and inevitably as a driving force of a chronicle’s story. A player charac-
find themselves drawn to conflict. It’s an unfortunate ter’s actions during the Limit Break and their subsequent
Exigent that crosses paths with a Solar being chased struggles to come to terms with the consequences of what
by a Hunt. Do they offer the Solar succor, or kick the they’ve done can be as great a source of conflict as any ty-
Anathema to the wolves? Do they join the Hunt, join rannical regime or undead army.
with the Solar, or leave events to play out as they will?
A Roleplaying Opportunity: Limit Break drasti-
cally changes how a player character behaves — a
The Great Curse light-hearted hero might be overtaken with murder-
ous rage; a peaceful messiah might turn against a sin-
The Great Curse is the doom of the Exalted, the final
ful world; a prince of thieves might repent her wicked
vengeance of the slain ancients, an inexorable punish-
ways and seek absolution. This shouldn’t be an abrupt
ment for an unforgivable crime. It’s both the storied
change to an Exalt’s personality or an inexplicable bout
wrath of Achilles and the demigod sulking in his tent;
of out-of-character behavior, but a chance to portray
the murderous Battōsai persona that threatens to break
a side of that character that doesn’t normally shine
Himura Kenshin’s pacifism; Jesus scourging the mon-
through. People are complicated, contradictory, and
eylenders and driving them from the temple. It’s the
three-dimensional. Limit Break spotlights these con-
self-defeating irrationality of human nature, writ as
tradictions in a larger-than-life way, giving players a
large as everything is for the Exalted.
chance to roleplay characters in a way they normally
don’t get to.
The Great Curse’s mechanics bring these moments
from Exalted’s source material into the game itself.
A Reason to Act Irrationally: Roleplaying games like
They ensure the Exalted aren’t hyper-rational demi-
Exalted often have an inherent tension between role-
gods incapable of human error, but people possessed of
playing your character and accomplishing your goals. A
great power and equally great fallibility.
player focused on achieving their character’s goals may
try to make the best decisions possible at every junc-
However, the Great Curse is also a part of Exalted that
ture, with an eye towards long-term success. However,
can cause issues for play groups. Some choose not to
this is often at odds with roleplaying a complex,
include it in their game, or to not use any mechanics
three-dimensional human being — even with the divine
to represent it — if that makes your group’s experience
might of the Exalted, humans are a mess of bad deci-
better, go for it.
sions, contradictory desires, and self-sabotaging behav-
This section is intended for Storytellers who want to ior. Exalted won’t tell you not to try to play a perfectly
use the Great Curse. It provides guidance on using the rational character, but it will, from time to time, ask if
Great Curse in games and rules hacks to tailor it to your you wouldn’t rather do something absolutely irrational.
play group and the themes of your chronicle.
What the Great Curse Shouldn’t Be
What the Great Curse Should Be
Punishment: Limit Break changes the way player char-
Emotionally Impactful: Like all Exalted’s mechanics, acters act, pushing them towards courses of action they
Limit exists to give players an emotional response. For normally wouldn’t take or away from those they’d like to.
most mechanics, that emotion is “fun” — you should This is intended to reflect larger-than-life passions, vic-
enjoy using them! Limit Break may be the mechanic es, and the character flaws of mythological heroes, not
most like to provoke other responses: a shiver of hor- to punish players for reaching Limit 10. If one or more
ror, lamentation for an unnecessary tragedy, speech- of your players feels like Limit Break’s loss of control is
less gaping. Regardless of the reaction, the Great Curse hurting their enjoyment of the game, the Player-Driven
should always be a positive for the players — even if it Great Curse rules hack below (p. XX) lets you put all the
puts their characters through hell, the players should agency over the Great Curse into their hands.
enjoy its emotional effect.
Disruptive: Limit Break has immense potential to dis-
Dramatic: Good stories needs tension, conflict, and dra- rupt your game’s narrative, depending on what Limit
ma. The Great Curse is far from the only source of this — Break is selected and when it occurs. If your players
there’s Wyld Hunts, plagues, systemic oppression, corrupt have been focusing on an intricate court drama plotline

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and have finally reached the climactic confrontation the X Card or Stoplight System, or conduct OK Check-
with the conspirators in front of the entire royal court, Ins. If necessary, fade to black, change the Limit Break a
having one player character suddenly go on a ber- character is experiencing, or declare that a Limit Break
serk killing spree probably won’t make anyone happy. is finished. Nothing is worth upsetting your players in a
There’s no objective distinction between what makes way they aren’t comfortable with.
a Limit Break an interesting narrative development or
a disappointingly abrupt change of direction, but it’s Storytelling the Great Curse
easy to make sure your players are on board with it: be-
fore declaring a Limit Break, ask your players how they The Great Curse isn’t as mechanically complex as com-
feel about your choice of Limit Break and its timing. If bat or social influence, but still poses challenges for
they’re unenthusiastic, you can pick a different Limit Storytellers. The following guidance is intended to help
Break or wait until a more exciting moment to spring you use the Great Curse with a minimum of difficulty,
the Limit Break. letting it serve its purpose without making Storytelling
harder.
Upsetting for the Players: Under no circumstances
should Limit Break be personally distressing or uncom- The Flow of Limit
fortable for the players, as opposed to the characters. Generally speaking, meeting a Limit Trigger generates
The safety mechanics in Chapter One (p. XX) are your 1-2 Limit, acting against a Defining Intimacy generates
best tools for ensuring this doesn’t happen. While the 1 Limit, and acting against a Major Intimacy generates
safety mechanics you’ve chosen to use for your game 0-1 Limit. Beyond that, there’s no single fixed rate at
should always apply, be extra mindful of them when a which player characters will gain Limit. The flow of
player character’s in Limit Break. If necessary, remind Limit depends on the player characters’ Intimacies
the Limit Breaking character’s player of the group’s es- and Limit Triggers and the frequency with which a
tablished Lines and Veils, remind players they can use

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Storyteller puts player characters into situations where Legendary Social Goals
they might act against Intimacies or meet their Limit Legendary social goals (Exalted, p. 134) are important
Triggers. There’s no way to say how often Limit Breaks to reducing Limit and resetting certain Charms. If you
will occur, but you can take steps to ensure you and or your players are having trouble determining wheth-
your players are on the same page. er an accomplishment counts as a legendary social goal,
the following guidelines provide some broad parame-
Before introducing a scenario intended to meet a play- ters to consider.
er character’s Limit Trigger or give them a compelling
reason to act against an Intimacy, it’s worth asking their Legendary social goals are incredible accomplish-
player if they’re interested in having that event come ments: As the name suggests, legendary social goals are
up in play. A scene tailored to present a moral challenge the stuff of legend. They need not be entirely beyond
will fall flat for a player uninterested in that dilemma. the capability of mortal heroes, but they are remarkable
Session Zero (p. XX) is the best time to have this con- even for the prowess of the Exalted: overthrowing the
versation, but it can take place at any time. Don’t place sovereign of a powerful kingdom, converting a satrapy
player characters in catch-22s where all outcomes will to the worship of the Unconquered Sun, abolishing a
inflict Limit, like forcing them to choose between two region’s deeply-entrenched practice of slavery, curing
Defining Intimacies with no third option, unless their a plague sweeping the land, negotiating the truce that
players have expressed being okay with that. When ends a war, and the like.
Limit’s an inevitability, it feels like a punishment in-
flicted by the Storyteller rather than an interesting con- Legendary social goals are rare and effort-inten-
sequence of a player’s choices. sive: Accomplishing a legendary social goal typically
takes a significant investment of time — achieving one
Avoid introducing scenarios solely for the sake of po- could easily be the basis of an entire story, and player
tentially prompting a Limit roll for one player char- characters are unlikely to accomplish more than one
acter — weave them into your chronicle’s plot, and per story, if that.
include opportunities for other characters to meaning-
fully engage with them. If you want to see if a player Legendary social goals are complete: A legendary so-
character would forsake their Principle of respecting cial goal is the conclusion of a significant undertaking:
their enemies when faced with a Fair Folk who’s honed winning a battle is not a legendary social goal, but win-
cravenness and disreputability into a martial art, you ning a war could be. This doesn’t mean there can’t be
might tie the raksha into your chronicle by making him anything left to do after the goal is attained, like the work
an ally of a Lunar who’s been making trouble for the of peace that follows the war, but legendary social goals
player characters, or create an hook for another play- are never “step one” in a plan — they’re the entire plan.
er character who’s seeking his kidnapped husband by
having the raksha drop hints to his location. Legendary social goals are personally meaningful:
A legendary social goal must be personally significant
Finally, bear in mind that your players will surprise to the character who achieves it. If a player character
you. Don’t try to orchestrate in game events to ensure doesn’t meaningfully care about their accomplishment,
that Limit Breaks occur on schedule or anticipate how it doesn’t qualify. This often means that the legendary
a player will roleplay a Limit Break; it’s not going to social goal will align with the character’s Intimacies,
work. although this isn’t a strict requirement.

Limit Triggers Choosing Limit Breaks


How broadly applicable should a Limit Trigger be? The Once a player character reaches Limit 10, you have two
answer is however much the player wants it to be. A important decisions to make: when the Limit Break oc-
player who doesn’t want to Limit Break as often can curs, and what Limit Break it is.
choose a Limit Trigger that’s unlikely to come up of-
ten; a player who loves Limit Break can pick one that’ll There’s nothing wrong with having a Limit Break hap-
come up all the time. Beyond that, the main goal play- pen as soon as a character reaches Limit 10, as long as
ers should have in mind when picking Limit Triggers is the current scene provides an interesting context for it.
fleshing out their character’s personalities by defining While most Limit Breaks last more than one scene, the
their major stressors, and picking Limit Triggers that first scene will often be the most memorable, so it’s best
will set up mythically resonant situations when their to choose one where interesting things will happen be-
characters succumb to Limit Break. cause of the Limit Break.

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Trust Your Players


COMPATIBILITY The Great Curse’s rules place most of the decision-mak-
ing authority on the Storyteller, but you don’t have to
These rules hacks are intended for Exalted like be the sole decision-maker if you don’t want to be! If
Solars who gain Limit, eventually experience Limit you have a good rapport with your players and they feel
Break, and then reset to zero. It may still be possible
comfortable making decisions that are normally the
to adjust them for Exalted with different mechanics
for their Great Curse, but they’re likely to require con- Storyteller’s purview, feel free to let them take charge.
siderable revision. Instead of single-handedly determining when a char-
acter’s Limit Break begins, the players, and you, can
collectively decide when it would be most dramatical-
If Limit Break isn’t immediate, it hangs over the play- ly interesting and entertaining. Instead of you picking
er character’s head until you decide it begins. There’re which Limit Break a character enters, that character’s
two main types of scene where you’ll spring Limit player can decide.
Breaks on players: scenes that are already dramatically
charged, and low-key, “slice-of-life” scenes. Beginning Rules Hacks
a Limit Break in a dramatically charged scene, like a
heated argument or combat, can escalate the conflict The following rules hacks exist to let you fine-tune the
even further, with the right choice of a Limit Break Great Curse to serve your game’s needs. Keep in mind
— but be mindful of the risk of derailing interesting that these rules hacks don’t need to apply to every play-
conflicts into less interesting ones (like turning a phil- er — if one would prefer to use the Player-Driven Great
osophical debate into a grossly one-sided combat), or Curse rules hack, but the rest are fine with the standard
falling flat if there’s no more room for a scene to esca- Limit rules, it’s fine to only apply that hack to that one
late. Conversely, beginning a Limit Break in a peaceful, player, as long as the whole playgroup is okay with that.
slice-of-life scene can surprise players with a conflict
in an unexpected context — but again, be mindful; your Reducing Limit
players might want to enjoy a quiet, peaceful scene in- Normally, the only ways to reduce Limit are by enter-
stead of plunging immediately into a new challenge. ing Limit Break, accomplishing a legendary social goal
(Exalted, p. 134), or with certain magic. The following
Picking a Limit Break is just as important as picking rules hacks provide additional ways to reduce Limit.
when it happens. The main factors to consider are the Storytellers should feel free to use any or all of them
situation the Limit Breaking character will be inter- to provide a wider range of choices for managing Limit
acting with, and how the chosen Limit Break fits that if that improves their game, and to mix them with the
character’s personality. You should only pick a Limit Slow Limit or Fast Limit rules hack, below, if desired.
Break if there’s something interesting for a charac-
ter to do (or refrain from doing) because of it. Try to It’s not necessarily best to use all of these rules hacks at
avoid Limit Breaks if their outcome is the same thing once — while there’s nothing wrong with offering your
the Limit Breaking character would normally do in that players abundant opportunities to lose Limit, the cog-
situation — they’re most interesting when reveal some nitive load of using all of these options at once may out-
of that character’s depth. While you can’t always pre- weigh their benefits. You may want to begin with one or
dict what a character’s player would have done in that two of these options, and gradually introduce others if
situation, you can get their input on how they would it fits your game.
handle it when picking a contrasting Limit Break.
Story Completion: The passage of time soothes stress
In terms of making sure Limit Breaks mesh with char- and worry, weakening the Great Curse’s hold. At the
acters’ personalities, try to choose Limit Breaks that end of each story, all player characters lose one to three
give the player a chance to roleplay an aspect or trait Limit, chosen by the Storyteller. The longer the story
of their character that isn’t usually foregrounded, but and the more the player characters accomplished in it,
avoid creating scenarios that undermine a character’s the more Limit they should lose.
core concept and the reason the player enjoys playing
them. Achieving both of these goals requires walking As the Storyteller, you’re the best situated to estimate
a fine line — the best way to ensure you don’t make a how many sessions the typical story in your chronicle
misstep is to ask your players if a Limit Break feels right lasts, and how much Limit your players are likely to
for their character. gain in that timespan. This rules hack probably won’t
have a significant impact on the flow of Limit unless

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your players aren’t rolling Limit very often or your sto- to see happen, the Storyteller can offer to let that player
ries are relatively short, but it reinforces the players’ character lose a point of Limit if they take that action.
sense of accomplishment for finishing up a story. Storytellers should be careful about what they incen-
tivize with this rules hack — they shouldn’t encourage
Upholding Intimacies: Exalted who stay true to them- players disrupt the game, interfere with other players’
selves and cleave fast to their convictions and relation- fun, or unwittingly take courses of action will have in-
ships can fight off the Great Curse. Once per session, credibly punishing but non-obvious consequences.
when a character upholds a Defining Intimacy, she los-
es one Limit. This hack’s impact on the flow of Limit is entirely up
to how often you offer the bargain and how often your
This rules hack will likely have a significant impact on players accept it.
the flow of Limit — players can expect to uphold one
of their character’s Defining Intimacies once per ses- Slow Limit
sion or more, especially if they choose Intimacies with If gaining Limit and Limit Breaking are too frequent in
an eye towards meeting this goal. This reduction may your game for your players’ tastes, you can use the fol-
equal or exceed the amount of Limit a player gains each lowing rules hack to slow down the rate at which char-
session. acters accrue Limit:

Hubris: The Great Curse need not vent itself in grand • Characters only roll one die for Limit when they
displays of folly; its mounting influence over an Exalt meet their Limit Trigger or act against a Major or
may urge them to smaller errors. Once per session, Defining Intimacy.
when a player character takes an action similar to
something they might do while under the effect of • Characters can only roll for Limit for acting
Limit Break — something irrational, self-sabotaging, or against an Intimacy once per session — once they
contradictory to her own goals that creates interesting have, acting against Intimacies won’t prompt fur-
drama or complications — they lose one Limit. Note ther Limit rolls for the rest of the session.
that this rules hack isn’t a reason to ruin other players’
fun or make them uncomfortable — if this isn’t some- This rules hack reduces the Limit gain for Limit Triggers
thing the entire table enjoys, it doesn’t qualify for and acting against Major or Defining Intimacies to 0-1,
losing Limit. and means that characters will only even gain 1 Limit
per session at most from acting against Intimacies.
This rules hack can significantly impact the flow of
Limit — it’s an easy condition to satisfy, and losing one Fast Limit
Limit per session could cancel out a character’s Limit If your players enjoy Limit Breaks, and the default
gain that session. That isn’t necessarily a problem, rules aren’t resulting in enough of them, this rules hack
though — a player character that never Limit Breaks makes Limit more common. Before using this rules
because they’re constantly making bad decisions isn’t hack, discuss it with your players, and only use it if
exactly “free” of the Great Curse. everyone is enthusiastic about doing so.

Improved Legendary Social Goals: When a player • Add one die to all rolls for Limit from Limit
accomplishes a legendary social goal and loses a point Triggers or acting against Intimacies.
of Limit, she also rolls (1 + highest Intimacy relevant
to that goal) dice. Each success removes an additional • Double 9s on all rolls for Limit. If a character has
point of Limit. less than 5 temporary Willpower, they double 8s. If a
character has 0 temporary Willpower, they double 7s.
This rules hack is unlikely to significantly impact on the
flow of Limit. Limit reduction from legendary social goals • At the end of a scene in which a player charac-
is rare and unlikely to occur more than once per story, if ter experiences significant stress, the Storyteller
that, and this hack increases it from 1 to 1-4. Rather, its can assign them one Limit, unless they’ve already
main effect is to make a legendary social goal’s reward gained Limit in that scene or the previous scene,
more commensurate to the difficulty of achieving it. or undergone Limit Break that story.

Storyteller’s Bargain: If there’s an interesting course of • At the end of each session, any player character who
action that a player character wouldn’t normally do, but didn’t gain any Limit that session rolls one die for
that the Storyteller and other players would be interested Limit.

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This rules hack increases the Limit gain from Limit Defining Intimacy despite facing extensive coer-
Triggers to 2-3 and from acting against Defining or Major cion or duress — like torture, magical mind con-
Intimacies to 1-2. Most significant, however, is gaining trol, or threats of harm to one’s loved ones.
Limit from stressful situations — most games of Exalted
don’t spend lots of time in the player characters’ comfort The Great Curse
zones. Keep in mind that what counts as stressful varies
from character to character, depending on their back-
and Modes of Play
ground and life experiences: a skirmish with bandits is
Exalted is a game that can be used to tell many differ-
unlikely to affect a veteran soldier, but may cause the sa-
ent kinds of stories, and you should tailor the presenta-
vant and diplomat who accompany her to gain Limit.
tion of the Great Curse in your chronicle to fit the needs
Player-Driven Great Curse of the story you’re telling. If you’re using the modes of
play presented in Chapter One (p. XX), the Great Curse
If your players don’t enjoy Limit Breaks or tracking
can be a tool to emphasize the parts of your chronicle’s
Limit, you don’t have to use them. Instead, you can use
narrative that you’re focusing on, and the rules hacks
this rules hack to keep the Great Curse as a setting el-
above can tailor it to that purpose.
ement while turning control of it over to your players
and simplifying the mechanics involved.
Creation-as-Stage
Under this rules hack, the Great Curse manifests only Depicting the grand dramas of heroic demigods and
when a player chooses to roleplay its effects. Its conse- their epic accomplishments, this mode of play empha-
quences still take the same general form — Solars act sizes those elements of the setting and narrative that
on a terrifying excess or lack of a virtue, Lunars suc- the players are personally invested in. The Player-
cumb to monstrous urges and act like terrifying crea- Driven Great Curse rules hack is often be a good fit for
tures of mythology and cautionary tales — but these are this mode, letting players engage with the Great Curse
guidelines, not hard and fast rules. If a player expresses to the extent they’re interested in exploring the stories
her character’s Great Curse in a way that creates in- and scenarios it creates.
teresting drama and fun complications, she earns an
Alternatively, if your players aren’t as interested in the
Expression Bonus (Exalted, p. 177). However, role-
Great Curse’s consequences as they are other aspects of
playing the Great Curse is never a reason to ruin other
play, you can let it recede into the background without
players’ fun or make them uncomfortable — if this isn’t
vanishing entirely with the Slow Limit hack, together
something the entire table enjoys, it doesn’t quali-
with hacks that add additional ways to lose Limit. On
fy for an Expression Bonus, and may call for taking
the other hand, if your players want to focus on the
a break and having an out-of-character conversation
Great Curse, you can ensure they have ample opportu-
about the issues at hand.
nities for that with the Fast Limit hack.
Removing Limit entirely does have some mechanical
Creation-as-Threat
consequences. While addressing every possible inter-
action this rules hack could have is beyond this scope of In this mode of play, with its emphasis on the terri-
this section, the following mechanical variations illus- fying enemies and incredible challenges faced by the
trate the approaches the Storyteller can take to making Exalted, the Great Curse is best used to accentuate
these effects work without Limit. threats to the player characters and provide occasion-
al dramatic punctuation between them. Much of this
• Fugue-Empowered Other: This Charm costs can be achieved by choosing when player characters
five motes, but the Solar can reduce this by adopt- enter Limit Break — you’ll rarely want to have it begin
ing one of the Intimacies of the persona she draws as soon as someone hits Limit 10. Instead, save it for
on, discounting the mote cost to (5 − Intimacy). a moment where it can bring greater complication or
This discount can only be claimed once per scene. emotional impact to a challenge. If a player character
already has a strong emotional response to a threat,
• Hero Rides Away: Instead of losing a point of a Limit Break that accentuates that emotion — like
Limit, the Solar gains her choice of an additional Compassionate Martyrdom for a player character ded-
one Willpower or ten motes. icated to protecting innocents, or All-Consuming Grief
for one who’s already lost something to the threat — can
• Transcendent Hero’s Meditation: This Charm bring even greater drama to the challenge. Seemingly
can be reset by refusing to act against a Major or

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straightforward threats can become complicated chal- Creation-as-Cost


lenges if a player character enters a Limit Break like The Great Curse is most at home in this mode of play,
Deliberate Cruelty or Berserk Anger. focusing on the tragedies of epic heroes whose mighty
powers birth mightier consequences and the grave
Limit Breaks can also provide dramatic momentum weight their decisions hold. Limit Breaks create inter-
when the player characters have reached a point of esting decisions for the players, and have consequenc-
peace or safety. If the player characters have driven es that ripple throughout the setting, reinforcing this
back a shambling army of the damned laying siege to mode’s thematic focus. The Fast Limit hack makes
their city, the arrival of the Infernal warlord behind the these decisions and consequences more frequent, and
army can be punctuated by having the Circle’s Dawn the Hubris and Storyteller’s Bargain rules hacks create
Caste fall into Crushing Doubt. If the player characters even more opportunities for weighty choices.
have figured out a cure to the plague sweeping the coun-
tryside, a Limit Break like Contempt of the Virtuous or If your players are heavily invested in the immersive
Heart of Flint can pose an additional challenge before roleplaying aspect of this mode of play, the Player-
the problem can be solved. Bear in mind that not every Driven Great Curse hack may also be a good fit, pro-
reprieve needs to give rise to a new challenge imme- viding incentives for your players to make interesting
diately, especially if the players already seem like they decisions and offloading the duties of arbitrating Limit,
know what they want to do next. letting you focus more on portraying the consequences
of your players’ actions.
Given the usefulness of Limit Breaks to Creation-as-
Threat games, the Fast Limit hack is a good way to
bring that style’s themes to the fore.

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Chapter Three

Optional Rules
Exalted is a game with many moving parts and lots of a fall of thousands of feet, translating a text written in a
mechanical heft. While this enables the tactical pow- language lost to time, or climbing the Imperial Mountain.
er fantasy it’s meant to be, it also means some of those
rules might be too much for some groups. Other rules Difficulty 10: Accomplishing a difficulty 10 task with any
might not be enough and still others might need tweak- reliability requires a character to have a high (Attribute +
ing to get just right for your character to kill a bear (look Ability) pool as well as magic that adds dice or otherwise
at their stats, they’re no joke). This chapter is all about improves their roll. Dragon-Blooded may not be able
alternate rules or rules tweaks to help in plotting games to reliably hit difficulty 10 even with a full Excellency.
of Exalted, from the Abacus — changing the rules them- Without magic, even if a character has the best Traits,
selves — to tweaks and further explanation on existing they won’t beat difficulty 10 without a lucky roll. At the
rules to help Storytellers fine-tune their knowledge of Storyteller’s discretion, mortals may not even have a
system topics. chance to roll. The Storyteller should use this difficulty
for challenges they feel comfortable declaring entirely
beyond the realm of what even the most highly skilled
The Orichalcum Abacus mortal hero could ever accomplish, and which requires
considerable exertion even from the Exalted.
The following section contains optional rules that alter
the way your games of Exalted play. Storytellers should Examples include lifting an elephant with a feat of
feel free to use as much or as little of this section as they strength, solving a profound mystery of Creation or
think would suit the needs of their individual chronicles. worlds beyond by introducing a fact, performing brain
surgery with Bronze Age tools, drinking Yozi venom
Adjudicating Higher Difficulty without suffering harm, running a marathon in an hour,
or climbing the Imperial Mountain amidst a hurricane.
Exalted characters are capable of rolling tremendous
dice pools. To this end, Storytellers may find themselves Difficulty 15: Even a Solar with the best (Attribute +
having to adjudicate a roll that generated fifteen or more Ability) pool and a full Excellency won’t be able to re-
successes. Difficulties up to 5 are described on Exalted, liably succeed on difficulty 15 tasks; this requires non-
p. 185; here are few more examples of what higher level Charm dice or other magic that improves dice rolls with-
difficulties might entail. out counting against the limit on Charm dice. Without
magic, a character would need to roll a truly improbable
Difficulty 7: It’s possible to reliably accomplish diffi- number of 10s to beat difficulty 15. Difficulty 15 should
culty 7 actions without magic, but doing so requires a reserved only for the most arduous and legendarily chal-
maxed-out (Attribute + Ability) pool, stunt bonuses, lenging tasks — those that the Storyteller deems possible
and possibly equipment bonuses or a relevant special- for the Exalted, but only just.
ty. Characters like Solars with high dice caps can use
magic to accomplish these tasks even if their Traits ar- Examples include bashing through a fortress’ stone walls
en’t maxed out. Storytellers should use this difficulty for with a feat of strength, swimming across the Inland Sea
challenges that stretch the boundaries of what they be- without stopping for rest, taming a behemoth whose
lieve are possible for mortal heroes, and that are remark- only purpose is destruction, breaking a mystical seal
able even for the Exalted. forged by the enemies of the gods, performing a surgery
beyond what modern medicine can accomplish using
Examples include lifting a boulder as big as the charac- only Bronze Age tools, swimming to the bottom of the
ter with a feat of strength, taming a tyrant lizard, sailing Great Western Ocean, gaining fluency in a language lost
through a hurricane while under attack from wrathful to time by studying an untranslatable text, bypassing the
sea-gods, solving a famous philosophical conundrum or Jade Pleasure Dome’s security measures, and the like.
mathematical question by introducing a fact, surviving

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At the Storyteller’s discretion, the Exalted automatical- the swaying dahlias, sad memories flooding back
ly succeed on difficulty 1-2 tasks within their areas of to her. ‘Lumon loved these flowers,’ she murmurs.
competence. This doesn’t mean the Storyteller should ‘And I won’t let you trample them!’ She whirls
inflate the difficulty of basic tasks to 3+; rather, rolling is and thrusts her daiklave straight for the soldier’s
reserved only for challenges capable of daunting heroes. heart!” Three-point stunts following these guide-
lines can only be awarded once per scene.
Easier Stunts
• The rules for three-point stunts can be tailored
To make obtaining higher-level stunts easier, modify the guide- to the modes of play (p. XX) shifting how the
lines for judging stunt values (Exalted, p. 187) as follows. player must relate their stunt to their character’s
Intimacies. In Creation as Stage games, they must
• A two-point stunt can be earned by meeting the describe how a Defining Intimacy inspires them
requirement of a one-point stunt and incorpo- to succeed while in Creation as Threat games,
rating the environment or other aspects of a they must describe how a Defining Intimacy or
scene into the stunt’s description. E.g. “Agate experiences related to it has prepared them for
Shore dances around the Imperial Garden’s surviving or overcoming their present challenge.
trimmed hedges and garden boxes, her daiklave In Creation as Cost games, they must describe
threading between leaves to strike at the soldier.” how a Defining Intimacy steers them to pay what-
Incorporating Caste Marks, Aspect markings, or ever cost or sacrifice this action demands.
elements of an anima banner all count as making
use of the environment. Even Easier Stunts
To go simpler, use the following rule: All stunts are one-
• A three-point stunt can be earned by meeting the point stunts by default; each player can designate a stunt
requirements of a two-point stunt and describing to be level 2 once per scene, and may designate a stunt
how the stunt aligns with a Defining Intimacy. to be level 3 once per session. This method provides the
E.g. example, “Agate Shore skims her hand over same average results as the core book stunting rules.

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Chapter Three: Optional Rules

withering attack against the Abyssal in order to set up


Initiative her Circlemates. At the end of her action, she asks if
anyone wants to go next, and Meghan says she would.
For Storytellers looking to adjust the way combat plays,
shifting how the game approaches initiative can help. Meghan takes her action next, and stunts her Twilight
Instead of using Initiative as both action order and com- Caste sorcerer preparing to cast a combat spell. Once
bat resource, consider tracking it as a resource only. This she’s finished with her action, Monica says the Abyssal
section contains two different ways Storytellers can in- is paying 2i to interrupt the action and take his turn.
corporate this idea: nontraditional initiative and an
initiative roster. She describes the Abyssal making an attack against
Rachel’s Night Caste, and then states that the
Using Nontraditional Initiative nephwrack intends to act next unless another player
A simple way to divorce the combat resource initiative would like to take their turn. Vera agrees to Violet’s
from the general concept of “going first” is to utilize a request to let the nephwrack go, knowing that this
form of nontraditional initiative called popcorn initia- means an initiative boost for Violet’s Dawn. So,
tive or the initiative chain. This means that, rather than Monica transitions into describing its action, hav-
the results of a Join Battle roll determining who acts ing it make an attack against the Dawn. At the end
first, players choose the order in which they act. of this action, Vera says she’d like to take her turn.

Players still roll Join Battle to generate Initiative and can Vera stunts her Zenith Caste attacking the nephwrack
gain or lose it through withering and decisive attacks as that just acted leaving only the zombies and Violet’s
usual, but it is not used to determine turn order. Instead, character left to act. The undead horde isn’t an important
players agree who acts first (which can include Storyteller character, so it can’t interrupt. Violet says she has a cool
characters, if they desire a challenge) and can nominate idea in mind, and wants to go last. Monica has the undead
another player to act after them. Any player who volun- battle group attack Meghan’s Twilight on their action.
tarily allows their character to act last in a round gains
one Initiative for each enemy who acts before her. Now, Violet takes her action, gaining +3 Initiative from
Important Storyteller characters such as named demons, going last. She launches into a description of a dev-
other Exalts, dangerous gods, and so on, may interrupt and astating decisive attack against the Abyssal, leaving
take their action by spending two Initiative. the enemy Exalt bloodied and reeling. That ends the
current round, and the group starts the next round.
In this instance, a tick becomes that action on which the Using an Initiative Roster
character takes her turn and no longer needs to be num- As another optional approach to Join Battle determining
bered. No alterations need to be made to the definition who goes first, Storytellers may opt to use an initiative
of round — characters still act in an order, and once they roster instead. Players who are accustomed to the dice
have all acted the round resets. deciding the order in which they act may find this more
comfortable than leaping directly into the non-tradition-
If players find the idea of nominating each other and
al approach.
agreeing on who acts first challenging to get accustomed
to, the Storyteller instead can allow the highest Join When using an initiative roster, all characters in the scene
Battle result to determine whether Storyteller charac- roll Join Battle as normal. As per usual, this generates
ters or players’ characters act first. Initiatve, but also creates the ticks for player characters
and Storyteller characters. Regardless of who rolled high-
Example of Play: Monica, the Storyteller, runs a game est or lowest, the players decide who acts on which tick
for four players: Violet, Vera, Rachel, and Meghan. generated by the results of their Join Battle rolls and the
Their Circle of Solars faces off against a Dusk Caste Storyteller decides the same for her characters. Like the
Abyssal, a nephwrack, and a battle group of walking method above, any player who chooses to act during a later
dead. At the start of the encounter all four players and tick gains 1 Initiative for each enemy who acts before
the Storyteller roll Join Battle, following the default rules her. Choosing to act on a higher or lower tick does not
as normal. Though the Abyssal generates 8 Initiative on change the Initiative pool generated by each character—
their Join Battle — enough to go first — Monica asks the only the order in which they take their actions.
group if they’re willing to risk the enemy acting first.
Once all characters have acted, the round resets. Players
Rachel says that she would prefer her Night may choose to switch places among themselves, but the
Caste to take the first action. She stunts making a tick distribution does not change.

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while in Initiative Crash. Narratively, this roll reflects


COMPATIBILITY ISSUES the character taking a moment to catch her breath and
center herself: wiping the sweat from her brow as she re-
Exalted is a complex system with an enormous adjusts her sword grip, reminding herself of her master’s
number of effects; changing the system always has teachings, or looking within herself for strength.
the potential to render a handful of Charms or oth-
er mechanics nonfunctional or redundant. If a rules Once a character resets to base Initiative, either by mak-
change renders a Charm entirely useless, treat it as if ing a decisive attack or other effect, she can’t steady
it doesn’t exist. If it’s a prerequisite for any Charms a herself again until after she’s suffered withering dam-
player is interested in learning, the player and Story- age from a foe.
teller should work together to pick an alternate pre-
requisite. If a rules change obviates some but not all
of a Charm’s effect, the player and Storyteller should Combat Movement
work together to come up with a benefit that can
compensate for that loss of utility — a cost discount, Storytellers looking for combat movement actions with
bonus dice added on a roll, or some other additional fewer rolls may use any of these alternate options.
effect whose value is on par with what was lost.
Rush and Disengage: These actions are only rolled if an
enemy chooses to contest them, trivial foes can’t con-
Example of Play: The same group plays through a new test them. Disengaging still causes a character to lose
combat, this time using an initiative roster. The players Initiative even if unopposed.
and Storyteller all roll Join Battle— this time against two
Rise from Prone: A character can rise from prone re-
Immaculate Monks (A Fire Aspect and an Air Aspect), and
flexively on her turn, and never needs to roll for it. This
an Earth Aspect commander with an elite squad of soldiers.
still counts as her movement action for the round.
Meghan rolls 8 on her Join Battle; Rachel, Violet, and Vera
roll 6, 10 and 4 respectively. Monica rolls for the NPCs: get-
Take Cover: A character can take cover reflexively on
ting 5 for the Air Immaculate, 12 for the Fire Immaculate
her turn. No roll is necessary unless the cover cannot be
and 8 for the commander while the battle group gets 7. As
reached easily on foot (such as requiring a running leap
the Storyteller, Monica decides that the Earth Aspect will
or climbing). This still counts as her movement action
act first on tick 12, then the Fire Immaculate on 8, the Air
for the round.
on 7, and the battle group last on 5.
Withdraw: Instead of using the standard rules for with-
The players agree that Rachel’s Night should to act first,
drawing, a character at long range from all enemies can
giving her tick10, then Meghan’s Twilight on tick 8, Vera’s
withdraw as an unrolled movement action that can’t be
Zenith on tick 6, with Violet’s Dawn taking the last slot
flurried and causes the withdrawing character to lose ten
on 4.
Initiative. At the start of their next turn, if she remains
at long range from all enemies, she successfully escapes
When all put together it comes out as: Earth Aspect com-
from the battle, evading all further pursuit. If any enemy
mander (12), Rachel’s Night (10), Meghan’s Twilight (8),
enters medium range, the withdrawing character must
Fire Immaculate monk (8), Air Immaculate monk (7),
make an opposed (Dexterity + Athletics) roll against that
Vera’s Zenith (6), elite soldier battle group (5), Violet’s
character in order to escape. If any enemy should reach
Dawn (4).
short range or closer, the withdrawing character’s effort
fails automatically.
Recovering Initiative
Storytellers that wish to make combat less punishing for
One-Roll Resolution or
characters that can’t reliably land withering attacks to “Down-and-Dirty” Combat
recoup Initiative after being left on the verge of crash by
their enemies can allow characters to perform an action Failure should only be a possibility when it’s interesting or
to steady themselves. relevant. Sometimes characters will face a situation where
entering a full combat sequence would be a waste of every-
When at Initiative 5 or lower, a character can make one’s time. For example, the Circle’s Night Caste assassin
a Steady action to roll (Stamina + [Integrity or might want to noiselessly garrote an unsuspecting, un-
Resistance]), and gain Initiative equal to her successes, named mortal guard or other trivial opponent. This type of
to a maximum of 5. This action can’t be flurried or used instantaneous action is important to the themes and mood

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Chapter Three: Optional Rules

of Exalted. In this instance, we recommend the optional adds +2 to her character’s base Initiative for the entirety of the
rule, one-roll resolution (also called “Down and Dirty” in fight, including the calculation of her Initiative after rolling
other Storyteller games). This is an extension of the general Join Battle. The Storyteller can also allow players to make this
simplified roll advice on p. XX and applies whenever the declaration if a fight’s circumstances change dramatically — a
player character can be expected to succeed. masked foe is revealed to be a player character’s sworn nem-
esis, or a sorcerer reveals that his demon legion is sacking the
When these situations arise, the Storyteller may resolve player characters’ kingdom while they waste their time fight-
them in one of two ways. Either treat the roll as difficulty 0, ing him, etc. The Storyteller may also apply this rule to signif-
where threshold successes indicate how well or cleanly the icant antagonists meant to be recurring; in this case, negotia-
character accomplished the task or treat it as a difficulty 3 tion between Storyteller and players to sustain the antagonist’s
roll. Failure on this roll should mean something else unex- place in the narrative is recommended, rather than saving the
pected arose, rather than the character failing to accom- opponent through some wildly improbable event.
plishing what she set out to do, and should lead to a more
meaningful challenge later on. For example, she might eas- Naval Combat
ily garrote the guard only for another to walk by just in time
to see his body fall lifeless to the flagstones. The following are a few optional adjustments that
Storytellers can use to help speed up naval battles as
One-roll resolutions need not to be limited to violent
well as offer other crew members an opportunity to
encounters. In the above example, if the Night Caste’s
participate.
Changing Moon partner sees the other man notice the
body, she may press him to the wall and hiss “You didn’t • In each round of naval combat, the Naval
see anything” into his ear. As he is also a nameless back- Maneuver roll can be made by any player charac-
ground character, the Storyteller calls for another single ter or important Storyteller aboard the ship, not
roll here — choosing either method of resolution. If suc- just the captain.
cessful, the guard flees in terror and says nothing. If un-
successful, other soldiers might notice his abject terror • The first time during the scene that a given char-
and suspect something is amiss. acter rolls a Naval Maneuver, its Momentum cost
is discounted by two — or, if it’s a Positioning ma-
Optional Death neuver, it grants an additional two Momentum.

A player character unexpectedly dying in the middle of a ses- • Positioning maneuvers can be rolled with
sion can be majorly disruptive to a game, and can leave her ([Intelligence or Wits] + Sail + Maneuverability)
player with nothing to do while the rest of the group gets to or ([Intelligence or Charisma] + War +
keep playing. At the same time, tragic or heroic deaths can be Maneuverability). A Positioning action always
the dramatic high point of a chronicle. To balance these, the grants (ship’s Maneuverability, minimum 1)
Storyteller may opt to give players control over whether or Momentum even if it is unsuccessful; a success-
not their characters die in any given scene. ful roll grants additional Momentum equal to its
successes.
When a player character is incapacitated with lethal or
aggravated damage, her player should state whether or • Broadside maneuvers can be rolled with
not she can accept this as the end of her character’s story. ([Perception or Wits] + Sail + Maneuverability),
If not, then the character remains incapacitated until she ([Dexterity or Perception] + Archery +
heals, but death is off the table. The player should then de- Maneuverability), or ([Charisma or Intelligence]
scribe how her character is able to survive certain death + War + Maneuverability).
— if a deathknight impales her while she’s restrained and
unable to move, she might fall into a death-like coma; if • Escape maneuvers can be rolled with
she plummets into a lava-filled caldera, she might land on ([Intelligence or Wits] + Sail + Speed), ([Perception
an outcropping at the last second, passing out but still sur- or Wits] + Survival + Speed), or [Intelligence or
viving. If the player accepts death as a possibility, then the Wits] + Lore + Speed).
incapacitation proceeds as normal — including the poten-
tial to be resuscitated before dying with Medicine rolls. • Ram maneuvers can be rolled with ([Perception
or Wits] + Sail + Maneuverability) or ([Charisma
If a player declares at the beginning of a combat that she’s or Intelligence] + War + Maneuverability).
willing to accept her character’s death as a consequence, she

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• Concealment maneuvers can be rolled with Larceny), or unhorse an enemy with (Strength
([Manipulation or Wits] + Sail + Maneuverability), + Athletics) by dragging him out of the saddle.
([Manipulation or Wits] + Stealth + Depending on the Traits used, this can allow players
Maneuverability), or ([Manipulation or Wits] + to make gambits beyond the range of their charac-
Survival + Maneuverability). ters’ weapons, as long as it makes sense for how they
describe their action.
• All Boarding Actions can be rolled with
([Charisma or Wits] + Sail + Maneuverability) or • Likewise, gambits can be resisted with any appro-
([Appearance, Charisma, or Intelligence] + War + priate opposed roll or static value — a Presence-
Maneuverability). based distract gambit might be resisted with
Resolve, while a Strength-based unhorse gambit
The Storyteller can modify the above guidelines based could be resisted with (Stamina + Ride).
on a player’s stunts — if a Dawn Caste hurls a crate of car-
go to break an enemy ship’s mast, the Storyteller might • Distract, disarm, and unhorse gambits do not
treat it as a broadside rolled with (Strength + [Athletics, require an Initiative roll. Disarm and unhorse
Brawl, or Thrown]). gambits have no Initiative cost, except against
enemies the Storyteller deems sufficiently signifi-
Naval Maneuvers rolled with Abilities other than Sail cant and powerful to require them, such as enemy
can be enhanced by appropriate Charms. For example, Exalted or powerful spirits. The Storyteller can
Charms that improve Archery attack rolls could enhance extend this to custom gambits created by her or
an Archery-based broadside, while those that improve the players at her discretion, but it doesn’t apply
an Archery attack’s decisive damage allow the maneu- to grapple gambits or special gambits made as
ver to deal two Hull damage. Maneuvers rolled with War part of Charms or other magic.
can be enhanced with magic that improves any com-
mand action. Effects that enhance navigation rolls apply • If the Storyteller wishes to strengthen distract
to Survival-based escape maneuvers, while those that gambits she may have every point of Initiative
enhance rolls to conceal tracks enhance Survival-based spent by the character making the gambit grant
concealment maneuvers. two Initiative to the gambit’s beneficiary.

Additionally, the Storyteller should allow players to Battle Groups


make use of Charms of other Abilities that could logical-
ly improve a Naval Maneuver roll. An Awareness Charm To better clarify the order in which routing, rallying, and
that improves a character’s ability to see in low-visibility dissolution occur, codify them into the following steps:
environments could negate penalties on a broadside roll
from poor visibility, while a Craft Charm that aids in de- Step 1: When a battle group takes enough damage to
stroying objects by pinpointing their weak points could fill its Magnitude track, it loses one Size and makes a
enhance a ram maneuver. Willpower roll against rout (Exalted, p. 209). If it suc-
ceeds, it doesn’t suffer any further detriment. Move to
Gambits Step 2.

Gambits provide an interesting opportunity for charac- Step 2: If the battle group succeeds on its Willpower roll,
ters to take actions that are not direct attacks. This can the process ends here. If it fails, it is routed, and moves
potentially provide openings for characters without a to Step 3.
combat focus to contribute meaningfully to a battle, but
because they carry an Initiative cost, this can be chal- Step 3: Between the time the battle group is routed and
lenging for characters that chose not to focus on vio- its next turn, its leader and allied heroes can use rally
lence. If the Storyteller desires to make gambits more actions (Exalted, p. 210) to avert the battle group’s disso-
accessible to non-combat characters, consider the fol- lution. If a rally action succeeds, the process ends. If no
lowing optional rules: character successfully rallies the battle group before its
next turn, move to Step 4.
• Gambits can be rolled with any (Attribute + Ability)
combination that makes sense. A character might Step 4: At the start of the battle group’s next turn, if it
distract an enemy with a (Manipulation + Presence) wasn’t successfully rallied, it suffers dissolution, break-
roll to mock him, disarm a foe with (Dexterity + ing down and dispersing or surrendering to the enemy.
It’s no longer a participant in the fight.

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Chapter Three: Optional Rules

Antagonist Guide PARTS TO PLAY


The Storyteller’s job of creating and playing every antago- It’s rare for every player to invest equally in combat,
nist can be an overwhelming one — especially when those particularly in a Solar Circle that includes a Dawn, but
antagonists are Chosen in their own right, with their own less deadly combatants can still contribute mean-
sets of Charms, Evocations, and complex capabilities. ingfully to a fight. You can include weaker minions,
This section gives general advice for running Exalted an- or lower the enemy’s Defense while boosting their
tagonists, along with guidelines and examples for simpli- soak and Hardness to let dedicated combatants re-
fying them to make juggling multiple antagonists easier. tain a noticeably greater impact while allowing less
dedicated ones to hit more reliably. Characters can
also contribute indirectly in many ways, including by
Pick Your Battles identifying enemy weaknesses or exploiting alterna-
tive paths to victory: see the sidebar on pg. XX for an
It can be hard to tell whether an antagonist is an appro- example.
priate challenge for the group’s specific blend of capabil-
ities until you get into it. An Essence 4 Sidereal could be While characters without defensive Charms are more
nigh-unbeatable for young Solars, but offer a fun, quick vulnerable, they’re also less of an obvious threat, so
scene for experienced Exalts. You’ll need to determine it’s easy to justify a powerful enemy focusing its de-
cisive attacks on the hulking, armored character —
the antagonist’s role, manage player expectations, and
even if only until the first time the bookish sorcerer
play up both the antagonist’s strengths and weaknesses.
unleashes Death of Obsidian Butterflies.
The basics of determining level of challenge are:

• Attack: Every two dice in a pool translates to an • Resources: Motes determine how often a charac-
average of one success. A character with an at- ter can use Charms, while Willpower determines
tack pool of six dice can usually hit Defense 3, for how well they can push beyond their basic capa-
instance. bilities or reject social influence. Tracking every
resource for every antagonist is a daunting task,
• Defense: The same logic above applies. A charac- but you don’t always need to; in gauging the chal-
ter with Evasion 4 forces characters with attack lenge level of an Exalted foe, keep in mind that
pools lower than eight dice to spend motes to unless an encounter goes on for a long time or you
regularly hit them. plan for them to dump all their resources on a few
large, powerful effects upfront, they’re unlikely to
• Soak: Two damage dice average out to one with- run out of motes. Maximum mote pools are rare-
ering damage, so you’ll know ahead of time how ly relevant because they don’t show up in every
likely the antagonist’s soak is to reduce most play- scene.
er damage to minimum.
• Limits: QCs don’t have unmodified dice pools
• Hardness: Higher ratings of Hardness increase higher than 14, or unmodified Defense higher
the length of time a fight against an enemy is than 7. If you know a player’s character can re-
likely to last. Hardness 3 is marginal, preventing liably overcome these based on what’s on their
characters from making two decisive attacks in a sheet, either add more antagonists to the encoun-
row and potentially disrupting magic that divides ter or accept that the real challenge in the scene
Initiative between multiple attacks; Hardness 15+ isn’t predicated on dice.
should be saved for extremely powerful monstros-
ities or characters with potent defensive magic. Contextual Adjustments
• Powers: Not all Charms and abilities are neces-
If you do need to adjust a challenge on the fly or between
sarily relevant to an antagonist in a given encoun-
game sessions, you can avoid having to fiddle with num-
ter; or at all. Unexpected scenarios do come up, of
bers by changing the context in which an antagonist ap-
course, but for the most part, zero in on on only
pears. An enemy in favorable conditions punches above
the powers you will think they need for the scenes
its weight, while another may be beatable only under
you have planned..
disadvantageous circumstances.

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Some characters have capabilities that alter a conflict’s pull their blows against their spirit-possessed mortal
context, or end it before it starts. Awareness Charms companion. Bloodshed often leads to hungry or venge-
might stymie a deadly ambush from a Day Caste, for ful ghosts, and even less violent ghosts have societies all
instance, while Survival Charms or a Dragon-Blooded their own that can be affected by the characters’ actions.
anima might render a blazing inferno moot. A charac-
ter who can easily resolve the whole conflict inevitably If the characters ignore potential consequences to wreak
becomes the scene’s focus, but you can harness this ten- untamed destruction on their foes, it gives you an excuse
dency instead of denying other characters the chance to introduce fresh challenges. Killing one Dragon-Blood
to shine by arranging the encounter such that other draws countless more, while an Exigent with strange
players have different things that need doing while the powers could do anything from detonating to creating a
specialized character takes the stage. If one character new shadowland if slain. Defeating another character in
simply shrugs off what was supposed to be a challenge, combat may prompt blood feuds or vows of vengeance,
imperil the other PCs or Storyteller characters he cares while the player character’s negotiating tactics may hu-
about to complicate matters regardless of his situational miliate or anger their antagonist into putting a bounty on
invincibility. the characters’ heads — all of which translate well into
further story hooks.
Such adjustments can turn an antagonist’s redundant
feature into a cool set-piece. A Water Aspect used to Consequences need not be physical, immediate, or even
having the advantage on the water cannot drown a char- directly imposed on the characters themselves. A bridge
acter with the Gills Merit, but this lets you play out a wrecked in a clash of Exalts cuts off an entire village
desperate underwater struggle where the Dragon-Blood from travel and supplies; the protagonists might not
drags her captive back to her ship while his comrades even find out what their violence has wrought until the
give chase, and perhaps discover something interesting village’s warden god appears to beg or threaten them to
in the process. fix what they’ve broken.

Consider these four contexts when fine-tuning a chal- Goals


lenge: setting, consequences, goals, and tactics. Always remember an antagonist’s goals, Intimacies, and
allegiances as you bring them into a scene. A pacifistic
Setting deathknight may always fight to subdue rather than
Some characters function better in a particular envi- murder, while a lone Anathema suddenly confronted
ronment, usually because they can ignore its hazards with several shikari might fight conservatively and de-
or obstacles. Difficult terrain might stymie the player fensively, offering ample opportunities to call off the at-
characters but not their Lunar foe who can circumvent tack… until her Circle shows up.
it by flying; a deathknight’s Awareness Charms might
let him operate in darkness to ambush the player char- An Exalt is a creature of great passions and grand deeds,
acters; while a Solar with Survival Charms for resisting and she doesn’t make herself an obstacle without reason or
environmental hazards would do well to lure foes into desire; if she conflicts with the players’ characters, it’s be-
burning buildings. You can make antagonists more dan- cause she wants something and they’re in her way. These
gerous than they otherwise would be when you play to wants — usually represented by Intimacies or immediate
these strengths, or weaken them by taking their advan- goals within the scene — are important to keep in mind
tages away. because they tell you under what circumstances a charac-
ter chooses surrender over death or mercy over blood. An
Consequences Exalted pirate captain with a mortal crew is more interest-
Sometimes, you need to remind the characters that even ed in disabling the protagonists’ ship and stealing their pos-
effortless victories have consequences. Exalts in hostile sessions than making sure to finish off every soul aboard.
territory or unstable terrain must avoid unleashing their Most conflicts become more interesting when one or both
full power: anima flare and devastating Charms attract sides want something other than simple destruction.
unwanted attention, and a volcano god rarely stays dor-
mant during a pitched duel on the volcano’s caldera. Tactics
Depending on context, a foe might just charge into the en-
A character’s Intimacies and other social or political counter without plan or preparation, or she might choose
concerns can also impose complications. A Solar wishing her battles wisely and trade short-term satisfaction for
to prove he comes in peace must spare the Immaculate long-term success. Keep the antagonist’s personality, re-
monks who attack him on sight, while a Lunar pack must sources, and priorities in mind when deciding how ready

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she is when the characters encounter her and how willing • What’s her darkest or most pressing secret, and
or able she is to fight intelligently. Is a Sidereal rival the how might the characters uncover it? What hap-
type to use clever astrology to sabotage the characters well pens when they do? What is she willing to do
ahead of revealing her agenda, or is she the kind to rush to prevent that? Is it a secret she keeps, a secret
into ill-considered conflicts while missing half her mote someone else keeps about her, or something she
pool? Is a nefarious Infernal more likely to hang back and doesn’t realize she knows?
let her demonic minions weaken her enemies first, or does
pride demand she lead the charge regardless of the danger? • What consequences befall the characters if they
kill, imprison, subdue, or otherwise defeat the
Drop clues for players to pick up on so they can try to antagonist and remove her from the role she’s
predict their enemies and adjust accordingly, or provide played in the story? Who will come after them?
explicit information if they succeed on appropriate rolls. Will it be for revenge, recruitment, repayment of
You’ll give your players a more satisfying encounter if debts, or just answers? Does she have family who
they feel like they’ve earned their victories through clev- rely on her? Other enemies who might want to
er exploitation of a foe’s weaknesses and choices as well team up with the characters?
as lucky rolls and lots of spent motes.
Fine-Tuning
You can even invent weaknesses on the fly if players put ef-
fort into learning them but you didn’t prepare any. Don’t be Your Storyteller characters don’t always need to follow
afraid to abruptly decide behind the scenes that a powerful the same rules the players’ characters do. That doesn’t
Charm the antagonist used has a once-per-scene limit with mean changing things arbitrarily or ruling to favor one
a reset condition that creates interesting combat dynam- side or the other. It means an antagonist — especially a
ics, or that her Evocations stop working if certain circum- QC — can be simpler, which makes running encounters
stances arise that are within the characters’ ability to bring with them easier and helps you improvise when you
about, even if they’re difficult to arrange. need to. It also means you don’t need to stick with the
original numbers on the page if you find they don’t mesh
Storyteller Tactics well with the group’s composition and distribution of
and Roleplaying Hints expertise. Keep in mind that Exalted are meant to grow
beyond some opponents — a group of bandits is no threat
It can be helpful to jot down some notes for yourself to a Dawn Caste of Essence 2, much less one more ex-
before the session on a few situational triggers that will perienced. However, foes such as Octavian (Exalted, p.
change an antagonist’s behavior if they come to pass, se- 530) should be relevant past Essence 5.
crets she has that player characters can uncover to turn
the tables or give them leverage, and consequences that Modifying Traits
might arise from defeating or otherwise thwarting her. One way to weaken or strengthen an antagonist that’s
If you have access to Hundred Devils Night Parade not performing the way you expected is to directly mod-
or Adversaries of the Righteous, you can find exam- ify it. You can also use these guidelines to tweak example
ples of notes like this under “Storyteller Tactics” in antagonists from various Exalted books to better fit the
Hundred Devils, and “Secrets” and “Roleplaying Hints” capabilities of your group’s characters.
in Adversaries. Some useful details to note include:
Offense
• Under what circumstances will this character
An enemy that can’t land hits is no threat while one that
surrender or flee? Or is she willing to fight to the
consistently overcomes all character defenses can cre-
death no matter what?
ate a “death spiral” in which the further the characters
• Under what circumstances could they be ap- fall behind, the more likely it is they’ll continue to fall
peased, manipulated, or even converted to an behind.
ally? Or are she and the characters just irrevoca-
• An antagonist can build Initiative by targeting
bly incompatible?
weaker opponents, so its attack pool doesn’t need
• What is this character’s primary goal in the scene, to stand up to its most evasive target. If a player
and what is the most common tactic she’ll use to character invests heavily in Dodge Charms, let
achieve it? How far is she willing to go, and where her dodge things.
does she draw the line?

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• Adjust a foe’s withering damage by either dialing great roll. Reserve additional −0 health levels for
their Dexterity-based pools (including attack rolls) powerful or supernatural enemies. Wound penal-
or Strength-based pools (including raw damage) ties make a big difference, and inflicting the first
up and down. In the longer term, gaining or losing of them should be a meaningful moment.
an artifact weapon can also improve withering
damage. It doesn’t have to be pure fiat: find an ex- • To create a shifting, multi-stage boss fight, give an
cuse for an antagonist to acquire or lose an artifact enemy multiple health tracks. Once one is filled,
weapon, or encourage player characters to steal a it’s discarded, bringing the next health track to the
foe’s weapon in advance of fighting him. fore and resetting the character’s wound penalty.
Any excess damage from an attack that fills one
• Adjusting a withering attack’s Overwhelming health level doesn’t spill over to the next. Multiple
value helps keep well-armored characters from health tracks can represent a variety of effects in
shrugging off the attacks indefinitely, without the game’s fiction: a tentacled behemoth might
overloading the damage pool against less durable need to have each tentacle destroyed individually
targets. before characters can attack its core; a Sidereal
martial artist might create copies of herself that
• By default, QCs use the same pool for decisive the player characters will need to defeat before
and withering attacks. If you want to adjust the real master reveals herself, or a powerful de-
a QC’s effectiveness in different scenarios and mon might just be that tough. You could also give
against different kinds of combatants, split them. an enemy unique effects that they gain at a certain
This doesn’t need to be an exact science — you can health track or let their once-per-scene Charms
simply choose values as normal from the QC dice reset each time it happens.
pools chart (Exalted, p. 495) separately for each
type of attack. As a rule of thumb, you can use the • To make a lone enemy more of a threat for a group
listed pool for withering attacks and subtract of multiple player characters, you can balance the
three dice to generate the decisive attack pool. action economy by giving him multiple Initiative
tracks. Have him roll Join Battle twice, or more,
Defense and generate a separate Initiative score for each
and a separate turn for each. Any withering dam-
• A high Defense helps an antagonist keep from los- age he deals that turn adds to that specific track,
ing both Initiative and health. Adjust Evasion and and his decisive attacks reset it. The player char-
Parry accordingly to account for the strengths and acters must target each Initiative track separately,
gaps in your players’ Abilities or Charms. crashing the enemy only if all his Initiative pools
reach zero or below.
• Soak slows down a fight’s pace, which might be
desirable if the characters often win battles in one • If increasing an enemy’s soak isn’t enough to stop
or two quick rounds, or undesirable if fights tend him from being crashed, you can increase his
to devolve into slogs because neither side can ef- base Initiative at well, allowing him to start the
fectively build Initiative. Adjust it based on your fight with a higher total and rendering him less
players’ experience. vulnerable to being crashed after landing deci-
sive attacks. You can even make him immune to
• Hardness forces the back-and-forth of withering
Initiative crash entirely unless a certain condition
exchanges to build up further before anyone can
is met, such as raising his wound penalty to a cer-
swing in with a decisive attack. It helps put a
tain level or exploiting a weakness. Alternate Win
buffer between the start and end of the scene if
Conditions
they’re often coming too close together. Be care-
ful not to overload an enemy with both incredible There are more ways to defeat an enemy than filling her
soak and Hardness ratings; these tend towards health track with damage. The characters could destroy
long, grinding combats. something essential to her power, like the source of her
sorcerous motes, or exploit the environment, like knock-
• Decreasing health levels or shifting them from
ing her overboard from an airship in flight. They could
lower to higher penalties can prevent a tough
manipulate or convince her to stop fighting by taking hos-
fight from dragging, while increasing them or
tages, appeal to her Intimacies, cow her into submission,
shifting them the other way cushions a significant
or join forces to take out someone (or something) worse.
opponent against being on the wrong end of one

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However, since combat is such a front-and-center part of Moonshadow Caste Abyssal, or Penumbra Caste
the Exalted system, your players might need prompting Infernal, you can liberally raid spirit entries for
to remember that if a foe is too mighty for the sword, their Eclipse-keyword Charms, too.
they can use a pen (or a song, or a convenient cliff edge).
Call for a Lore roll to remember legends (or introduce • Weaken existing features with restrictions, such
facts) to suss out an enemy’s weakness, or convey an as limiting a Charm to once per scene with a reset
opportunity through description and behavior. Perhaps condition that creates interesting hooks, or putt
the necromancer’s power source glows faintly whenev- requirements on its use like “takes one round to
er she raises a corpse, or the wind picks up mid-scene recharge.” This helps make features borrowed
and flings someone’s hat over the airship’s rail. Maybe from more powerful antagonists feasible.
the characters notice a wary glance toward what they
thought was an abandoned house, implying it’s not as • Adding ways to bypass existing restrictions can
empty as they thought. increase the antagonist’s potency and adds flavor.
For instance, a Dragon-Blooded martial artist that
Gambits provide endless creative options for putting a resets her favorite combat Charm after spending
foe in a disadvantageous position without killing them. a round underwater encourages characters to get
See Exalted, p. 199 for advice on creating custom gam- creative to keep her on land.
bits on the fly. If a battle is dragging and the characters
are having trouble sealing the deal, let them discover a Increasing Charm Costs
gambit to force their Dragon-Blooded opponent from One simple way to make an antagonist a bit less over-
bare earth onto a wooden rooftop, depriving her of the whelming is to increase the costs of their Charms. The
Awareness Charms that give her an edge for instance. following are guidelines for common Charm costs.

Introducing vulnerabilities lets player characters defeat • Requiring more motes is a straightforward change
overwhelming enemies in satisfying ways, and also lets that only affects how often a character can use her
you adjust the encounter on the fly in more interesting Charms.
ways that just dialing numbers up and down. If players
can’t overcome the Abyssal’s soulsteel armor by force, a • Willpower points are scarce and versatile. A
Craft roll might reveal a flaw in the artifact’s design that Charm that costs more than one Willpower is an
allows them to ignore its Hardness outright with special extreme expenditure.
effort.
• Initiative sacrifices control of the fight, but is
Special Features easily regained. It’s best as a cost for offensive
Charms, Evocations, Merits, and other special features Charms that execute a devastating decisive attack
provide a more flavorful alternative to numerical tweaks. or gambit, or weaker defensive Charms that force
A QC rarely needs magic that adds dice or otherwise the antagonist to bleed Initiative even when she
adjusts numbers; as the Exalted core book explains on avoids harm.
p. 494, their dice pools are already assumed to account
• Health level costs are best added to powerful de-
for the customary use of basic Trait-boosting powers.
fensive Charms, to chip away at an antagonist’s
Keeping an antagonist’s established set of Charms to just
ability to stay in the fight even if their defenses
the iconic effects that evoke reactions, create stories, and
are formidable.
make a real impact on the scene means you don’t have to
track constantly fluctuating numbers or an enormous list • Anima costs are usually for flashy, characteristic
of relatively similar powers for every Storyteller charac- Charms that express the core nature of an Exalt
ter involved. type or Caste/Aspect. They’re also a good way to
naturally limit use of a Charm, since usually an
Other ways to tweak these abilities include:
Exalt must expend precious resources to increase
• Copy non-Charm features from existing antag- the intensity of her anima.
onists, which may include inhuman creatures
where appropriate. A plague-doctor Abyssal Minions and Masters
could have a Merit or artifact that emulates the
zombie’s Deathly Stench ability (Exalted, p. Introducing more enemies makes a fight more dangerous.
503). Remember, if your antagonist is an Eclipse, An accompanying battle group, summoned spirit, power-
ful supernatural familiar, or other minion is well-suited to

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this role, harassing characters to keep the fight engaging from using them for major antagonists, too. Storyteller
while offering a weaker target for those who aren’t com- characters rarely need to be as complex or well-round-
bat powerhouses. Multiple individual combatants can be ed as players characters, since they exist to populate a
fun to give each player someone to interact with, but avoid world that shines a spotlight on the latter. While it’s a
outnumbering the group to keep rounds from dragging; good idea to know what your antagonists might be do-
large conflicts are what battlegroups are for. ing while the “cameras are off” you don’t need to play
out every action they take mechanically when the PCs
To make an encounter less deadly, strip an enemy of al- aren’t there to see it. Antagonists also generally don’t
lies or minions that would normally accompany it. You need the full breadth of a full character’s capabilities
can even present this to players as an opportunity or given that they won’t be going up against all of the same
clue, justified with story hooks — for instance, why is varied challenges the players can face. Quick characters
this Solar princeling sneaking off alone at night without and antagonists are there to play a particular role in the
his usual honor guard? story, so you only need to give them what they need to
fulfill that role.
Other Conflicts
Simplifying Powers
Not every conflict is a fight. While the characters’ An Exalted QC shouldn’t have as many Charms as a
Chosen of Secrets rival can trade blows, she’d probably player character. Choose flavorful Charms that’ll help
rather engage them through subtle twists of fate and ru- make your antagonist memorable; give them the broad
ining their reputations. With some antagonists increas- capabilities you need them to have and which provide
ing their social puissance is the best way to boost their interesting challenges for players to overcome. You don’t
effectiveness.. need to overload them with Charms that add dice;; you
can abstract that away simply by increasing the relevant
In social conflicts, you can modify a variety of Traits: dice pools. Storyteller characters also don’t need every
prerequisite for the iconic Charms you choose for them.
• Social pools can reliably beat a Resolve of half If, for instance, you give a QC a powerful and exciting
their size unless the target is passionate about defensive Charm, you can skip over their less interesting
the topic at hand or has Charms to increase their prerequisites.
Resolve. Avoid increasing social pools to the point
that they render Intimacies irrelevant. Likewise, if you give a QC an artifact, you don’t need to
come up with a full set of Evocations — you only need to
• Resolve serves a similar role to Defense but is figure out the ones she has unlocked. They need not be
heavily modified by Intimacies. Improvising suit- balanced for use by your players either, since everyone
able new Intimacies is often easier and more in- can awaken different Evocations from the same artifact.
teresting than simply dialing Resolve up or down. When deciding on Evocations for an antagonist, treat
them like any other Charm. You don’t have to decide
• Intimacies are powerful tools for setting limits on whether a power you give the character is a Charm or
how much characters can manipulate an antago- an Evocation; functionally, it doesn’t make much differ-
nist, and for providing levers for players to identi- ence unless the players separate her from her artifact
fy and pull. Intimacies should always be reflected mid-scene.
in a Storyteller character’s behavior.
If something on a QC’s sheet isn’t working for you in
• Increase Guile carefully, as it makes players practice, you can improvise “Charms,” “Evocations,”
work for context, and most of your antagonists and other abilities on the fly to make adjustments that
shouldn’t be complete closed books — remember, are, as far as the players are concerned, something the
players usually need to learn Intimacies for their character could always do. If you realize an antagonist’s
characters to engage socially with others, so mak- defenses are too low to prevent the fight from ending
ing that impossible means shutting down social prematurely or realize they don’t have a way to engage
influence as a way to engage with the setting. the group’s flying Lunar, have the QC do something
flashy, take up a miscellaneous action, and fudge it — but
Exalted Quick Characters only if it makes sense for the antagonist to have a sur-
prise countermeasure. Keeping track of powers whose
The Exalted core book suggests using QCs for less im- durations aren’t measured in rounds isn’t necessary for
portant Storyteller characters, but nothing stops you antagonists, because they’re unlikely to matter past the

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end of the scene. If players want to use rolls or magic to • Some kinds of Exalts have resources to track that
figure out what the antagonist did, turn it into a story are specific to them, such as the shapes a Lunar
hook! Make something up to give them for their effort possesses. Lunar players need to take Merits and
in that moment, but keep it mysterious to entice them engage in the sacred hunt to gain new shapes, but
to investigate further. Then, in the downtime between unless the players’ characters are present for an
scenes or sessions, come up with more details. antagonist’s hunt and it’s important to the story,
just choose a set of forms for her.
Resource Tracking
As a Storyteller, you have a lot to keep track of over the Variants for the Modes of Play
course of a game session. You don’t need to add “track ev-
ery individual mote for every Storyteller character” to that In addition to framing the setting with themes, system can
list. It’s important to know when an antagonist runs out be made to work for story by flexing the rules to fit the cho-
of motes, but until then, the specific fluctuating numbers sen mode of play, thus underlining the themes a Storyteller
don’t matter much. Here are a few options that could sim- might want to focus on. Keep in mind that none of these
plify tracking resources for Storyteller characters: rules are hard and fast changes, but rather guidelines for
making the game function in the way you desire.
• Ignore costs for Charms, Evocations, and other
powers, and instead give each one a set number of The Peril Pool
uses per scene. Charms with reset conditions sim- For Storytellers who are comfortable with improvising
ply add one more use when the condition is met. dramatic revelations, unexpected challenges, or deals
with the devil, the Peril Pool is an excellent way to both
• Decide ahead of time how many rounds or ex-
keep the story exciting and to give the players a visual
changes of actions can pass before the antagonist
representation of dramatic irony, building tension, or es-
runs out of motes, and only then start tracking
calating tragedy.
their round-by-round gains and expenditures.
The Peril Pool can be adapted to the three modes of play
• Unless you’re in combat and it’s important to
as follows, with different triggers, releases, and out-
track her motes each round, tracking specific
comes for each. A minor trigger adds 2 dice to the Peril
mote regeneration for a Storyteller character is
Pool, a major trigger adds 4, and a defining trigger adds
unnecessary. Either her mote pools are full again
6. Upon release, the Storyteller rolls the Peril Pool and
the next time the characters see her, or the play-
counts successes like a normal roll. The outcome follows
ers have done something to put her at a disad-
immediately. The Peril Pool is always reset to zero after
vantage in the meantime. You shouldn’t abstract
rolling, and at the beginning of each session.
tracking sorcerous motes however, as the very act
of acquiring them is both flavorful and a unique The Stage game: Trigger: The player characters per-
balancing mechanic in and of itself. form an action (minor, major, or defining) that adds to
their legendary reputation. Release: An antagonist rolls
• Willpower is easier to track because a charac-
at least doubles the successes necessary to overcome a
ter’s total Willpower is usually much smaller
player character.
than their mote pools. If you’d rather not bother,
though, just choose a few specific types of rolls • 1 success: A minor plot twist. Example: “The ar-
you know they’ll spend Willpower to enhance morer barely considers your offer before she’s al-
and/or specific types of social influence they’ll ready shaking her head. Then you notice the mark
definitely reject with Willpower, and don’t worry of House Mnemon hanging over the forge — she’s
about the rest. probably been supplying weapons to your enemy
this whole time.”
• You don’t need to track experience for Storyteller
characters, but you may want recurring ones to • 2 successes: A major plot twist. Example: “The
advance at least somewhat as the players’ char- Immaculate warrior easily locks blades with you,
acters get stronger. Don’t worry about experience your faces inches apart, when you suddenly recognize
costs — choose one thing on the antagonist’s sheet them as a childhood friend from primary school.”
to increase or add once per story, or perhaps each
time the players collectively spend a certain • 3+ successes: A defining plot twist. Example:
amount of experience that reflects the pace you “After she delivers her shocking monologue,
want to set.

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demoralizing your troops, the deathknight re- of the First Age rush into your head. Strangest of
moves her helm and you realize she’s your adop- all of them is the memory of driving your lance into
tive mother you’d believed dead.” Stalwart Oak’s shoulder. But he’s a mortal. How could
that be? When you turn to him with your new artifact
The Threat game: Trigger: The player characters over- in hand, his violet eyes sear into your skull and he
come a threat to their safety (minor, major, or defining). draws a blade made of starlight. Roll Join Battle.”
Release: A player character’s roll at least doubles the
successes necessary to overcome a challenge. Alternate Rules for Running
Creation-as-Stage
• 1 success: A new minor complication. Example: Dramatic Training Times. Once a session, players may
“You pick the lock soundlessly and in record time. spend experience or UXP (p. XX) to immediately raise a
When the door swings open, your path is blocked Caste, Aspect, or Favored Ability or Attribute, purchase
by a pack of trained guard hyenas, twitching in a Caste, Aspect, or Favored Charm, or purchase a spell or
their sleep.” Evocation, provided they work their sudden revelation
or understanding into a stunt.
• 2 successes: A new major complication.
Example: “The old man stubbornly wipes away Forgiving Decisive Attacks. A failed decisive attack no
a tear and agrees to let you hide in his shop a bit longer reduces a character’s Initiative.
longer. Just then, there’s an officious knock at his
door. Through the cracks, you see the glimmering Forgiving Successes Gained by Willpower. A player
jade armor of the shikari that’s been stalking you may decide to spend a Willpower to add a success to a
across town.” roll after the roll is made but before the Storyteller de-
clares the result.
• 3+ successes: A new defining complication.
Example: “Disarming that trap was easy; too Alternate Rules for Running
easy. The walls of the tomb begin to shake, and Creation-as-Threat
the savant, in a trembling voice, notes that in the Guidelines for Maintaining Tension. Describe only
disarmed configuration, the trap rune looks un- what characters perceive and refrain from drawing con-
comfortably like a summoning for a Second Circle clusions for them. If there is any doubt as to their per-
demon.” ception, use turns of phrase like “It seems to you,” or “It
looks like…”For example: “It seems like no one heard
The Cost game: Trigger: The player characters pay a you breaking the window,” “You have reason to believe
cost (minor, major, or defining) for something in a literal he could be lying to you.” Only successful rolls or use of
or figurative way. Release: The player characters achieve Charms can clear up doubtful observations.
a party goal or share in a hard-won victory.
Healing Requires Treatment. Recovering health levels
• 1 success: A minor consequence. Example: “You requires medical attention. Another character must suc-
stride into the satrap’s entrance hall to tell her the ceed on an (Intelligence + Medicine) roll at a difficulty of
insurrectionist band is no more. You find her red- the highest wound penalty suffered by the patient before
eyed and tight-lipped. She tells you she learned they may begin to recover lost health at the normal rate
only minutes ago that her brother defected to the of Exalted Healing (Exalted,p. 173). Without medical at-
insurrectionists, and she couldn’t recall your or- tention, an Exalt only heals at a mortal’s rate. A character
ders in time.” may treat themselves, albeit at +2 difficulty.
• 2 successes: A major consequence. Example: Introducing a Reprieve. Once per session, the player
“In the morning after casting Death of Obsidian characters can each spend one Willpower point to in-
Butterflies, you find your villa thronged with troduce a positive or helpful story element. This cannot
bleeding villagers wearing jewelry made of help a character duck major threats, but can give them a
discarded obsidian wings. They all fall to their bright spot, such as stumbling on a truly safe place to lay
knees weeping when they see you, begging you low for a few hours, meeting a kind priest who genuinely
to ‘call the butterflies again’ and drive off the wants to help them, or waking to weather favorable for
Immaculates terrorizing their families.” their next endeavor.
• 3+ successes: A defining consequence. Example: Strict Investigation. Without attempting an
“You take the haft of the direlance and memories Investigation roll, players do not receive context for

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clues. They may notice the clue itself, such as the duke’s setting’s present day, Realm Year 768, and help their
mouth twitching when he talks about his advisor or the players’ characters create legacies that will shape the
fact that only children with green eyes have gone miss- world. You could also start their adventures in the dis-
ing, but before the Storyteller can give them the infor- tant past, by following a First Age Solar Circle and telling
mation necessary to understand what the clues mean, their tales in hundred- or thousand-year leaps.
they need to make a successful roll with a relevant
Ability. This can optionally apply to other Abilities that Dragon-Blooded Dynasties
can be used for information gathering such as Medicine,
Occult, or Socialize. Dragon-Blooded stories, and especially Realm-based
ones, are particularly well-suited for generational games.
Untrained Abilities. A character with no dots in an The power of the Terrestrial Exalted is hereditary; some
Ability rating suffers a −2 penalty to rolls involving that Princes of the Earth trace their lineage back to the
Ability. Usurpation and beyond. Nowhere is this more keenly
felt than in the Realm, where the Scarlet Empress raises
Alternate Rules for Running
her descendants above all others, while simultaneously
Creation-as-Cost
pitting her children against one another for her favor.
Artifacts with Durability. Artifacts have a Durability House matriarchs take an active hand in arranging their
equal to twice their Artifact rating. At the Storyteller’s relatives’ education, their positions in the ministries and
discretion, an artifact may lose one Durability when it’s the legions, and their marriages. Dragon-Blooded lifes-
subjected to powerful and supernatural destructive forc- pans are far shorter than those of their Celestial coun-
es. For example a daiklave being used to parry a sorcer- terparts, and events that one Chosen of Mela sets into
er’s Flight of the Brilliant Raptor, artifact armor plunged motion might not come to fruition until her grandchil-
into lava along with its wearer, or even simply being used dren are in their sunset years.
to attack with an incredibly powerful offensive Charm
such as Solar Spike (Exalted, p. 260). At Durability 0, When running a generational Dragon-Blooded game,
artifact weapons impose a −3 penalty on attack rolls, Storytellers may ask players to name some significant
while artifact armors suffer −3 soak and Hardness. Other members of their characters’ immediate families during
artifacts suffer similar downsides as adjudicated by the character creation. How many siblings do they have?
Storyteller. A character can spend a scene performing What expectations have their parents set for them, and
maintenance on an artifact to roll (Intelligence + Craft how involved are they in the characters’ affairs? Is there
[Artifacts]) at a difficulty of the Artifact’s rating, restor- another prominent member of the house — someone in
ing (1 + extra successes) Durability. the Deliberative, perhaps, or a member of a celebrated
Hearth — who acts as the character’s mentor?
Limit for Willpower. Once a scene, players may gain a
point of Limit in lieu of spending Willpower to gain the Consider writing down some aspirations or Intimacies
same benefits as spending a point of Willpower. for them, should they appear as recurring Storyteller
characters over the course of the game. How might their
There Must Be Some Way I Can Pay For This... Once parents use the characters to achieve their goals? These
per session, a player may petition the Storyteller for may be short-term or local aims, like paying back a debt
additional dice on a rolled action by naming the price to another Dynast or dealing with bandits in their terri-
they are willing to pay to earn it. The Storyteller rates tory before the magistrates come calling. They may be
the price on a scale of 1 to 3 dice, like an inverted stunt. bigger — perhaps they’re looking to seize control of an-
The offered price can be simple system cost, such as loss other house’s holdings, or envision a child of theirs on
of motes or health levels, or it can be story-based conse- the Scarlet Throne. Where would they stand (and what
quences. The Storyteller is final arbiter for what is a fair plans have they put into place) if the Realm descends
cost for extra dice. into civil war? Fleshing out the initial group of charac-
ters’ families not only helps players feel invested in their
Generational Games houses, it also prepares them for possibly stepping into
the role of meddling family members later on.
Creation’s history offers groups a chance to tell stories
across generations — whether that’s an era-spanning When the chronicle for one set of characters is drawing
epic of Celestial reincarnations or a family drama set near its close, begin discussing who the next story will
among the machinations of the Realm’s Great Houses. focus on. Storytellers might want to give the players an
Storytellers may choose to begin their games in the idea of how far into the future the game will be set. Have

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the original characters’ adventures spanned enough set in one of the Realm’s secondary schools. Think about
time that any children they’ve had are already Exalted? any existing relatives or descendants in their charac-
Or are their families and further notable feats as yet un- ters’ lives who fit these stories as you prepare for them.
determined? Are you skipping a generation and focusing Players may wish to dream up new offspring they can
on the characters’ grandchildren? tailor for the game, if they don’t already have someone in
mind. Sometimes, a side character might be better suit-
Spend some time talking to your players about what ed to the role than a favorite. Be flexible with backsto-
they imagine their characters accomplishing after their ries, and allow players to make changes as needed — if
main stories end. This can take place after a session switching Aspects or declaring someone attended the
ends, in down time between game nights, or as part of House of Bells rather than the Cloister of Wisdom helps
your Session Zero while creating the next generation of bring the game together, go for it.
characters. Players may be setting aside their charac-
ter sheets, but they’ll likely have ideas for where their While it’s perfectly fine for each player to take on the
former characters would go once the spotlight is off of roles of their original character’s descendants through-
them. Consider what the original characters set in mo- out the chronicle — following one legendary family line
tion during the chronicle: what repercussions might they as they build upon their ancestor’s deeds — it may also be
have in 10, 50, or 100 years? Have they made any enemies fun for members of your group to play one another’s chil-
who will hold grudges against their descendants? What dren. During Session Zero, make sure players are clear
alliances did they form with scions of other houses, and on which elements of their previous characters’ legacies
what could make them crumble? What Anathema might are available as story hooks, and which ones they’d rath-
seek vengeance for a Wyld Hunt? er not be touched.

Players will need to decide who it is they’re playing. Remember to update or add any Intimacies the retiring
Maybe your new chronicle is switching genres from characters have towards their offspring, and ask players
high adventure to political intrigue, or you’re retiring a to keep those relationships in mind when determin-
group of Deliberative movers and shakers to play a game ing Intimacies for their new characters. What causes

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friction between them and their parents? Who is in fre-


quent contact and who’s estranged? Have they adopted UNIQUE EVOCATIONS
any of their parents’ Intimacies as their own, or do they
lie in opposition? Yes, Evocations are all supposed to be unique to each
user, but they’re also generated from an artifact’s his-
In games where the older generations still take an in- tory, and they’re often fairly similar between users
terest, players can briefly slip into their old roles with — easing an otherwise burdensome task for player
some Storyteller guidance. Let the players know what and Storyteller alike to generate a suite of unique
Charms. Don’t worry overly much about buying an
the characters have been up to in the interim, especially
Evocation right out of the book, even if your mother
the recent past, and what goals they might have during
or great-grandmother had the same Evocation when
social influence scenes. (Don’t forget to update the older she held the blade a hundred years before. In a gen-
characters’ Charms and Abilities, if appropriate.) erational game, however, feel free to make minor
modifications to Evocations — a bonus here, a malus
Heirloom Artifacts there — in order to better express the distinct rela-
Dragon-Blooded Dynasts develop deep bonds with their tionship between wielder and artifact.
artifacts, unlocking Evocations and wielding great pow-
er with the weapons of their ancestors. Inheriting an
ancestor’s storied daiklave helps connect one generation they’ll be running a generational game may wish to al-
of characters to the next, and presents opportunities for low each subsequent owner to add an Evocation or two
the younger Dynasts to add to the legend. to help tailor the artifact to the new character and build
upon its legendary history.
Whether the new characters have access to the artifacts
at the start of the chronicle is up to the Storyteller. Is Story Hooks
someone in the previous generation still wielding it, or Some plot ideas for generational Dragon-Blooded games
have they handed it down? If the character received it follow. These may be the main story arc or can be used as
before the story begins, talk a little about how it was giv- subplots that tie your chronicles together.
en to her — was it a gift from a mentor within the family?
Did the house matriarch deem her worthy of it? Were A House in Peril — A character’s house is in decline.
any of her cousins or siblings hoping one day to wield it Lack of tribute from its satrapies and the expense of fi-
themselves? nancing its legions have emptied its coffers, or several
prominent members are guilty of an unforgivable act.
Acquiring an heirloom artifact may also provide plot arcs
for new characters, and help connect one generation to the Realm Civil War — The houses vie for control of the
next. Whether it’s an entire story’s theme or just an emo- Scarlet Throne, and war breaks out among the factions.
tional beat for a single session, passing down an heirloom Chronicles involving civil war in the Realm may involve
is an opportunity for big moments of character develop- the lead-up to the war, the war itself, and its long-term
ment. Maybe it’s handed down by a retiring parent, or on consequences. Which sides do the characters’ houses
the occasion of an older character’s death. What happens take, and how does it affect their Hearth? What happens
if the house matriarch decides to give the artifact to anoth- if their houses are on the winning side, or the losing one?
er member of the family? (This last should be done with
the buy-in of the players involved. Getting the artifact back Redemption Arc — Actions have consequences and
might be a story hook, but it shouldn’t be permanently lost something a previous generation did (or failed to do) left
without the player’s explicit approval.) a stain on their reputations. Perhaps they destroyed a
Threshold village in pursuit of an Anathema, or accept-
Perhaps the artifact won’t be handed over until the char- ed help from an official who turned out to be corrupt. It’s
acter has completed a heroic deed, or proven themselves up to their descendants to clear their names.
worthy in some way. If you’re skipping a few gener-
ations, consider what’s happened to the artifact in be- Apple Doesn’t Fall Far — History repeats itself, and
tween. Was it lost in battle or stolen in a heist, and in the characters find themselves in a similar situation to
need of retrieval? Have its interim owners affected its one their predecessors handled. What would they do
personality, and what bonds have they built with it? differently? What have they learned from their parents’
mistakes?
Whenever a new character inherits or acquires an heir-
loom artifact, they need to build a rapport with the item Old Enemies — The characters’ ancestors made a pow-
in order to unlock its Evocations. Storytellers who know erful enemy: A House founder, an Anathema, one of the

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Sidereal Exalted, or the sorcerer-queen of a small na- bright and die young of misadventure. The setting is ex-
tion. The enemy’s hatred runs deep, and they’ve sworn plicitly written this way in large part so that starting PCs
revenge. aren’t faced with an “elder problem” where they’re the
only youngsters surrounded by hundreds of centenari-
Forging Your Own Path — Sometimes the pressure to an and millenarian elders, and so that the history of the
follow in an ancestor’s footsteps is too much to bear. The Celestial Exalted isn’t a static story with the same char-
characters have the chance to step out of their parents’ acters going round and round without new blood.
shadows and create a new, separate legend... even if it
means severing ties with the past. During Session Zero, Storytellers and players should de-
cide what the characters’ original, First Age incarnations
Celestial Legacies deeds were. Were they a Circle of Solars? If they’re a group
composed of Solars and Lunars, were any bonded, and
While Dragon-Blooded generational games span de- what was that relationship like? What awe-inspiring won-
cades or centuries and focus on a traceable family line, ders did they accomplish? What events did Sidereal char-
similar games involving the Celestial Exalted can be acters set into motion? Consider what it is that draws these
spread across millennia, with little connection be- characters back together throughout their incarnations.
tween one incarnation and the next. These games allow Were they a Circle? Do they have shared Intimacies that
Storytellers to explore different eras, different locales pull them toward certain places or situations?
of Creation, and a wide range of adversaries. Celestial
games don’t follow the core characters’ families (though Stories involving Celestial incarnations don’t need to
they could — see Troupe Play, p. XX) but instead follow be told in a linear fashion. Storytellers may begin with
the spark of their divine Essence from life to life. a Circle in the present day, and set the next chronicle
during an earlier era, expanding upon scenes and situ-
Celestial Exalted in 3e have potential life spans mea- ations previously only glimpsed in flashbacks. Players
sured in millennia, but in practice they typically burn may choose to stay with the same character throughout

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all their incarnations, or shuffle roles around and play as


each other’s past incarnations. VIRTUES AND VIRTUE FLAWS

Story Hooks The Virtue Flaws on p. 136-137 of Exalted are derived


The Work Continues — The characters’ ambitions re- from previous editions’ Virtues. A Storyteller or play-
main a persistent motivation from one life to the next. er looking to create a new Virtue Flaw can draw inspi-
They’re drawn back to the things they began, seeing how ration from the original Four Virtues described there
in how they can twist a Virtue to a terrible extreme.
they’ve changed in the character’s absence, and how
they can be put back on track.

Righting Ancient Wrongs — The Lawgivers remember • Courage: The Exalt thrives in adversity, viewing
what terrible things they wrought before the Usurpation, each new challenge as a chance to prove herself.
and attempt to atone. She values decisive action, and scoffs at words
like “impossible” or “dangerous”. She is not eas-
Family Reunion — It’s unlikely that Celestials will all ily intimidated, and scorns those who embrace
be reborn and Exalt in the same area, having known one cowardice.
another all their lives. Seeking one another out may be
part of an early session in a chronicle, or a short inter- • Discipline: The character values personal re-
lude in between. straint and dedication. She acts with precision
and methodical thought, believing caution and
patience shall ensure victory. While prudent, she
Virtues is not cowardly, as that would go against her own
views of dedication or devotion. She simply hates
Virtues were an extremely popular element of Exalted’s rash action and impulsivity.
First and Second Edition character creation. They
helped define characters’ inherent passions and beliefs, • Justice: The Exalt values law and righteousness.
and offered guideposts to determine their reactions in She cares about doing the right thing above all
any situation. They acted as both a moral compass and else and cannot abide wrongdoing of any kind.
an example of what terrible lengths a character would She feels it is her personal responsibility to pun-
go to when pushed too far. Acting against a strongly held ish the guilty, seek justice for crimes, and protect
Virtue, like a Major or Defining Intimacy, causes a PC to the innocent.
roll for Limit.
• Loyalty: The character dedicates herself wholly
The classic Four Virtues were Compassion, Conviction, to someone or something that she values. It may
Temperance, and Valor. The Third Edition Virtues are be an organization, a leader, a country, or an insti-
Ambition, Compassion, Courage, Discipline, Justice, tution. She values loyalty in others and reacts in
Loyalty, and Wonder. kind. She acts for the good of those she is loyal to
and abhors the thought of a betrayal of trust.
• Ambition: The Exalt desires greatness through
action. She sets goals for herself and is driven • Wonder: The Exalt views the world with a sense
in their pursuit. When choosing this Virtue, de- of wonder and curiosity. She is eager to discover
cide on a large-scale goal for the character, such new things and treats all experiences as valuable
as Purge corruption from the Realm or Drive the learning opportunities. She values knowledge,
Guild from the Southern Threshold. This goal can discovery, adventure, and exploration and can’t
be changed after the goal is realized or when it stand the willfully ignorant and incurious or
can no longer be achieved. watch the destruction of wisdom.

• Compassion: The character easily puts others


before herself. She is empathetic to the needs and
Virtues and Character Creation
wants of those around her, and often sacrifices
Storytellers can introduce Virtues during character cre-
her own well-being in order to help others. She
ation as an additional guideline for the players. Though
cares for the downtrodden, the oppressed, and
they’re no longer measurable Traits in the game, they
the meek and makes enemies of the wicked and
can inform who a character is and what principles she
tyrannical.
adheres to. Ask your players to write down some or all
of the Virtues and detail a time their characters acted in

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alignment with — or contrary to — the ones they chose. magistrate to tears using Compassion? Or rally demoral-
Did others admire them for their actions? What did they ized troops with a show of Courage?
do in service to those Virtues that made people fear
them? How did those events shape who they are today? Remember that even when their characters have high
Manipulation, Charisma, Presence, or Performance, not all
While there are no dot values or ratings assigned to Virtues, players are natural orators — asking them to deliver a speech
players might simply pick two to consider most strongly. on the spot or verbally spar with someone else at the table
When choosing Intimacies for characters, you can draw can be intimidating for some. However, as the Storyteller,
inspiration for positive and negative ties and principles you can ask questions that help the player define the main
from the seven Virtues. A compassionate or just character themes of his message. Have him think about how the char-
strives to lessen suffering and injustice, and may develop acter’s Virtues guide his argument, and how they help appeal
negative ties against those who oppress the weak. She to those same values in his intended audience.
may form a Defining Tie of hatred toward a despot, or one
of protectiveness toward the city she freed from his grasp. Virtues and Influence Rolls
A character with strong convictions often has principles A character’s Virtues can enhance her influence rolls.
based in courage or standing firm in the face of adversity. Compassion aids in arguments informed by a character’s
She develops ties of admiration and respect to others as empathy for her audience and appeals to kindness, al-
determined and ambitious as she, and feels contempt for truism, or mercy. Discipline aids in forcefully espousing
the weak-willed. Characters driven by temperance and one’s beliefs and goals, and emphasizing one’s unwaver-
discipline might base their principles around resisting ing dedication to impress or intimidate. Justice aids in
temptation and staying level-headed amidst chaos. They patient and cool-headed negotiations and in setting an
may have ties to the Immaculate Philosophy, or gods and ethical example for others. Courage aids in both encour-
spirits that represent purity and inner peace. Valorous aging allies to be brave and striking terror into the hearts
characters’ principles may sound like heroic catchphras- of foes. If the Storyteller decides one of a character’s
es, and her ties are often to strong leaders, brave warriors, Virtues should enhance an influence roll, it adds a non-
or the loved ones she fiercely defends. Charm success.

If a player decides that one of her character’s Intimacies Virtues and Resolve
aligns with a Virtue, she should make note of it, e.g. Major When a character uses an Intimacy associated with
Tie (Compassion): My wife (Love) or Defining Principle one of her Virtues to bolster her Resolve against in-
(Courage): “I will never run from a fight.” fluence that is opposed to that Virtue, the Storyteller
may increase the Intimacy’s Resolve bonus by one. The
A character’s Virtues can also help define his Limit Storyteller may also opt to increase the Resolve penal-
Trigger. She may be a valorous warrior, frustrated by ty froman Intimacy by one against influence that aligns
those who display cowardice on the battlefield. A tem- with that Virtue.
perate character who is seduced to abandon an import-
ant pursuit takes her disappointment in herself out on Virtues and Guile
those around her, demanding they live up to her impos- Virtues can both undermine and bolster a character’s
sible standards. Guile. A character with strong Compassion might be
especially open and honest when dealing with those
Virtues and Social Influence whose trust she seeks to win, but a dedicated confidant
of other’s secrets. A character with high Conviction
When using social influence in Exalted, Storytellers might resist spilling information under coercion or du-
can use the Virtues to add additional granularity to the ress, but unable to hide her ambitions. A character with
system. Below are some suggestions for how you can in- high Temperance might avoid revealing her emotions by
corporate them into the existing social influence rules keeping a cool head, but make a poor liar. High Courage
(Exalted, pp. 213-224). might hide fear, but undermine a character’s Guile biting
back hostility. If the Storyteller decides a Virtue is appli-
While there are dice rolls associated with social in- cable to a character’s Guile, it applies a +1 non-Charm
fluence, most of the interaction is based on roleplay bonus or a −1 penalty.
between the player and the Storyteller, or among the
players. This creates an opportunity to use the Virtues Virtues and Reading Intentions
to flesh out characters’ motives and tactics during an High Virtues aid in read intentions to recognize
intrigue. Are they attempting to move a stone-faced Intimacies and goals driven by those same Virtues, or

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a marked lack of them. Compassionate characters are hooks around them. A sorcerer-king sends the Circle off
good at gauging the sincerity of apparent benevolence on quests themed to the characters’ Virtues. Instead of
and discerning positive Ties. Conviction helps in deter- feasting on a village’s dreams, a raksha slowly saps its in-
mining the strength of another’s ambition and dedica- habitants of their Virtues.
tion, and in recognizing what drives him. Temperance
aids in evaluating self-restraint and cool-headedness
and uncovering related Intimacies. Valor can take the Troupe Play
measure of another courage or aid in recognizing what
Often the dynamics of play lead your heroes to amass
someone fights for. If the Storyteller decides one of a
cadres of followers or allies outside the player charac-
character’s Virtues should enhance a read intentions
ters. Solar Exalts pick up worshippers from their he-
roll, it adds a single non-Charm success.
roic exploits, Sidereals and Dragon-Blooded become
entangled in local and military hierarchies, and even
Decision Points
the most solitary Lunar may attract admirers. It can be
Once per story, a player can cite one of her charac-
overwhelming to try and run a game where one player
ter’s Virtues instead of an Intimacy in a Decision Point
has a team of twenty hovering around them, but this can
(Exalted, p. 219)
also open the door to incorporating troupe play into the
game.
Guideposts for Roleplaying
Troupe play is the term for any time a single player
Knowing how keenly some Virtues guide a character, or plays multiple characters in a game. Typically, players
how little stock they put in others, can help players fig- will have a single primary character that is the focus of
ure out which direction to take the character when they their play, with the other characters forming a support
reach a difficult point. When faced with a no-win situa- system for them. While it is possible for a single player
tion, which option at least allows the character to act in to play multiple Exalts in your game, this may end up
accordance with her highest Virtue? Or, if her Limit is being frustrating if there are others at the table who are
nearly full and the player wants to tip her over into her playing only one.
Limit Break, which option flies in the face of it?
If one of your players is interested in trying out troupe
Storyteller characters can be guided by their Virtues as play, guide them through forming their team. For play-
well. When first they meet the player characters, how ers who aren’t used to running multiple characters in a
do the group’s actions align or clash with the NPC’s own single scene, it may be helpful to advise them on having a
Traits? Perhaps the excesses of the Dynasts around her hierarchy amongst their followers. Most scenes will run
frustrate the Temperate Immaculate monk they meet. more smoothly if there is a single representative for the
An important member of the Silver Pact may launch into thoughts and needs of the group, while still leaving the
a fiery speech about the importance of her cause upon door open for members of the cadre to differ in opinion
recognizing the Valor of the PCs, so much like her own, occasionally.
or maybe, led by her Compassion, her arguments are
couched in a community focus. Making sure that your game remains challenging with-
out becoming frustrating relies on your setting limits for
Between stories in your chronicle, ask players to consid- the abilities of the followers. As a rule of thumb, it’s usu-
er their characters’ goals and aspirations in the interim. ally best to make it clear that at no point will any mem-
If months or years are passing between the end of one ber of the troupe (other than its primary focus of course)
chapter and the start of the next, how do the characters’ rise to a level of power that could rival another player
Virtues influence the projects they undertake? Someone character. While an Exalt’s cult of worshippers may in-
might go on an arduous journey in pursuit of wisdom clude expert martial artists, they should not generally be
driven by her Temperance. Another could become a a significant factor in combats against the supernatural
wandering hero, following his Valorous instincts to pro- talents of the Chosen — nor should social or economic
tecting the innocent. talents distract from the brokers or merchants of the
Circle.
Finally, the Virtues themselves make useful undercur-
rents when plotting out an adventure. You don’t have It’s also worth prompting your player to put some
to state outright that “this is a story themed around thought into the home lives of their troupe. What kinds
Compassion,” or “the tomb’s chambers will test the of things do they do when they aren’t following orders?
strength of your Conviction,” but you can form plot Are there situations where the troupe may be more

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trouble than it’s worth? Are the circumstances under Whenever a player attempts to assist another, always
which the troupe would defy their orders or abandon make sure they explain specifically how they are help-
their duty to their leader? Even if the player isn’t asked ing. It’s natural for your players to want to help one an-
these questions explicitly, it can make troupe play much other, but not every action has a clear way in which an
more interesting if they must answer it through their extra set of hands could make a difference.
roleplay. Whenever you think it’s appropriate, try ask-
ing the player what their troupe thinks about what just Basic Teamwork
happened. A character can choose to provide assistance to another
character making a roll. The character rolling can benefit
Sooner or later the group will need to change compo- from the assisting character’s specialties — even those in
sition — either adding new members or replacing lost Abilities other than the one she rolls with, as long as they
ones. The process of getting new members of the troupe fit the description of how he assists her. Additionally, the
can be a fun way to challenge your player. While hiring assisting character can spend one Willpower to add an au-
mercenaries is certainly always an option, they will be far tomatic success to the roll. This can stack with the rolling
less loyal and more likely to abandon their leader when character spending Willpower to add a success as well, but
the going gets tough. But finding new people to unques- only one assisting character can provide this bonus.
tioningly worship you as the messenger of the gods is a
lot more complicated than hanging up a “help wanted” Example: Crimson Wind is standing on the roof of a car-
poster. Performing the kind of deeds that inspire loyalty riage aiming her bow at the pursuing soldiers. Her ally
in followers can be a great seed for an adventure in and Unfettered Blade attempts to control the horses in their
of itself. mad rush to steady the carriage long enough for her to take
the shot, spending one Willpower. Crimson Wind adds an
Note that playing multiple characters in a game isn’t the automatic success on her attack roll, and it benefits from
same as playing multiple characters in a scene, or even Unfettered Blade’s Ride specialty in “Breakneck Pursuit.”
in a session. Troupe play eases splitting the party by re-
moving the usual disincentive of not being able to par- More Help
ticipate when a player character isn’t in the scene; this On certain actions, the Storyteller may allow teamwork
means that discussion of troupe play needs to address to play a more significant role: before the acting char-
experience point allocation when the player character acter attempts an action, the assisting character rolls
is absent from some or all scenes during a session. The (Attribute + Ability) — using a combination appropriate
solution should lean toward leniency; the player is al- to the nature of his assistance — against the same diffi-
ready less able to affect play due to a lower power level, culty. His extra successes are added as non-Charm dice
and shouldn’t be further punished by being cut off from on the acting character’s roll.
XP gain.
If the assisting character fails, however, he inflicts a −1
Teamwork penalty on the roll. Multiple characters can assist, but
only the highest extra successes of any one roll are add-
In its most basic form, the story of any game will boil ed to the acting character’s roll while the penalties for
down to a group of individuals working together to- failure are cumulative.
wards a common goal. Naturally, this will lead to situa-
tions where players will want to cooperate in performing This form of teamwork shouldn’t be used for opposed
actions. Sometimes your players will have overlapping actions like attack rolls or influence rolls — it’s meant for
skill sets, where a master thief and a diplomat both think actions like feats of strength, introducing a fact, treating a
they are the best candidate for talking their way out of disease, and the like. The Storyteller should also disallow it
trouble. Sometimes a task requires two different areas for challenges where she thinks collaborative effort isn’t as
of knowledge, and it stretches credulity to believe that a significant a factor as the dice bonus from this teamwork,
single character was able to complete it alone, like an en- using the Basic Teamwork rules above instead.
gineer building and implanting a mechanical heart with
absolutely no knowledge of medicine. And sometimes a Example: Silent Dagger is attempting to disable the
hero will have such an emotional stake in the outcome of tesseract lock that seals the innermost chamber of
a challenge that they cannot imagine standing by doing her First Age incarnation’s tomb, rolling (Dexterity
nothing, like watching their lover perform a last-ditch + Larceny) against difficulty 10. Illustrious Aya
defensive spell to prevent certain doom. aids her Circlemate by solving the lock’s hyper-
geometric equations, rolling (Intelligence + Lore)

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at difficulty 10 and rolling 12 successes. Her two Example: Prince Diamond pursues a Dragon-Blooded
extra successes add +2 dice on Dagger’s roll. spy working for House Mnemon astride his faithful steed
Ember, which the Storyteller represents as an extended
Extended Teamwork
opposed roll. A half-drunk Volfer helps out by climbing a
Teamwork on extended actions (Exalted, p. 189) such as nearby hill and throwing a boulder down to block the spy’s
crafting, long-distance pursuits, and performing sorcer- path. Prince Diamond rolls (Dexterity + Ride) while Volfer
ous workings functions differently than the teamwork rolls (Strength + Athletics), and Prince Diamond uses the
options above. An assisting character makes her own roll higher of the two results to oppose the spy’s (Dexterity +
for an interval using an (Attribute + Ability) combination Athletics) for that interval.
appropriate to the nature of her assistance and the act-
ing character can use this roll’s successes in place of his Too Many Cooks
own if the result is higher. There may come a time when more than one player
wants to help with an action, but you should consider
If an assisting character fails the roll for an interval, her
carefully when you should allow them to do so — not
failure subtracts one success from the acting character’s
only because of diminishing returns, but also because
roll — and those of any other assisting characters, if there
making five rolls for every action can slow a game down
are any! Even with multiple assistants, the acting charac-
tremendously. The default assumption should be that
ter can only use the highest single roll, but as before the
only one character can assist at a time.
penalties for failure are cumulative.
If there seems to be a reasonable explanation for how
At the Storyteller’s discretion, an assistant’s help may reduce
each participant is helping, allow the players to assist
the time necessary to complete an interval. Additionally, for
using the rules above. Make sure that every player has a
crafting projects, an assisting character can contribute his
different and logical way in which they are assisting, and
craft points towards the project’s costs. Likewise, for sor-
that those methods aren’t working at cross purposes.
cerous workings, an assisting character can contribute ex-
perience points towards the cost.

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may use different dice pools, but most relevant to finance


The Mandate of Rulership: or running an organization default to Bureaucracy rolls.

Project Rules Scope ranges from the strictly personal or local at 1;


neighborhood and town sized, or affecting dozens of
Heavy is the mantle of rulership, and upon the shoul-
specific people at 2; city-wide or regional and affecting
ders of the monarch, the potentate, and the luminary
hundreds of people at 3; kingdom, satrapy or province
it rests a thousand different ways. The project rules
wide in an area affecting thousands of people at 4; and
(Exalted, p. 226) focus on Storyteller-facing narrative
affecting entire Directions and tens of thousands at 5.
advice for leadership and great endeavors; this section
Scope 1 actions may roll for every day of intermittent
will offer mechanical options to supplement or replace
work, Scope 2 for every week, Scope 3 for every month,
those, giving players and groups who want to more me-
Scope 4 for every season, and Scope 5 for every year.
chanical engagement with the tasks of rulership and
stewardship as well as more options for doing so. This For projects that affect existing Merits, the Scope uses
combines the project system with Progress Trackers and the Merit’s rating: for instance, an attempt to create a spy
Risk Trackers, following the progression of player-insti- network through the character’s Contacts Merit with a
gated projects along with looming threats that threaten rating of 4 is a Scope 4.
disruption and calamity.
Hardship is the combination of Difficulty and meaning-
Progress Trackers and Risk Trackers ful opposition to the character’s efforts, along with any
differences in Scope.
If the Storyteller doesn’t wish to use the full Mandate
rules (p. XX) but wants to have a means of tracking a In order to determine a project’s Hardship, first, deter-
project’s (Exalted, pp. 226-229) progress in game, con- mine the task’s base difficulty as normal (Exalted, p.
sider using these generic progress tracker and risk track- 185).
er rules.
Meaningful or worthy opposition comes from any acts of
Progress Trackers active opposition by a character that the project would
Progress Trackers are a way to mechanically represent a affect. Political rivals, disgruntled underlings with sway
character’s long-term efforts, projects and plans, either of their own or competing merchant princes are some
by social or material means. The Progress Tracker rules good examples. Characters who merely wish the proj-
adapt the Extended Action rules from p. 189 of Exalted ect’s initiator ill, or who only have the resources to
Third Edition, with a number of changes. Projects us- cause trouble rather than raise any real opposition in-
ing a Progress Tracker have three parts: stead are factors of the project’s base difficulty. If there
are any characters who qualify as worthy opposition,
• The Progress Tracker itself which indicates then add any of their relevant Abilities as a modifier to
where in the process of being finished the project the Hardship. Quick characters use half their dice pool
is, and rates from 0 to 10. instead.

• The Scope of the project, which is rated from 1 Scope mismatch is what happens when the project lead-
to 5 and indicates how wide-ranging the project er’s dedicated resources — usually their Merits — don’t
is as well as determining the interval for each of line up with the ambitiousness of their project. When a
the project rolls project leader’s lowest relevant Merit is lower than the
Scope of their project, the project’s Hardship increases by
• The Hardship of the project represents other the difference between the two. Sometimes particularly
external factors that may make a project more suitable or helpful assets can obviate or offset this, letting
difficult and also ranges from 1 to 5. them reduce or remove the Scope mismatch entirely, like
being able to call on the aid of a band of hired killers for an
First, the player indicates their character’s goal and assassination, or having a high Influence rating through
means, like any resources, especially from Merits, which the Guild for a mercantile endeavor. If all of the project
might be helpful to achieving her ends. Determining leader’s relevant Merits are higher than the project’s
her goal defines the project’s Scope, suggests any pres- Scope it decreases the project’s Hardship by 1.
ent Hardships, indicates what dice pools the character
will be using, and determines the status of the Progress If a project already has much of its underlying ground-
Tracker at the beginning of the endeavor. Some projects work completed, or is a trifling challenge next to the

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project leader’s abilities, the Storyteller can decide that the the Risk Tracker; heroics are the antidote to doom. If they
Progress Tracker starts partially completed. Each interval merely manage to weaken or hinder its efforts, reducing
the project leader is able to dedicate some amount of time the Risk Tracker’s Risk rating by a commensurate amount
to personally direct their agents or at check in with the pro- is appropriate. Multiple Risk Trackers can be in play at
cess of carrying out their will, they roll against the project’s once, potentially even attached to the same project.
Hardship applying successes to the Project Tracker (and
potentially to existing Risk Trackers as described below). Mandate Rules
If the character or their allies undertake other dramatic In the more expansive system, the player conceives of
actions during regular play to try and ease the project a project’s goal and its means: this determines its Scope
along, this can even reduce the project’s Hardship. (the size of the project and how often they will need to
roll) what dice pool to use, and the initial status of the
Projects have no limit to the number of intervals they
Progress Tracker. The Storyteller then decides on the
can take as long as any Risk Tracker remains unfilled.
project’s difficulty, based on any external problems or
Once the Project Tracker reaches 10, at the end of that
complications that exist, and any existing opposition or
interval, the project is complete.
potential fallout, which may result in a Risk Tracker also
being set (p. XX). The player then rolls for each interval
Risk Trackers
of the project as determined by Scope, as long as they
Risk Trackers represent growing threats to a character’s
spend at least part of that interval’s time communicat-
plans, assets, or wellbeing. Often, but not always, they
ing with and directing their organization. Barring a Risk
are paired with Project Trackers when projects begin.
Tracker filling up or external intervention, the charac-
ter can keep rolling for their project every interval until
Each Risk Tracker has an interval, a Doom indicating
the Progress Tracker reaches 10 points and the project
what will befall the character if the Risk Tracker fills and
is completed.
the threat becomes realized, and a Risk value indicating
how many dice the Risk Tracker rolls every interval. If
the Risk Tracker is paired with a Project Tracker, it uses Conceiving Projects
the Project Tracker’s interval, and the doom will include
the failure of the project. Dooms are destructive, often A project is any activity a character wishes to commit to
calamitous events that negatively affect the character, in pursuit of particular meaningful gain over time. Their
Circle, or the people and places around them. Based on goals can be as mechanically specific as “I want to ob-
the immediacy of the Doom, the Risk Tracker’s interval tain more troops in the form of the Command Merit so
will be in days, weeks, months, seasons, or years. we can take the war to the Fair Folk” or as narratively
focused as “I want to redirect the Great Sorrow River
Risk ranges from 1 (opposition by strictly local forces or through the satrapy ironworks, drowning them utterly,”
distant, slow-moving problems), to 5 (powerful enemies so long as those goals have distinct end points (when the
or other dangerous problems in the immediate future). character has obtained the Merit or the ironworks are
Risk successes add to the Tracker, and the Doom triggers drowned, respectively).
on an interval when the total reaches 10 or higher.
With this goal in mind, the character then choos-
Characters can spend successes from Progress trackers es her means. Leaders undertaking projects through
or other systemic effects to oppose a Risk Tracker to their subordinates will often have Merits representing
set the Risk Tracker’s Difficulty before the Risk Tracker their available means: “As the ruler of the Iron Ribbon
rolls. Protectorate, I have Influence 4 and Resources 4; they
should be happy to obey their leader and I can afford to
If paired Progress Trackers and Risk Trackers complete arm them easily.” Other times, there may be more specif-
on the same interval, a crisis occurs: a situation requiring ic assets in play: “I have those engineer-priests on retain-
the character’s direct involvement to prevent the Doom er; they should be able to get the river where we want it
from destroying her enterprise. If she overcomes it, the to go, no problem!”
project completes successfully.
The player chooses the dice pool for the project. For most
In many cases, characters may proactively seek out the matters of organizational direction and rulership, this
sources of risks and attempt to remove or ameliorate them. roll with be ([Charisma, Intelligence, or Manipulation] +
If they can fully remove or suborn a risk, simply remove Bureaucracy), with the Attribute used depending on the

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character’s leadership style: Charisma for inspiring lead- A Scope 3 project would normally have an interval of one
ership and delegation, Intelligence for methodical plan- month, but Perfect Soul’s Circlemate Prince Diamond can
ning and analysis, or Manipulation for leadership based reduce that to one week with by using Speed the Wheels.
on subtlety, deception, and intrigue. For other projects,
different combinations may be appropriate: (Charisma + Difficulty
Performance) to spread a cult’s teachings through a re-
gion, (Dexterity + Larceny) to accrue Resources through Once the project’s Scope has been set, the Storyteller
a string of daring heists, (Manipulation + Linguistics) to sets the project’s difficulty. This uses the standard rules
sway public opinion with propaganda campaigns, and so for setting difficulty (Exalted p. 185), but with special
on. considerations for Scope and opposition.

Example: Perfect Soul sets out to purge House Mnemon General difficulty should take into account factors that
loyalists from the Jiaran city of Parapet. When the might hinder either the character personally or her or-
Storyteller asks her player how she plans to accomplish ganization as a whole: “The Iron Ribbon Protectorate’s
that, she decides that Perfect Soul will use her Influence peasants hate you since you keep taxing them heavily,
as the deposed heir to Jiara’s royal family (a three-dot and you’ve banned any weapon ownership for the past
Merit) and her network of Contacts within Jiara (a one- decade so they’re going to be difficult to train. That’s go-
dot Merit). Since secrecy is vital to her project, she chooses ing to start at difficulty 3.”
to roll with (Manipulation + Bureaucracy).
Depending on the Scope of the project, if the leader’s
Scope resources are greater than the Scope of what they wish
to achieve, it can reduce Hardship, while having less
With goal and means selected, the Storyteller deter- than the needed resources will increase it. Hardship
mines the project’s Scope. When it comes to projects increases by the difference between the character’s
to increase Merit ratings, the Scope usually equals the lowest relevant Merit and the Scope of the project, but
rating the player is attempting to raise her character’s decreases by 1 if all the relevant Merits are higher than
Trait to or the rating they’re attempting to reduce an op- the Scope.
ponent’s Trait from. Undermining a rival’s businesses to
reduce their Resources, or a spreading malicious rumors
to reduce their Influence or turn their Contacts against
them are both ways to reduce an opponent’s Traits. If SPEEDING THE WHEELS
there’s no Merit rating to base it on, the Storyteller can
base Scope on the extent of the project’s impact: 1 for Speed the Wheels (Exalted, p. 285) and similar mag-
projects with an impact no greater than a single lo- ic can rapidly accelerate the speed at which bureau-
cal business or other group, 2 for a small village or city cracies complete tasks. However, these benefits are
neighborhood, 3 for large villages or small cities, 4 for limited to bureaucratic tasks such as planning, se-
large cities and comparably sized provinces, or 5 for en- curing authorizations, allocating of resources, setting
policy, and the like, but it won’t speed physical labor. If
tire kingdoms. Anything that would impact a larger re-
a Solar undertakes a project to reinforce an allied city
gion should require multiple projects, rather than just with part of her army, Speed the Wheels would aid in
increasing Scope. planning the troop deployment and negotiating terms
with the allied city’s leaders, but wouldn’t speed the
Scope also dictates the project’s interval. Scope 1 proj- movement of her forces. The Storyteller may decide
ects have an interval of one day; Scope 2 projects an in- that a project’s nature imposes a minimum interval
terval of one week; Scope 3 projects an interval of one that bureaucratic magic can’t reduce any further —
month; Scope 4 projects an interval of one season, and although players can attempt to reduce it in other
Scope 5 projects an interval of one year. ways, such as by using sorcery to transport troops
rather than making them march on foot.
Example: Perfect Soul’s project isn’t directly related to any
Merit, so the Storyteller bases its Scope on its regional im- Characters may devise ways to try and rush project
completion in dramatic play. Heroic acts and support-
pact. Based on how Parapet’s been described throughout
ing labor will reduce Hardship rather than progress-
the chronicle, the players are divided over whether it’s ing the tracker; if a divine king could do all the labor
more of a small city (Scope 3) or a large city (Scope 4). The of state on his own, there’s no need for a Progress
Storyteller ultimately decides to go with Scope 3, saving Tracker (and potentially no need for a state).
higher Scopes for projects impacting the kingdom’s capital.

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the tracker until they reach 10, ending the project success-
MODEST PROJECTS fully at the end of the last rolled interval. If a Risk Tracker
doesn’t threaten the project, the character can take as
Some projects will already have obvious groundwork many intervals as she needs to complete it; a plan and a
completed for them; training a legion that already has loyal company or nation can get a lot done! 10 is the num-
its equipment and barracks obtained, for example, or ber for most projects, though if the Storyteller decides it’s
a spy network reactivated after long disuse. Others appropriate, they can set the clock for longer or shorter.
may clearly be within the abilities of a character or
organization that hadn’t gotten to them yet: a pow-
erful sorcerous fellowship deciding to finally cap the Risk Trackers
demesne within its holdings for example. There may
be other issues that make completing such projects Creation is a dangerous place, and many projects a char-
more difficult (and potentially necessitating a project acter might undertake will exist in the shadow of doom.
and Progress tracker rather than simply declaring Risk Trackers represent growing threats to a character’s
the effort successful), but it’s clear that these proj- plans and wellbeing, forcing her to split her attention
ects should be easier to complete than investing in a between warding off danger and finishing her projects.
wholly new Merit.

In these cases, it’s appropriate to start the Progress When a character begins a project, the Storyteller can
tracker partially completed from 2 to 5 successes as choose to set up a Risk Tracker representing an out-
the particular project dictates. standing concern that threatens to doom the project and
cause further harm to the character or her interests. The
Storyteller first determines the consequence: What will
However, if the character has cultivated assets outside befall the character if the Risk Tracker fills and the threat
of the Merit ratings that explicitly address the project at becomes realized. By default, this includes the failure of
hand, those assets may negate Scope differences. These the character’s project and destruction of their Project
may be supernatural abilities, the results of a sorcerous Tracker. It may also include serious social consequences,
working or previous project, or anything else of import. damage or even destruction of organizational assets or
Merits, and other narrative and dramatic threats.
Meaningful or worthy opposition comes from any acts of
active opposition by a character that the project would The Storyteller then determines the Risk: How many
affect. Political rivals, disgruntled underlings with sway dice the Risk Tracker rolls every interval. Risk rang-
of their own or competing merchant princes are some es from 1 (opposition by strictly local forces or distant,
good examples. Characters who merely wish the proj- slow-moving problems), to 5 (powerful enemies or oth-
ect’s initiator ill, or who only have the resources to cause er dangerous problems in the immediate future). Risk
trouble rather than raise any real opposition instead successes add to the Tracker, triggering it on an interval
are factors of the project’s base difficulty. If there are when the total reaches 10 or higher.
any characters who qualify as worthy opposition, then
However, Risk Trackers always roll after their connect-
add any of their relevant Abilities as a modifier to the
ed Progress Trackers. Players can choose to set aside any
Hardship. Quick characters use half their dice pool in-
of their Progress Tracker successes to represent effort
stead to a maximum of 5. In the case of multiple charac-
spent towards keeping the looming threat at bay. Every
ters opposing the project on the behalf of multiple pow-
success the player spends in this way increases the Risk
ers, use the highest rating among them and add one for
Tracker’s difficulty for its Risk roll.
each additional worthy foe.

Progress Trackers in Play EVEN MORE RISKS

Once the project begins, the character rolls for every Particularly audacious or belligerent characters
interval she’s spent at least some time involved in over- may embark on projects that warrant multiple Risk
seeing or directing her project. Her organization is doing Trackers. This can be an interesting challenge for
most of the heavy lifting, however, so the character’s di- leadership- and bureaucracy-focused characters,
rect involvement can be a mere fraction of any given in- but Storytellers should add additional Risk Trackers
terval. It’s appropriate for the character to involve herself very carefully, both to avoid overwhelming players
with adventures of her Circle or Hearth while her project and also to avoid diluting the effect of looming conse-
quences by making them ubiquitous.
continues on in the background. Her successes accrue on

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If the Progress Tracker and Risk Tracker complete on more prestigious and useful post than she does. In these
the same interval, a crisis occurs; a situation requiring chronicles, if a character doesn’t like the results of that
the character’s direct involvement to prevent the conse- determination in game, they can choose to try and re-
quence from destroying her enterprise. If she overcomes solve it in play. However, for situations where a greater
it, their project completes successfully. degree of granularity and mechanical representation is
desired, a project utilizing a Progress Tracker (p. XX)
With Prejudice is useful. While Progress Tracker projects still use ab-
stracted Scope, they give a mechanical framework for
In many cases, characters may proactively seek out the working towards a concrete goal, even if it exists in the
sources of risks and attempt to remove or ameliorate middle ground between Merit dots.
them. If they can fully remove or suborn a risk, simply
remove the Risk Tracker; heroics are often the antidote Example: Wandering Teeth, murderous vagabond and no-
to doom. If they merely manage to weaken or hinder its torious enemy of the state, desires to have his short sword
efforts, reducing the Risk Tracker’s Risk rating by an ap- repaired after breaking it on a magistrate’s helm. However,
propriate amount is appropriate. being a wandering swordsman with no stable income, he
doesn’t possess the Resources Merit; the modest Resources
1 purchase of a swordsmith’s services is beyond his reach.
Granularity Wandering Teeth’s player and Storyteller agree to make
the repair of Wandering Teeth’s sword a project, as time
Stories in Exalted tackle topics as sweeping as the fate of in the campaign is relevant (needing to meet a local hero’s
kingdoms and as intimate as theological debates between challenge, the agreed-upon date in a month’s time), but
lifelong friends. When it comes to the social, material, and not critically important to the immediate plot.
personal entanglements that make up these stories, the
game’s systems reflect that through Merits placed on its This is a Scope 1 project, as it affects a single sword for a
familiar five-dot scale: A wandering vagabond may lack single warrior. This means that Wandering Teeth can roll
the Resources Merit entirely, indicating a lack of steady every day he spends at least some time trying to gather
income or currency, while a great merchant prince may up funds, argue with money lenders, and cajole potential
have it at four dots, marking her luxurious lifestyle and swordsmiths. The project is a matter of accruing available
financial might. Three dots of Backing may represent the funds and services, and Wandering Teeth doesn’t want to
merchant prince’s rank in the Guild, while the vagabond’s become the most wanted man in yet another city, so he fo-
grim-faced, revenge-driven cohort of murderers takes the cuses on mostly legitimate means for gathering together
form of two dots of Followers. Often, multiple Merits but- silver: (Stamina + Bureaucracy), for attempting to save
tress each other to give a character’s status more mechan- up money through hard work. Getting a sword repaired
ical reality: the guild prince has Influence at three dots, is Resources 1 versus Wandering Teeth’s Resources 0, so
demonstrating the reach of her position and money, while as a modest project, the Project Tracker starts filled to 5.
the vagabond possesses four two-dot Retainers, each a The Storyteller sets the Hardship at 2; finding work as a
particularly notable warrior in his band. vagrant isn’t easy, and finding moneylenders comfortable
dealing with Wandering Teeth will prove a bit of a chal-
This approach can be quite flexible, especially when lenge. Each day Wandering Teeth rolls, he accumulates
fully employing multiple Merits at different ratings, successes for the Progress Tracker, and when it completes,
such as the example of the vagabond’s Retainers above. he has engaged and paid a swordsmith to fix his blade.
However, many matters fall beneath the five-dot scale’s Since Wandering Teeth isn’t wanted in this city (yet),
base ratings or between its numbers. A single dot of there’s no Risk Tracker for him to worry about; he can keep
Resources commands wealth “up to four times the ex- making rolls each day until he succeeds, or something else
pected income of a household with two skilled working causes circumstances in the city to change.
adults,” much greater than the sort of regular income
the vagabond expects to see. The merchant prince’s po- Example: On the other hand, when Guild merchant
sition in the Guild puts her mechanically at the same prince Vrala Dama tries to outmaneuver one of her peers,
Backing rating as any other merchant prince, leaving lit- matters are more complicated. She wants to position
tle room to represent jockeying for position and greater herself as a more powerful financial and influential force
authority. Some chronicles will see fit to resolve these without overstepping her bounds towards any of the lo-
issues narratively, the Storyteller judging that the vag- cal factors or other Guild leaders. This means out-com-
abond has enough money to pay a blacksmith to sharp- peting a fellow merchant prince in business, coopting
en his swords or that the merchant prince’s rival has a his networks of contacts, and generally outdoing him,

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but right now she’s not trying to undergo the whole- rating to represent an ongoing struggle against mainte-
sale expansion that might involve an increase in Merit nance issues. A chronicle that’s concerned with tracking
dots. Vrala has Backing (The Guild) 3, Resources 4, and regular debt and finance could use one with a Risk rat-
Influence 3 currently, and her rival also has Backing 3, ing that rises with increasing purchases to keep track of
so the Storyteller agrees that it’s a perfectly acceptable mounting money troubles.
project to set her business interests on.
These Trackers will typically have Scopes and Intervals
Guild merchant princes jockeying for power could poten- appropriate for the scale at which the characters they
tially involve trade dealings throughout many communi- threaten are acting. Wandering Teeth’s “Your Stuff
ties across a wide span of Creation, so the Storyteller de- Broke!” Tracker functions at Scope 1, as he must contend
cides to apply the rule of thumb for project Scope: Vrala daily with his weapons dulling and armor falling apart.
and her foe are jockeying over Backing 3, so this will be Vrala Dama’s “Owned by the Factors” Tracker works on
a Scope 3 project, normally involving a roll every month. Scope and Interval 3, requiring rolls less often as they
As long as Vrala can invest some time in looking over re- concern holdings that cover cities and satrapies instead
ports and giving guidance to her underlings every month, of the person of a filthy vagabond. Players must actively
she can make rolls towards the project’s completion. She’s engage with these open-ended Risk Trackers each inter-
well versed with underhanded tactics in financial war- val to keep them from maxing out, which can become
fare, so the die-pool is (Manipulation+ Bureaucracy) for difficult if they’re juggling multiple Progress Trackers
attempting to gain an advantage through deception and and Risk Trackers at the same time.
merciless competition. Because this is a project that the
target will actively oppose, though, the Progress Tracker Ending stand-alone Risk Trackers only occurs by the
begins empty, and the Hardship is set at 5 (half the Guild character removing themselves from the circumstances
prince’s relevant dice pool for business dealings, because that cause it to be an issue: Wandering Teeth finally join-
the Storyteller is using Quick Character rules for him). ing a mercenary company that can keep him equipped
and in good repair or Vrala Dama ascending to the po-
What’s worse for Vrala is that the opposing Guild mer- sition of Guild factor herself, for example. Note that the
chant prince will be actively working to sabotage her as group agreeing that such concerns are no longer perti-
well, so the Storyteller sets up a Risk Tracker, with a rating nent to the chronicle certainly applies; just because a
of 5 and a consequence of “Vrala is financially outmaneu- chronicle begins with concerns over feeding Wandering
vered, personally embarrassed, and is known to be an in- Teeth’s followers or Vrala Dama keeping up fashionable
ferior to her foe.” Every interval, the Risk Tracker will roll appearances doesn’t mean that the game will find these
its rating, with successes progressing the Tracker wheth- concerns indefinitely relevant.
er or not Vrala makes any project rolls of her own that
month. When Vrala does, she’ll have to decide whether to
set aside any successes to cover stymieing her fellow Guild Travel and the
prince’s efforts to undermine her. If she does, they count as
Difficulty added to the Risk Tracker’s roll.
Journey system
Journeying across a meaningful span of Creation is a
If Vrala’s Progress Tracker finishes before the Risk Tracker greater adventure than most mortals will experience in
does, she succeeds: her businesses are more successful than their lifetimes. For those who do travel the roads, wa-
her rival’s, and when it comes to commanding respect and terways, and stranger paths that spider-web across the
obedience within the Guild, everyone will see her as his enormity of the world, however, it can more difficult to
superior, despite their Backing ratings both being 3. If the avoid adventure than not. The journey rules create inter-
Risk Tracker fills to 10 before Vrala’s Progress Tracker esting complications and opportunities for travels across
does, her project fails and the consequence occurs, as her the breadth of Creation, for wide-ranging Chronicles or
rival effectively beats her at her own game. If both reach the occasional rare sojourn in an otherwise local game.
10 on the same Interval, a crisis occurs, which can r be They are generally inappropriate for routine travel or in-
played out to determine its resolution. tentionally uneventful trips.
Risk Trackers by themselves can also be useful for mod- At the same time, the journey system assumes that the
eling ongoing concerns and threats that are beneath or trek undertaken is functionally completable. Travels
outside the usual scale of dangers. A game that is con- which labor under immediate existential threats, such
cerned with wear and tear on mundane equipment and as the outbreak of Realm civil war occurring on a trip
delicate gear can use a Risk Tracker with a low Risk between Mnemon and Sesus holdings, may find it more

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appropriate to deal with the extraordinary nature of determine the distance, potential complications, and
events at a less abstracted level. potential opportunities along the way. Characters put
successes for each leg of travel towards removing or cir-
Rules of the Road cumnavigating hardships and benefitting from good for-
tune or simple time on the road, the fruits of which are
When a group decides a planned trip is appropriate for determined at the journey’s end.
the Journey system, the players and Storyteller first
Distance Without Maps
The Journey system measures distance abstractly. Short
BUT HOW FAST DO I GO?
trips are those distances a peasant can walk in a matter
of days; moderate travels are those a rider can comfort-
If the circumstances of your chronicle make the
journey system’s narrative handling of difference a ably cross within a few weeks; long journeys are what a
poor fit for a given trip, you can assume as a rule of Guild caravan heavy with lucre might make in a number
thumb that characters on foot can travel ten miles of months; and epic odysseys are the rare travels that
a day under ordinary circumstances, or five miles a span multiple directions in peregrinations lasting sea-
day in poor circumstances (e.g. ill-maintained roads, sons to years.
harsh weather, or going the long way around to avoid
a Realm outpost). Characters mounted on horses or The Journey system travel times assume that most trav-
similar mounts triple these speeds. For seafaring el in Creation must by nature be flexible: The weather,
vessels, see Exalted, p. 246. local traffic, and shifting dangers of the Age of Sorrows
make definitive times of arrival hard to pin down even
A Solar using Racing Hare Method (Exalted, p. 264)
for experienced travelers. Because of this, the Storyteller
can cover (Dexterity x10) miles over open terrain in a
single hour. should set travel times based on the distance, but with
this ambiguity in mind. “You should reach the outskirts

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of Rubylak within the week” is preferable to “it will take


you four and a half days to reach Sijan.” RISK AND PROGRESS TRACKERS

The distance also sets the number of rolls the journey Active pursuit, mobile threats, or growing concerns
will take. Rather than using set intervals, each length of can be modeled with the Risk Tracker mechanics
a Journey offers a different number of rolls for the group: from the Mandate of Heaven section. In this case,
One for short journeys, three for moderate, five for long, Journey rolls will have to deal with the Risk Track-
and ten for epic. In cases where a Circle has access to par- er in addition to base Difficulty and any other com-
plications. When such Risk Trackers trigger, they end
ticularly impressive vehicles or traveling magic, it’s appro-
the current Journey attempt as the players deal with
priate to reduce travel time by entire steps on this scale.
whatever calamity has caught up to them. In many
A mounted company capable of changing out its riding cases, they’ll be able to resume their travels and start
animals regularly, a flotilla of particularly swift ships, or a new Journey, assuming the Risk Tracker didn’t in-
mortal methods of sky sailing can usually reduce the jour- volve city-destroying threats devouring their destina-
ney by one timescale (reducing the number of rolls), while tion.
potent magical traveling abilities or artifacts that still re-
quire the Circle to vie with the struggles of travel on some This can make for fraught journeys and voyages, as a
level may reduce the timescale by two steps. Circle juggles the dangers of the roads with looming
threats.

Misery by the Mile If characters have ongoing Progress Trackers, they


can use successes from their Journey rolls to reduce
The travel roll itself is based on the matter of the Circle’s the Hardship for their next project roll. Enlightenment
conveyance. Ride is appropriate for any manner of travel on the roadway is unlikely to complete anyone’s great
by mount or beast-driven conveyance, Sail for any other work by itself, but may very well provide insight into
manner of vehicle, while toughing it out on foot defaults elements of their problems they hadn’t considered
before.
to Survival or Resistance barring specific Charms to the
contrary. Journeys are matters of endurance and patience,
so most rolls will use (Stamina + [the appropriate Ability]).
Wits is also emphasized as the Attribute used in a lot of Complications have ratings from one to five, and an in-
traveling; the Storyteller may offer different sets players terval value. If a player spends successes from the char-
can use for instance (Stamina + [Athletics or Resistance]) acter’s journey roll equal to a complication’s rating to
for travel on foot, ([Stamina or Wits] + Ride) for horseback, resolve it, the player may narrate how her character
or ([Intelligence or Wits] + Sail) for seafaring. Calculate overcomes the problem or threat without needing to
the base difficulty for journey rolls normally. make further rolls. If, however, a number of journey rolls
pass equal to the complication’s interval rating, the com-
All player characters involved in making the way are ex- plication occurs instead.
pected to roll; if some are unable or unwilling, but there is
sufficient passenger space aboard mounts or vehicles, they Complications aren’t journey-ending disasters, but rath-
may choose not to roll. Otherwise each non-rolling char- er what the name suggests. “The Journey takes longer
acter adds one to the base difficulty for all the characters than expected” will be present for most travels, with a
who are rolling. If there are storyteller characters present, rating equal to the number of rolled intervals. If the trav-
if most are actively useful to the journey (such as caravan elers don’t buy it off, they arrive days, weeks, or months
hands or practiced merchant guards) reduce the difficulty later than expected, as appropriate for the journey’s
by 1. If most Storyteller characters present require aid or magnitude.
guidance such as inexperienced travelers or children, in-
Travels along trade routes throughout the Threshold by a
crease the difficulty by 1; and if most are competent travel-
Circle of abolitionists might have a complication of “The
ers or a relatively mixed group, don’t modify the difficulty.
Guild knows of our movements” or “slave traders pick
Once the time is set, the Storyteller determines what a fight with us again,” while infamous Anathema might
complications may lie ahead. These are potential prob- need to vie with “A Wyld Hunt picks up our scent” or
lems and concerns that will arrive during the trip un- “Immaculate monks. Again.” It’s possible that a particu-
less prevented by the characters. They can range from larly active Circle might face all these Complications on a
attacks by enemy forces or dangerous wildlife, to be- trip through unfriendly territory.
coming horribly lost on overland treks, to infighting in
a caravan, or ocean gods being angered on a sea voyage.

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Paths and Progress Craft Ability


Comfortable, successful trips not only avoid complications Players need only purchase the general Craft Ability to
and dangers along the way, but also give the heroes under- create things, and this Ability may have Specialties for
going them opportunities. Beyond avoiding complications, what would be individual Craft Abilities in the core
characters can put successes towards accomplishing trav- book, such as cooking, architecture, blacksmithing, etc.
el goals. These can be explicit goals for the quality of the
trip: such as “None of the elderly or frail traveling with us Characters don’t require a specialty in a particular type of
sicken or die,” while others can be more character facing: crafting to make examples of that type, but they do require
“Wandering Teeth will spend this time growing closer to an “Artifacts” Specialty to qualify for creating artifacts, in-
their mysterious friend who is clearly a Sidereal.” Journey dicative of a certain level of focused skill. Crafting artifacts
goals have a rating from 1 to 5 but no interval value; char- also requires a Craft Ability of at least 3 (4 for legendary
acters can work on them as long as the Journey continues. projects), Lore or Occult at 3 or higher, and an apprentice-
ship to learn the specialty in the first place (see p. XX).
Some goals will be mutually incompatible with some com-
plications: “The journey completes quickly” can’t be worked Crafting Experience and Rolls
on if “The journey takes longer than expected” still threat-
ens, requiring characters resolve the complication before Players only earn one generic type of crafting experi-
allocating successes towards the goal. Otherwise, characters ence, and they do so over the course of crafting rather
complete their goals when goal rating is met in successes. than when the project is finished.

In the case of goals that represent particularly compli- When a project requires a single roll, crafting experience
cated or difficult tasks, the Storyteller may move them is unnecessary for completing it. Its results resolve like
to other resolution systems: The Sidereal is actually a any other roll. If it fails, however, allow the character to
Bronze Faction spy and Wandering Teeth will need to create the item anyway but with some inconvenience or
resort to social influence or combat! In these cases, suc- flaw in its design, such as a flimsy horseshoe that will last
cesses applied toward the travel goal instead become one day’s ride before bending or hastily fletched arrows
preparatory actions and represent the character working that inflict a −1 penalty to Archery rolls that use them. If it
to make space or time to on the trip to pursue it. The goal botches, the project is a bust and the materials are wasted.
rating for such preparations should be no higher than 3
and success grants situational bonus dice in subsequent A project that requires an extended action works different-
rolls using the appropriate subsystem for the duration ly from other extended actions. Rather than a goal number,
of the journey based on the rating set by the Storyteller. an extended Craft action has a crafting experience total
The Bronze Faction spy can’t duck Wandering Teeth’s required to “purchase” the completed artifact. This total is
presence, or their rambling stories, making their at- based on the type and difficulty of the project (see the chart
tempts to influence the Sidereal all the more effective. on p. XX). Each time a player succeeds on a roll within the
extended action, she gains (1 + extra successes) crafting ex-

Simplified Crafting perience, to a maximum of 5 per roll. This maximum rep-


resents the limits of mortal effort on a project of intense fo-
The default crafting system in the Exalted core book is cus; Charms and other powers may increase or ignore this
designed to emulate dedicated crafters who constantly maximum, allowing an Exalt to complete highly complex
multitask and never stop generating new projects. While or large-scale mundane projects in a single interval. Magic
this works for some characters, others may want to just cannot increase or ignore this limit when crafting artifacts.
dabble, or become known for a few specific and famous Once the player has enough crafting experience to spend
artifacts or weapons. Additionally, some groups’ sto- on the project’s completion, she spends it and unveils her
ry pacing makes the default system less ideal, as it may creation whenever she likes. Any excess experience earned
require either a lot of dedicated downtime or a robust from that project vanishes, although Charms may allow
set of Charms that earns them crafting experience even harnessing it for some other purpose instead. Repairs cost
when they’re not actively working. half as much crafting experience as building a similar item
from scratch would, unless they’re particularly complicat-
The following is an optional simplification of the craft- ed, extensive, or difficult.
ing system that emphasizes individual projects, active
crafting in play, and streamlined resource tracking. An extended Craft action’s interval also measures some-
thing different. It’s always measured in narrative time, such

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as scenes, sessions, and stories, and it determines how often


the player can make individual rolls. This measure is also
Projects and Scope
based on the project’s type and difficulty (p. XX). This sim-
The four categories of projects remain, but each catego-
plified system assumes that the bulk of the solo downtime
ry determines the type of action needed to craft the item,
work, such as the actual time spent at the anvil or loom,
the difficulty of the roll, the action’s interval, and the
occurs in the downtime between game sessions, as long as
finished product’s crafting experience cost.
the character is in a position to work on it during that time
and the player indicates that’s what she’s doing. No matter Basic Projects
what, rolling happens during game sessions, so the Craft-
Basic projects don’t require extended rolls, as they rep-
focused character can shine at their favorite activity just as
resent mundane endeavors that take comparatively little
often as characters skilled at Performance or Medicine. A
time and use ordinary materials. Most basic projects don’t
player can wait longer than this minimum interval between
require rolls at all — if the character isn’t under duress or an
rolls if she likes, but she can’t roll more often unless her
urgent time limit and isn’t trying to outdo or impress some-
character’s Charms or other magic says otherwise.
one, just tell the player how long it will take to complete the
That means each roll represents something different project and let their character do it. It shouldn’t ever take
than it does in other extended actions, too: with the more than a few hours, and you should only deny a player if
grunt work accomplished between sessions, rolling to the character lacks any appropriate materials or tools.
earn crafting experience means achieving a specific goal
If extenuating circumstances make the project harder to
the player can stunt in a scene with other characters
complete, the item in question is particularly complex, or
present (or helping; see optional teamwork rules on p.
the character wants to make an exceptionally high-qual-
XX). For instance, she might decide to make the first roll
ity example of the item, call for a single roll; the time the
while the characters explore an overgrown ruin to hunt
action takes is the same as with unrolled projects. Set its
down the rare magical herb she needs as the final ingre-
difficulty based on the project’s level of complexity. If the
dient for her alchemical concoction; the second while
character is engaging in a contest with someone else or
sneaking into a Dynast’s estate to steal his equipment
wants to gain significant benefits above and beyond the
or gain inspiration from studying his collection of tinc-
object itself with her artisanship, like a prince’s favor or
tures; the third while negotiating with a truculent god to
earning an apprenticeship with a master, their roll can be
earn its blessing and advice; and the fourth and final roll
opposed by an appropriate pool instead. Basic projects
while visiting the Underworld to find the ghost of a mas-
shouldn’t exceed difficulty 3, but you can add difficulty as
ter thaumaturge and pry out his secret technique for the
normal if it makes sense, such as trying to fletch arrows in
finishing touches. These are all secondary to the purpose
the dark or using makeshift tools and materials.
of the transpiring scene, but the player can use the ad-
ventures her character is already on as springboards for Major Projects
the dramatic, important moments that mark interesting
Major projects usually require a single roll, but may re-
milestones in the crafting process.
quire an extended one if they’re particularly complex. In

SAMPLE MUNDANE CRAFT PROJECT PARAMETERS

Sample Project Category Difficulty Interval Crafting XP Cost


Horseshoe, article of normal clothing, average meal, Basic 1 N/A N/A
basic knife, charcoal sketch
Basic sword, article of fine clothing, high-class Major 1-2 N/A N/A
meal, basic artwork
Glass wind chimes, high fashion, grand feast, im- Major 2-3 One session 5
pressive artwork
Firewand, crossbow, house, clock, masterpiece Major 3-4 Two sessions 10
Merchant ship, large building, topiary garden, siege Superior 3-4 One story 15
weapon
Palace, sturdy city wall, trireme Superior 4-5 Two stories 20

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these cases, if the project takes more time, measure it in For teamwork with other skilled crafters, see general
narrative time as though it is the first interval of an extend- teamwork rules on p. XX.
ed action. The player can’t make the roll until that much
time has elapsed, providing she can dedicate at least some Adjusting for Scope
of the downtime in between to the project. Major projects Some projects are mundane but still take more time and
shouldn’t exceed difficulty 5 and shouldn’t cost more than resources because the item is enormous or otherwise on
10 crafting experience; they never have a terminus. a larger scale than usual. Examples include ships, build-
ings, defensive walls, siege weapons, and equipping an
Superior and Legendary Projects entire army with weapons. When this is the case, move
Superior and legendary projects always require extend- the project to the next category: basic projects become
ed rolls, and may have difficulties above 5. Their crafting major, major ones become superior, and superior ones
experience costs range from 15 to 30 for mundane items, become legendary. A legendary project with increased
although you can adjust it depending on the details; arti- scope doubles its interval instead, and costs up to half
facts’ costs can increase to 50 or even 75-100 for large-scale again as much crafting experience, at your discretion de-
legendary projects like manses (see p. XX). Unlike basic pending on its complexity and rarity. Building a manse is
and major projects, a character can’t attempt these at all if always a legendary project on a large scale, and requires
they don’t have appropriate materials or tools — makeshift a Geomancy Specialty instead of an Artifact one.
ones won’t cut it. Due to the longer-term nature of these
projects, penalties tend to be applied due to more general
or large-scale complications, such as weeks of heavy rain Conditions
when trying to construct a defensive wall or a scarcity of
Conditions are an optional system that replaces Flaws
high-quality glass while building an artifact telescope.
(Exalted, p. 167). While Flaws usually represent per-
manent afflictions or circumstances, a Condition can be
A superior or legendary project has a terminus equal to the
long-term or temporary, reflecting shifting ways in which
total dice in the player’s unmodified pool for the roll — usu-
the story affects a character and what she can do to move
ally ([Attribute] + Craft + Specialty). If the character is under
past them with satisfying drama. Players don’t necessar-
a strict time limit, you can reduce the terminus, but keep in
ily take Conditions at character creation. Instead, events
mind the average successes on a pool of the appropriate size
in the chronicle apply them when they’re relevant, and
and make sure it’s not nigh-impossible to succeed — although,
they remain until certain resolution criteria are met.
of course, “impossible” is a relative word for the Exalted.
Each Condition specifies one or several possible ways the
Grunt Work
character can end its effects, or resolve it. You may rule that
Although the crafter is the primary person working on a
other actions not listed can resolve it, if appropriate. When
project, she might have help for less skill-intensive parts
a Condition resolves, the player gains one Exalt-type-
of a complex project, such as chopping wood, gathering
specific experience point. A player can resolve as many
materials, or moving stones. If you have a workforce suit-
Conditions as she likes in a single session, but she may only
able and available to perform such grunt work, reduce the
gain experience for one of them per session. A character
crafting experience cost of the project by 1, to a minimum
can only have one instance of a particular Condition unless
of half its original cost. You may enforce a higher mini-
each applies to a distinctly different circumstance — for
mum, though, if sheer numbers wouldn’t help much; too
example, she may suffer the Notorious Condition among
many cooks in the kitchen produce diminishing returns.
members of the Immaculate Order and among fire elemen-
tals. She’d need to resolve each independently.
FURTHER STREAMLINING
A Condition is like a story arc in miniature — the character
goes through a harrowing or intense experience, which
If you want to streamline this system even further, you
can cut crafting experience out of the equation entire- ends in a sufficiently climactic manner to reflect charac-
ly and give extended Craft actions a goal number as ter growth. Thus, resolution criteria should encourage
normal instead. Doing this, however, may make it appropriate kinds of dramatic beats and reflect ways in
harder to use existing Craft Charms as-written. If you which the story point that created the Condition has lin-
go this route, be prepared to do some homebrew on gering effects on the character. For instance, a Condition
your characters’ Charm sets to ensure that someone that represents a character flying into a blind rage and re-
who invests heavily in Craft still gets what they paid solves when she deals decisive damage to someone clearly
for. reflects the violent nature of that story point and the con-
sequences that result from such violence.

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Like Flaws, Conditions can possess prerequisites if Storyteller character suffers a Condition, they gain
they’re only relevant to certain types of characters. a Willpower point instead of an experience point
when it resolves; if they don’t use that Willpower
Persistent Conditions by the end of the scene, it vanishes. The Storyteller
can also tie this to extra successes on a roll if they
Most Conditions exist until they resolve, and are meant choose, so a particularly good roll doesn’t go to
to resolve within roughly one chapter. Occasionally, a waste.
character may suffer a persistent Condition instead: a
story point whose effects are more long-term. A per- • Botches: Inflict a Condition relevant to the situa-
sistent Condition resolves just like a temporary one, but tion when a player botches a roll, to represent the
it also grants one experience point per story (above the setback or complication she suffers.
usual limits) without resolving if it complicates the char-
• Gambits: Allow certain gambits to inflict
acter’s life in an interesting or dramatic way. For exam-
Conditions that represent their effects, such as
ple, a character with the persistent Blinded Condition
Blinded for a gambit that kicks sand into an op-
may earn an experience point when her inability to see
ponent’s eyes.
results in her mortal companion’s kidnapping. Persistent
Conditions specify the types of circumstances that grant
• Character creation: With approval, a player can
additional experience as well as their resolution criteria.
take a persistent Condition during character cre-
ation, just like a Flaw.
Condition Lapse
• Story events: Give a Condition to any character
Some Conditions end on their own after a period of as a result of story events and actions the play-
time, such as Limit Break Conditions (see below). These ers’ character take, when it seems dramatically
Conditions still have resolution criteria that encourage appropriate.
certain kinds of dramatic conclusions, but they also
lapse after their designated durations if they haven’t Example Conditions
been resolved by then. Letting a Condition lapse on its
own grants no experience points; the Condition simply This section converts a sampling of existing Conditions
ends. adapted from Flaws for use in your chronicle, and in-
cludes a few new Conditions that represent common
Introducing Conditions character development mini-arcs as well. This is not an
exhaustive list; feel free to invent new Conditions to rep-
Conditions can come into play in the following ways: resent other kinds of events and circumstances that have
dramatic effects on characters during their games.
• Limit Break: The most obvious way to apply
Conditions is to represent Limit Break (or an Addicted (Persistent)
equivalent, for Exalts whose Limit works differ- The character is addicted to something — either a mun-
ently). Whenever the character would undergo dane substance like alcohol or something more insidious
a Virtue Flaw, a Monstrous Urge, or another rep- like the influence of the Wyld. Whenever the character
resentation of Limit Break, that Flaw or Urge be- is deprived of his fix, withdrawal symptoms impose a −1
comes a Condition. It works exactly the same way to all actions until he indulges again.
that it normally would, except that the premature
ending options that come with each one are the Additional Experience: The character chooses to in-
Condition’s resolution criteria, granting an ex- dulge her fix instead of fulfilling an important obligation.
perience point as usual. If it isn’t resolved that
way, it lapses after its usual duration. For Dragon- Resolution: Go one full story without indulging, or
Blooded, who don’t possess Limit, you might turn Limit Break as a result of a trigger directly related to the
their elemental Great Curse into a Condition the addiction.
character gains when she does something dramat-
ic that’s particularly appropriate for her Aspect. Blinded
The character cannot see and suffers a −3 to any action
• Stunts: Whenever a player describes a three-point that primarily depends on sight. This Condition can be
stunt, she may choose to inflict a Condition on an- temporary or persistent, depending on circumstances.
other character instead of gaining Willpower. If a

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Additional Experience: The character botches a roll or suffers a major setback because others mistrust or hate
suffers a major setback as a result of her inability to see. her due to her reputation.

Resolution: The character regains her eyesight. Resolution: The character clears her name, definitively
proves her goodwill or innocence to the chosen group,
Remorseful flees to a place where no one knows who she is and no
Your character feels intense guilt or remorse over some- one in the chosen group can find him, or gets rid of ev-
thing she did, or something she believes was her fault. eryone in the chosen group.
Reduce her Resolve by 1 against all social influence that
uses Manipulation or plays on the circumstances sur- Obsessed
rounding her guilt; she cannot use any Intimacies re- The character is fixated on a certain idea, person, action, or
lated to her guilt to support her during social influence. object. This Condition comes in one of three severity lev-
els: Minor, Major, or Defining. Treat it like an Intimacy for
This Condition is common in the aftermath of perform- purposes of exploitation by opponents in social influence.
ing horrific or treacherous acts while under the effects Whenever the character is out of temporary Willpower, she
of the Great Curse. must succeed on a Willpower roll (difficulty 1 for Minor, 3
for Major, and 5 for Defining) to avoid dropping what she’s
Resolution: The character confesses her crimes and doing to immediately pursue the obsession to the exclusion
makes restitution for whatever she did. of everything else. At other times, she’s simply more prone
to doing so whenever the opportunity arises.
Leveraged
The character owes someone, I the target of blackmail or Resolving an obsession doesn’t necessarily end the
has been tricked into doing someone else’s bidding. This Condition, instead dropping it down one severity level
Condition can be temporary or persistent, depending on (Defining to Major, Major to Minor, Minor to complete-
how dire the situation is and how difficult it is to turn the ly resolved). If the character does or encounters some-
tables or get out of debt. thing that would inflict this Condition again, the current
instance of it resolves and she gains another one at the
Additional Experience: The character capitulates to next higher severity level. If it’s already Defining, gain-
a significant request or demand the chosen character ing it again does nothing.
makes of her without resistance or recompense.
Resolution: Reduce severity by Limit Breaking as a re-
Resolution: The character definitively gains the upper sult of a trigger directly related to the obsession, or suf-
hand over their opponent, pays off what she owes, or other- fering a major loss while abandoning another responsi-
wise extracts herself from the situation. If this Condition is bility to pursue it. Alternatively, increase the obsession’s
temporary, she can also resolve it by capitulating to a major severity level by one in situations that would inflict
demand without resistance or recompense, as above. Obsessed again.

Notorious (Persistent) Special: This Condition can represent other mentally


The character has gained an infamous reputation consuming states as well, such as paranoia or a fugue
among a certain group of people, whether she actually state, by replacing the behavior it compels and the cir-
did what she’s notorious for or not. Example groups in- cumstances under which the player must roll Willpower.
clude “the Immaculate Order,” “all fire elementals,” “all For instance, to represent a Paranoid Condition, the
of Whitewall,” or “the Bureau of Destiny.” All opponents character must roll whenever she’s subjected to intense
belonging to the chosen group gain +1 Resolve against stress, and failing the roll means falling prey to her de-
the character during social influence, and may banish lusions of persecution, losing all benefits of all positive
the character from places where they hold sway, or ac- Ties for the scene.
tively hunt her down.

This Condition is common for those the Realm consid- Alternate Character
ers Anathema, whenever their activities draw imperial
attention. Creation and Progression
Additional Experience: The character is captured or Exalted’s character creation system gives players the
badly injured by those hunting her for her notoriety or tools to build and customize epic heroes, be they wan-
those against whom she trespasses while banished, or dering vagabond warriors, ruthless rulers, or reclusive

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At character creation, rather than Bonus Points, a char-


CONDITIONS VS. FLAWS acter gains 55 XP to spend, which players may bank for
later use if desired. Essence advancement is based on to-
The word “flaws” is used in the Exalted core to indi- tal XP spent, including the initial XP. Dragon-Blooded
cate that they grant additional experience when they start at Essence 2 as normal, essentially bypassing that
inconvenience the character — when they act as a experience requirement.
drawback. However, many people in the real world
experience disabilities such as blindness, deafness, Unified Experience Point Costs
or a missing limb, and mental illnesses like addiction
or depression, and they may not consider these expe-
riences “flaws” at all. Trait Experience Cost
Attributes 10 per dot
As the core points out, it’s never necessary to rep-
resent these things mechanically. If players want to, Caste/Favored Attributes 8 per dot
using Conditions normalizes them and makes them Abilities 5 per dot
available to anyone at any time, temporarily or per-
sistently. You can then adjust powers such as Whole- Caste/Favored Abilities 4 per dot
ness-Restoring Meditation (Exalted, p. 344) to inter- New Specialty 2
act with Conditions as a system.
Merits 2 per dot
Willpower 6 per dot
masters of esoteric arts: modifying the character cre- New Charm, Spell, or Evocation 12
ation system allows for Storytellers and players to shape New Caste/Favored Charm or Spell 10
the game itself. Presented here are options for mak-
ing character creation less daunting for new or over- Essence Increase with Unified Experience Points
whelmed players; for bringing character creation and
character advancement more in line with each other; Essence XP Spent
for making character creation feed into focused styles of
Essence 2 80 XP
play; and for making character progression more inter-
esting. These options are an à la carte menu, each ele- Essence 3 280 XP
ment customizable to your group’s preferences. Essence 4 430 XP
Essence 5 630 XP
Unified Character Creation Essence 6+ Storyteller discretion
and Advancement
Streamlined Creation
Unified character creation removes bonus points and
the different varieties of experience points, instead using and Advancement
a single method for character creation and character ad-
vancement. This makes choices made during character The streamlined character rules focus on reducing the
creation more transparently relatable to future charac- importance of mechanical or numerical decisions the
ter progression, and reduces the incentive to maximize player makes when creating and advancing their char-
attributes and abilities at character creation to get the acter, in favor of a more open approach that requires less
most out of spent experience later. It also simplifies lat- planning.
er experience point spending, though it may result in
characters focusing more on their Exalted abilities as
Character Creation
opposed to other traits. The player choses a concept, Caste or Aspect, and
Attributes as normal.
Experience Points (XP) use the below costs for both char-
acter creation and character advancement: Characters Streamlined Abilities
gain 10 XP to save or spend every session, and gain addi- After selecting Caste and Favored Abilities, the player
tional Heroic XP (HXP) in place of Solar (or other Exalt- distributes the following ratings across his Abilities, and
type) Experience. Costs are uniform between XP and their associated Specialties.
HXP, but HXP cannot purchase native Exalt Charms,
following the restrictions for Solar Experience, Dragon
Experience, and so forth.

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Ability Ratings Concept Merits


Inhuman Watcher Boundless Endurance 2, Contacts
Rating Type 3, Danger Sense 3, Direction
5 The character’s focus; whatever Ability Sense 1, Eidetic Memory 2,
most defines their approach to the Familiar OR Hearthstone 2
world. Select one Caste or Favored Master of Intrigue Contacts 5, Influence 3, Ar-
Ability. Select a relevant Specialty. tifact 2, Hearthstone OR
4 Select two major strengths for the character. Resources 2, Allies 1
Apply to Caste or Favored Abilities. Select a Miraculous Savant Allies 1, Retainers 2, Influence 3,
relevant Specialty for one of these Abilities. Resources 2, Manse OR Artifact 5
3 Select four areas of impressive compe- Prime Specimen Boundless Endurance 2, Fast
tence. Apply to any Ability. Select a rele- Reflexes 3, Iron Stomach 1,
vant Specialty for one of these Abilities. Mighty Thews 1, Natural Im-
2 Select two areas of professional ability. munity 2, Pain Tolerance 4,
Regular mortals could make a living with Powerful Mystic Cult OR Artifact 4, Manse
these; they’re afterthoughts for a hero. 3, Contacts 3, Familiar 3
Apply to any Ability. Select a relevant
Specialty for one of these Abilities. Proven War-leader Allies 1, Backing 2, Command
3, Influence 2, Resources 2, Ad-
1 Select three abilities the character is only ditional Command OR Artifact 3
just developing. Apply them to any Ability.
Righteous Authority Contacts 2, Cult 2, Influence
Streamlined Merits 4, Followers 3, Familiar OR
additional Followers 2.
Merits cover a wide swath of potential character assets
and connections to the world. Streamlined Merit as- Wandering Warrior Martial Arts OR Quick Draw
4, Artifact 3, Allies 2, Hearth-
signment suggests packages of Merits based on general
stone 2, Resources 1, Allies 1
character concepts, the player filling in specific details.
Characters that benefit from additional Merit dots, such Birthright Packages
as for being members of the Scarlet Dynasty, Prasad’s
Dragon Caste, or Lookshy’s gentes also gain either the
Concept Merits
Rising Star or Young Dragon Birthright Package. If com-
bining a Merit Package and a Birthright Package would Rising Star Backing 2, Command 2, Allies 1.
results in illegal totals (i.e., Backing 6), redistribute the Young Dragon Contacts 1, Followers 1, Re-
surplus points. sources 1, Retainer 2

Any character may substitute any value for Mentor or Streamlined Charms
Language dots, redistributing any points from illegally Streamlined Charms is a rule focused on maximizing
high Mentor values. player access to interesting powers for their characters,
focusing on their initial areas of expertise.
Merit Packages
Characters may ignore specific Prerequisite Charms
Concept Merits when purchasing native Charms, as long as they meet
the Ability (or Attribute) rating, the Essence require-
Essential Minister Backing 4, Contacts OR Re-
source 3, Influence 3, Allies ments, and possess a number of Charms from that Ability
2, Resources OR Contacts 1 or Attribute equal to the normal number of prerequisite
Charms. If some or all of a Charm’s effects modify anoth-
Eternal Traveler Allies 1, Artifact 2, Con-
tacts 3, Direction Sense 1, er Charm, the character doesn’t gain those benefits until
Hearthstone 2, Resources they purchase both Charms.
2, Retainer OR Familiar 2
Independent Ruler Influence 4, Resources If the character has a Supernal Ability, they may select
4, Command 2, Follow- any one Charm for that Ability that they meet the Ability
ers 2, Retainers 1 prerequisite for, ignoring all other prerequisites. They
may choose to change their Supernal Charm at the end
of any session, losing access to their current choice in
favor of another, as if they had just learned it.

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Chapter Three: Optional Rules

Characters who wish to know Occult or Martial Arts Moments of inspiration are useful when a player wish-
may optionally select Evocations, spells or Martial Arts es to display a new Charm or other power developed in
Charms, respectively, from any of their available Charm the crucible of strife. During a dramatic scene, the play-
choices, but must follow all prerequisites for those er may declare that the event inspires their character to
Charms and spells. push beyond their current limits, immediately purchas-
ing and using a Charm or relevant Trait. Such displays
Streamlined Advancement should generally be in the character’s primary field of fo-
Streamlined characters don’t spend Bonus Points or cus, such as Favored, Caste, or Aspect Charms and Traits.
Unified Experience Points. After selecting Intimacies If a character can’t pay for a Trait immediately but it’s
and Limit triggers, and calculating their Essence, particularly dramatically appropriate, the Storyteller
Willpower, and Health levels, they’re ready to play. may choose to allow them to pay off the purchase as soon
as they have the experience points available.
At the end of every session, a player may choose to
advance any of her character’s Attributes, Abilities, Styles of Play and
Willpower, or Purchasable Merits by 1, gain a Specialty,
or gain a Charm, Spell, or Evocation. If she gained a na- Streamlined Progression
tive Charm, her next session’s choice must be anything
but a native Charm. Different styles of play greatly benefit from different ap-
proaches to character generation and progression. Just
These values are modeled after Exalted Third Edition as those styles of play should be tailored to individual
assumptions: Characters should advance to Essence 2 groups, so should these variant rules.
after 10 sessions; Essence 3 after 25, Essence 4 after 40,
Essence 5 after 50, and Essence 6 at Storyteller discre- Creation-as-Stage benefits from options that give play-
tion. Particularly major story developments or victories ers access to interesting powers at dramatic times. Using
may also warrant Essence increases several sessions montages and moments of inspiration allows them con-
“early.” If a game meets irregularly, it’s also perfect- front surprising challenges without feeling hamstrung
ly acceptable to advance as dramatically appropriate because they chose the wrong Charm purchase or ad-
instead. vance last session. Using the streamlined Charms rules
leans into this even more, though groups that want to
highlight complex character builds or combat options
Training Montages and may find it potentially trivializes encounters.
Moments of Inspiration
Creation-as-Threat finds useful footing in providing
Some groups and Chronicles may be poorly suited to the the players with immediate stakes and looming threats.
regular training time rules. Stories taking place over a Story Merits at risk (be they Influence over a kingdom,
short period of time may contain many sessions worth of one’s military Command, or one’s loyal Allies) are poten-
play, but little or no opportunity to engage with days or tially powerful motivators. Offering players additional
weeks of training. Merit points at character generation for Merits that will
explicitly be threatened in the campaign can set the tone
Montages are appropriate when a player or group wants for the game going forward, but also offers risk-adverse
to focus on the effort required to advance a character’s players a way to play in the Creation as Threat mode of
abilities or gain new powers. During a session when a play without feeling they are making “bad” decisions by
player wants to use a montage, she chooses the Trait, putting points in Story Merits.
Charm, or other power she wishes to purchase. She then
describes how the character has been working towards Creation-as-Cost requires that the Storyteller and
developing that Trait or power, optionally describing a players understand what that potential cost is from the
series of vignettes and invoking a musical accompani- very first moment. Simply moving the Intimacy step be-
ment. The player may then spend the experience points fore the rest of character creation helps highlight what
and purchase the Trait, Charm, or other power. If the hangs in the balance and more easily informs the rest
player’s described montage seems particularly appro- of character creation. Storytellers may also want to use
priate for the story or for the advancement they pur- the streamlined rules if players are less concerned about
chased, the Storyteller should award a 2- or 3- die stunt engaging in mechanically complex character building in
for Willpower recovery. favor of focusing on inter-character relationships.

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Chapter Four

The Chosen in Play


The 10 types of Chosen present a wide variety of playsty- — Solars, Dragon-Blooded, Lunars, Sidereals, and
les and lend themselves to a number of unique themes. Abyssals — have expanded play options and Storytelling
Below are presented the various histories, agendas, advice. The four newer types — Alchemicals, Infernals,
themes, and play styles of each type of Exalted, and Liminals, and Getimians — have sections describing
commentary aimed toward helping Storytellers inte- their natures and the machinations of their factions.
grate them into their games. The five “classic” Exalted

MATERIALS OF THE CHOSEN

Arms of the Chosen expands on the information about the magical materials provided in Exalted and expands
on the Evocations featured in that book with the resonant and dissonant keywords. Those Exalted resonant with
certain materials are able to fully access their most potent abilities, while dissonant Chosen are unable to exercise
even moderate potential, and neutral Exalted without either keyword may be able to utilize the artifact fully but
are unable to harmonize with its fullest power. The Exalted described in Crucible of Legends have the following
material associations:

• Alchemicals are living artifacts, resonant with whatever material matches their caste (including the rare magical
material known as adamant). Their affinity with other magical materials or exotic substances is neutral. Alchem-
icals must also install Evocations as physical Charms, either within themselves or on the artifact itself; if installed
within the Alchemical, this permits use of the Evocation without the artifact being in the Alchemical’s possession.

• Infernals channel vast cosmic energies and baleful sorceries, which suits their resonance with orichalcum, while
their demonic Essence also makes them resonant with artifacts forged from unique materials of the Demon City
or which incorporate infernal components such as demon fangs, scales, or venom. They are neutral with all other
materials.

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The Alchemical Exalted
Far beyond Creation, the slumbering trickster-titan Autochthon lies behind a metaphysical seal that keeps him
safe from any who would do him harm. The Machine God’s body is immense, a world unto itself, and within
that world-body are humans and animals taken with him into exile. A peerless artisan, Autochthon Exalts his
Chosen to safeguard the communities living within him. Champions of the Eight Nations, their bodies are immortal
flesh transubstantiated from clay and the magical materials, while their souls belong to humans with past lives
distinguished by their heroism.

Far beyond Creation, Autochthon lies dying and his world-body dies with him. The Alchemicals are all that stand
between their nations and the death of the titan.

The Alchemical Castes Adamant Caste: Sifus and muses, the Adamant Caste
prizes precision, artistry, and above all, efficiency.
Autochthon based the Alchemical Castes on the six mag- Patrons of the arts, they refract and refine the spiritual
ical materials, with each rooted in the specific heroism lives of Autochthonians with calculated performances
of a soul’s past life within them. and inhuman discipline. Theirs are souls that consis-
tently poured themselves into revering Autochthon over
Jade Caste: Heroes of the masses, the Jade Caste serves nationalistic sympathies.
as the populist face of the Alchemical Exalted to the in-
dustrial workers. In their past lives, they risked or sacri- Champions of the Machine God
ficed on behalf of others again and again. In Exaltation, Autochthonia is a place of vast industrial horror, with
they retain this trait, tirelessly working to support their molten rivers of magical materials coursing through
nation. massive caverns, arcing blasts of pure Essence, and huge
slamming pistons that support holy engines. The body
Moonsilver Caste: The silent blade of the Nations and of the titan is livable only by the efforts of a civilization
the Machine God, the Moonsilver Caste conforms to any consisting of eight nations supported by the Alchemical
need. Infiltrators, scouts, and spies, their past lives were Exalted. These nations work in factories that regulate
ones of heroic innovation and adaptation, and they re- Autochthon’s autonomic processes, maintain hydropon-
tain their unorthodox approach as Champions. ic farms of crops taken from Creation, and tap the con-
duits of organic material produced in the Great Maker’s
Orichalcum Caste: Holy icons, inspirational leaders, bio-reactors. The Champions serve this society as guard-
and brilliant visionaries marching toward a bright- ians and heroes, magistrates and social planners, assas-
er future, Orichalcum Castes are the architects of sins and soldiers — but never as rulers. The Alchemicals
Autochthonian aspirations. From the ranks of past lives enjoy communion with the Divine Ministers, the com-
that doggedly pursued their ambitions without restraint ponent souls of the titan Autochthon, and occasionally
are these Exalted chosen. serve the agendas of these inscrutable beings.

Soulsteel Caste: The all-seeing guardians of dogma Masters of Artifice


and law, the Alchemicals of the Soulsteel Caste serve as Alchemicals are the Chosen of the King of All Craftsmen,
detectives, troubleshooters, and merciless warriors to and thus Alchemicals are capable of remarkable works of
Autochthonian society. Their souls uphold a legacy of artifice. Like other Exalted, Alchemical Charms reflect
the heroism and necessity, of vital actions made without an internalized expression of Essence applied by tech-
regard to cost or consequence. niques; unlike other Exalted, these Charms are physical
objects installed within the Alchemicals themselves,
Starmetal Caste: Spymasters, plotters, and social the- empowered by a commitment of Essence. Alchemicals
orists, the Starmetal Caste are Autochthonia’s greatest cannot support their entire Charm panoply at once and
manipulators and intelligence specialists. They take must strategically install or uninstall Charm suites to
charge of events, even without authorization, and pos- perform in various roles.
sess a deep insight into the nature of cause and effect —
as they have in every incarnation prior.

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Pillars of the Community


All must serve within Autochthonia, lest death carry
off entire cities in industrial accidents. Heroes revered
by all mortals as the greatest servants of all, Champions
have an even greater destiny of service ahead of them.
As Alchemicals age and advance in Essence, they may
install heavier and heavier Charms, becoming physical-
ly larger. The Alchemicals serve as objects of veneration
and aspiration for the populace, even as their human na-
ture waxes and wanes.

Play One of the Alchemical


Exalted If You Want
• • to be a champion of your Nation, beloved by the
people for prowess and patriotism.
• • to be destined to become a grand and immortal
city, living in communion with your patron.
• • to work great wonders in a world of horrors,
buoying an enduring and intricate civilization.
• • to be willing to journey great distances to save
your Nation, your god, and yourselves.

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The Infernal Exalted
The Infernal Exalted stride into Creation crowned with the flames of Hell’s mad green sun, proclaiming their
royalty and revenge to the world that has betrayed them. They are wrathful and righteous, monstrous and divine,
Lords of the First Age reborn from Hell’s depths to reclaim their stolen thrones. Be awed; be afraid, for they have
come to remake Creation anew in their image.

Never has anything like the Infernal Exalted come into the world. They are the Chosen of the Yozis, the Demon
Princes imprisoned forevermore at history’s dawn that created the Infernals out of infinite malevolence and the
stolen power of Solar Exaltation. The Yozis understand little of what it is to be mortal, but the traitor gods and
their Exalted champions taught the Demon Princes what it is to be wronged, to be betrayed, to suffer injustice.
Infernals are chosen from the ranks of mortals who have known the same, blessed with apocalyptic power to wield
however they see fit.

The Infernal Castes superiors. Now, no prison can hold them, and they come
swift and silent to liberate others as the Demon Princes
Infernal Castes are rooted in the suffering and wrongs have freed them.
borne by the Green Sun Princes, answering the injustice
Penumbra Caste: Schemers, diplomats, and spies,
and cruelty that has filled an Infernal’s life with the pow-
Penumbra Caste courtiers hail from society’s highest
er needed to never suffer the same harms again.
echelons, but reject their lofty origins. They have seen
Azimuth Caste: Champions, conquerors, and berserk- the filth and rot that festers within the ranks of the elite,
ers, Azimuth Caste warriors are chosen from those vic- seen what others are blinded to — betrayed by ambitious
timized by violence, brutality, and war. Now empowered friends, sickened by systemic hypocrisy, or no longer
to command Hell’s might and tear down the old regimes able to live in splendor at the cost of human misery. Now
of Creation and Heaven, they come to claim vengeance they herald a new order, working from Creation’s shad-
on those who harmed them or protect the weak from the ows to reshape and renew societies.
same suffering they once endured.
Green Sun Princes
Ascendant Caste: Prophets, messiahs, and revolution- Hell’s Chosen may enjoy untold riches and unimaginable
aries, these Infernals are chosen from those told that luxuries in the Demon City. They dwell in basalt plea-
they are worthless, impure, or abominations. Chosen by sure-palaces and malachite seraglios, adorn themselves
the Demon Princes, they now see through these lies, and in the bejeweled masterworks of devil-smiths, feast
return to the world clothed in righteousness to depose on monstrous delights, and command demon servants
wicked gods, reform unjust laws, and show Creation the to attend their every whim. The demons of the Third
magnificence and munificence of the Infernal Exalted. Circle are their peers, patrons, and rivals who court the
Infernals’ favor and seek to recruit them to their agen-
Horizon Caste: Visionaries, infernalists, and won- das. Yet for all the splendor of life as a prince of Hell,
der-workers, Horizon Caste savants are chosen from few tarry overlong in Malfeas. Creation is their home,
those denied education or intellectual opportunities, and their hearts burn with fervent desire to return and
whether by slavery, illness, the harsh necessities of pov- correct its injustices, meting out apocalyptic judgment
erty, or the expectations of family. Now freed of those re- or ushering in a new paradise.
straints, their genius knows no limits, forging the future
that only their far-reaching vision could see. Masters of Sorcery
Heirs to the titans who built Creation, only the Infernals
Nadir Caste: Anarchists, criminals, and iconoclasts, equal the sorcerous puissance of the Solar Exalted. The
these Infernals are chosen from those who have been Adamant Circle’s world-shaking miracles are theirs to
imprisoned — whether literally behind a gaol’s bars or command — beckoning and binding the mightiest of de-
in a slave’s manacles, or metaphorically by rigid social mons, unleashing apocalyptic war-magic, and rewriting
expectations, strict religious dogma, or overbearing the very laws of the cosmos.

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Unleashed God-Monsters
In times of dire need, an Infernal may cast off her mortal
flesh and reveal their terrifying devil-body apotheosis.
Each devil-body is a unique embodiment of an Infernal’s
Essence, an avatar of their power and wrath. Many dev-
il-bodies are titanic forms, monsters to trample armies
and scourge the land. Others embody inhuman per-
fection: many-limbed bodhisattvas of burning crystal,
abstract constellations of eyes and hands, or stranger
shapes still. Devil-body apotheosis offers great power,
both in their physical transformation and the enhance-
ments they grant to Infernal Charms.

Play One of the Infernal


Exalted If You Want
• • to have been profoundly wronged and seek jus-
tice for it.
• • to be an apocalyptic power, capable of destroy-
ing or remaking the world.
• • to live in decadence and splendor as a Green
Sun Prince of Hell.
• • to be a champion of the Yozis and a peer to the
mightiest of demons.

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The Getimian Exalted
A Getimian does not exist until Exaltation, which seizes upon an unrealized destiny and creates a hero who was
never born into Creation. The divergence lies in their own birth: Heaven saw that they would change the world,
and this change threatened the Bureau of Destiny’s plans for a harmonious future. Thus, the threads of these heroes
were snipped out before they could be woven into the Loom of Fate. They are strangers to Creation, but remember
their Origin — another history where they were conquerors, heroes, and saviors.

Chosen of Sacheverell and Oramus before those titans were sealed within Malfeas, Getimian Exaltations were
unsealed scant decades ago by the rogue Sidereal Rakan Thulio (Exalted, p. 64), who saw in them a weapon
capable of destroying Heaven’s hegemony over Fate. Thulio contacts many of the Getimians shortly after their
Exaltation to draft them into his war, but each has their own unique reasons for fighting. Some choose to go their
own path in a world that has not forgotten them — but rather which never knew them at all.

The Getimian Castes The War in Heaven


With many of them acting as agents of a rogue Sidereal,
The four Getimian Castes reflect the eternal progres- the Getimians all realize one truth shortly after
sion of the seasons, a constant between their Creation Exaltation: The destiny they experienced was denied
and the true one. Each caste is also aspected towards one before they were ever born, destroyed by Heaven’s will
of the opposing yet complementary principles of their to safeguard the pettiness of the gods. Each Getimian
Essence, flowing — active, bright peripheral motes — or has a powerful incentive to seek revenge in the obviation
still — receptive, dark personal motes. Over time and of their origin, with many taking advantage of Thulio’s
through a process of meditation and internal alchemy, network of Exalted operatives and offers to train in sor-
Getimians may change their aspects. cery and martial arts. Over the course of decades, many
Getimian have established secret networks themselves,
Spring Caste: The Vernals would have been heroes preparing to bring elements of their timelines into
that protected Creation and its peoples with force and Creation and turning the cold war against destiny into
finesse, warrior-poets and guardians without peer. They a hot one.
could have been people of grand and great valor in the
manifestation of their destiny. Masters of the Martial Arts
Getimians equal the heights of martial prowess attained
Summer Caste: Those who might’ve ventured beyond by Sidereals, possessing the requisite spiritual enlight-
all boundaries to destroy established orders belong to enment and subtle command of Essence necessary to
the Estivals. Grand prophets, destroyers, and conquerors master the greatest formalized expressions of martial
alike, they would have torn down all that opposed them prowess: Sidereal Martial Arts.
in their way with irrepressible conviction.
Masters of Alchemy
Autumn Caste: Inspirational warrior-leaders and heal- Each Getimian’s Essence pool is divided, aspected to-
ers, the Autumnals would have been the devil-queens ward the principles of flowing (Spring, Summer) or
over the downtrodden and saviors of the meek. They still (Autumn, Winter). Combining motes from these
once cared for their charges with boundless compassion pools produces esoteric effects when expressed through
and fearsome wrath. Getimian Charms, often with wildly divergent outcomes.
This dualist aspect affects even the biology of Getimians,
Winter Caste: Magicians, lawgivers, and masters of riddling their animas with emergent pattern-spiders
worldly power, the Hibernals were to be the shapers and transforming their internal biology into an Essence-
of magic and society. In their timelines, they expressed laden cauldron. By focusing on the world remembered
temperance and transformation to bend society to their only by them, and by subtly mastering their own moods
will. and bodily processes, Getimians may channel exotic en-
ergies through these spiders, unleashing powerful yet
deeply subtle fates from their Origin into Creation.

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Play One of the Getimian Exalted If You Want

• • to be an outsider plucked from an unrealized


timeline to a world that does not recognize your
glory.
• • to have been a great mortal hero who achieved
grand deeds without Exaltation, now undone by ca-
price before you were born.
• • to rebel against the ruthless, politically motivat-
ed dictates of fate and destiny.
• • to be the last remnant of your timeline, safe-
guarding memories only you hold.

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reveal unconscionable hubris, and the Solars’ own Limit


Return of the Solars Breaks make clear that they’re not stable. Solars led the
other Exalted in building human civilization on a foun-
The returned Chosen of the Unconquered Sun exemplify
dation of violence and cruelty, and the Great Curse en-
the greatness of the Exalted and the fragility of Creation.
sures that they’ll never truly escape that legacy. Without
As such, they provide a useful vehicle to introduce new
knowing why their torment continues, a Solar finds oth-
players to Exalted.
er explanations: “violence is the nature of Creation,” “I
lack self-control,” I’m a different person than I realized,”
Core Concepts “Solar power makes mortals monstrous,” or “I’m doing
as I should; Creation is the problem.”
The Solar Exalted, mightiest among Creation’s heroes,
offer the most straightforward expression of Exalted’s The weight of legacy brings external threats as well.
themes. With awe-inspiring power at their fingertips Most Dragon-Blooded and Sidereals fear the mad Solar
and all of Creation at their feet, what are Solar stories monarchs reborn and move to stamp out threats early.
fundamentally about? Spirits distract naive Solars or use them as catspaws,
aiming the Lawgivers away from real change. The bane-
Out of Exile ful Abyssal and Infernal Exalted bring the Solars’ past
The Solars are great heroes, returning to the world after crimes and potential for corruption into stark reflection.
an age in exile. More than any other Exalted, Solars in- Yet despite the horror, guilt, and fear weighing upon
voke and explore “Great Man” theory, which credits suc- Solars, they still must act, for Creation so desperately
cessful generals, monarchs, inventors, philosophers, and needs them.
religious leaders with the strength, wit, and courage to
steer the course of history. Some mythical figures derive Weight of the Crown
their power from divine parentage (e.g., Gilgamesh and Solar themes are characterized by their lack of in-
Penthesilea), while others give or receive gifts in recog- built purpose, but certain themes carry through their
nition of their skill and virtue (e.g., Scáthach and King Charmset: the impetus to build, to grow, to impose life
Arthur). Real-world people like Joan of Arc, Florence upon barren fields and order upon chaos. The imposition
Nightingale, and Nelson Mandela became legends in of law upon the lawless is an inherently coercive task, so
their own lifetimes, revered for the moral courage and it falls to the most powerful Exalted: the Lawgivers. In
inventiveness that adversity instilled or revealed within the Time of Tumult, Creation suffers from the cancers of
them. Solars ascend from legends in the making to leg- war, exploitation, and corruption, from mortal to Exalt
ends in reality, actualized in the moment they’re found to god. Infrastructural wonders that could solve wide-
worthy by the god of heroes himself. spread systemic problems lie broken beyond repair by
any hand but a Solar’s. Mighty empires prey on the weak
Young Solars quickly come into more power than most because nobody has yet had the strength to stop them.
dared to imagine as mortals, and will only grow from Broken civilizations can’t escape their death spirals
there. The rush of power can be overwhelming, but the without the example of a clear-headed ruler, and there is
Unconquered Sun only chooses those who will do great no Charm for ruling wisely.
things with the power given to them; there are no meek
Chosen of the Sun. Solars are more of everything, though Whenever a Solar wields their power, they upset the sta-
not always all at once: stronger, smarter, more percep- tus quo. Every change wrought benefits some and harms
tive, healthier, more attractive, more passionate. What others, but an unjust equilibrium does the same. With all
resources they initially lack, they can quickly claim as their power, Solars must wrestle with the consequenc-
rewards, bribes, or spoils of war. And even as Creation es of action and inaction both. As their power grows, so
abounds with wonders, it teems with dangers and atroc- does their accountability for every choice they make,
ities that must be dealt with. With all their power, Solars including the choice to live or die. Recently Exalted
are Creation’s greatest hope for a resurrected golden age Solars are particularly vulnerable to the great powers of
— or the instigators of a final, terrible downfall. Creation and, if they act too rashly, their glorious destiny
can come to a bloody end with their work left undone.
A Brilliant and Tarnished Legacy And the next Solar to inherit their power may not be as
The Solars led Creation into an age of glory too corrupt righteous as their past incarnation.
to sustain and too fragile to survive its creators. First
Age ruins hold sickening wonders, flashes of memory

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talented generalists as well. Access to the highest cir-


Elements of Play cles of sorcery, the greatest martial arts techniques, and
artifacts of every magical material mean that Solars can
Solars have a number of elements that lend themselves
succeed in nearly any field of endeavor. But for young
to heroic stories; in many ways, they are the baseline of
Solars this is theoretical: what gifts they don’t receive
Exalted play.
immediately upon Exaltation they must earn in blood,
Mastery sweat, and tears, until they have the power to make their
ideals into reality.
In a world full of predators, spirits, and unfriendly en-
vironments, humans must adapt, learn, and master Limitations
the skills needed to survive. While all of the Exalted
Solars aren’t omnipotent or even omni-competent. They
have Charms based on raw expressions of Ability and
are dedicated specialists. The promise of ultimate power
Attribute that are all about human capability, Solars em-
waits in a future that won’t ever come if Creation suc-
body the drive to master the environment and the self.
cumbs to its creeping doom, and even the enemies of the
Where other Exalted might greet a deadly blizzard as
gods and the unimaginably powerful Solars of the First
elemental kin or grow fur to adapt to the weather, Solars
Age fell to violence. Nobody and nothing in Creation is
build wondrous shelters, face the cold without shiver-
truly safe from all harm, and young Solars often face op-
ing, or beat back the storm itself. Like Pecos Bill riding a
ponents with more knowledge, experience, numbers, re-
tornado, Medea mixing an ointment to make a man fire-
sources, and even individual power than they. Solars also
proof, or Arjuna firing arrows to build a sturdy bridge,
face the limitations of their own nature.
Solars take recognizable human abilities to superhuman
levels and beyond. Individualism
Wielding Supernal abilities, Solars can become peer- Though Solars can theoretically accomplish almost any
less specialists capable of competing with elder Exalts. task, any given Solar is a unique person with a skillset
Powerful, easily accessible Excellencies make Solars and values defined by her history, resources, and the

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challenges she must overcome. Even if she shares a worth fighting for. As terrifying as the Realm’s cruelty,
Supernal Ability with a peer, the breadth of Creation and Yu-Shan’s corruption, and the Lunar Pact’s rage are, the
of Solar competence ensures that her legend will be her greatest horrors in Creation may be Abyssals, Infernals,
own. She’ll find or forge her own artifacts, wield differ- and even rival Solars, for they hold a mirror up to the
ent spells and martial arts, and take on the titles and he- player characters’ own flaws.
roic roles her people need her to bear. Her legend grows
from the soil of her beliefs: Solar Charms often empower In a Creation as Cost game, the emphasis lies on the
the Solar to pursue any deeply felt passion, however nar- weight of the crown. Creation is a massive, interconnect-
row or broad. ed mechanism, and fixing it will require someone to de-
cide what parts must be torn out and replaced. Solars
Each Solar is a marvel, a unique jewel whose like won’t ever fight not just monsters, but history’s inexorable cycle of
be seen in Creation again. This makes it easy for a Solar bloodshed, retribution, and respite built on the bones of
to succumb to narcissism, and who can blame her when the fallen. The Great Curse spurs the Exalted to terrible
Creation’s people show her, over and over, just how much deeds, but mortals war over land, resources, and pow-
they need her? Wise Solars surround themselves with loyal er without any Great Curse at all. Solars represent and
friends, advisers, and followers who can provide necessary carry the hope that things can get better, and that hope
perspective. A loved one’s words or dramatic example are drives the greatest tragedies of all.
often all that can break the throes of Limit Break, but the
Great Curse tests their loyalty again and again. Sometimes Free Agents
the only person who understands what it’s like to lose con- While any Exalt can theoretically come from any walk
trol and won’t judge is another Solar. of life, Solars in the Time of Tumult have no shared cul-
ture, ancestry, or masters. Solars can arise anywhere
Storytelling Challenges in Creation, and discreet Solars can travel across great
swaths of Creation with relative freedom. While many if
New players and Storytellers often easily grasp Solar not most Solar Circles will eventually build a reputation,
abilities but might struggle with the very freedom and shared goal, and position of authority or power, Solar
power that define Solar play. games can begin in any number of ways. For some gam-
ing groups, that’s just fine. If everyone at the table wants
Modes of Play to sit down, hash out a venue and the barest amount of
As the core Exalts, Solars are well-suited to all three detail and see what happens, Solars are an ideal choice.
modes of play. In fact, each mode roughly corresponds
to one of the core concepts described above. If total freedom is too overwhelming, directionless, or
chaotic for your group, Session Zero (p. XX) becomes
In a Creation as Stage game, the emphasis lies on com- essential. While considering what the player characters
ing into power. Creation is full of evils and threats for have in common, consider what many Solars already
the players to overcome, and it’s equally full of broken have in common: they’re problem-solvers, they’re hunt-
wonders that only Solars can restore. Challenge Solar ed, they’re ambitious or idealistic, they have special re-
players with problems worthy of their skills and allow lationships with First Age ruins, and they have flashes of
for occasional losses so the heroes can persevere, rise up, memory and insight from past incarnations. Any combi-
and win in the end. Give players opportunities to show nation of these common elements can help player char-
off their competitive spirit and abilities, and to enjoy the acters start off on a good footing together.
wondrous rewards of their victories. The Great Curse is
real, but Solars in the Time of Tumult can learn from the If your players don’t already have a strong idea of what
mistakes of their predecessors and be the hope of peace they want the game to be about, choose a venue (e.g.,
that Creation yearns for. Chiaroscuro) and two or more problems that are cur-
rently or will soon be taking place there (e.g., pirate at-
In a Creation as Threat game, the emphasis lies on tacks, Lunar infiltrators, and increased tension between
a brilliant but tarnished legacy. Creation is in its death the Delzahn and the Realm). This gives players the op-
throes, full of corruption and horror, desperate for relief. portunity to design characters that will be relevant to
Solars might have the power and resolve to give Creation one or more of the campaign’s important elements, and
hope, but they definitely have the power to push it over to begin working out some likely dynamics between
the edge. Solar player characters might believe they’re player characters. Make sure to explain the tone and pri-
in a losing fight against entropy, but show the players of- orities of the campaign you’d like to run, making use of
ten that there are precious, fragile things in Creation still the modes of play if appropriate.

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Power Overwhelming
Keeping Solars Fresh
Exalted has a different perspective on power and scale
than many games, and the sheer competence and might Solars don’t easily connect with Creation’s elements,
of Solars can baffle new Storytellers. Even inexperienced wield the delicate touch of destiny, or experience life
Solars tend to win direct competitions against experi- as an animal. Like the classic comic book character
enced and resourceful opponents. Clever and lucky Solar Superman, Solars are just people made larger than life.
player characters can trivialize or circumvent carefully And like Superman, some players have trouble engaging
planned and complex encounters. And that’s okay. with or relating to Solars. Sometimes this is just a matter
of taste, but for players and Storytellers who need help
When Storytelling for the Exalted — and for Solars in
getting Solars, here are some things to consider.
particular — effective preparation of challenges means
having the tools to keep things interesting even when Better, Faster, Stronger
players do something clever and unexpected. Well-
Solar power is generally some combination of direct,
informed opponents use superior resources to stack the
straightforward, and powerful. It doesn’t take much
deck, strive to catch Solars off-guard, and adapt to set-
strategy or creativity to make Solar Charms useful, be-
backs. Quick Characters (Exalted p. 494) can be intro-
cause they’re meant to be universally useful. Solars chan-
duced at a moment’s notice, and their stats and Charms
nel the nostalgia for a mythical age when people were
can be altered to suit the situation.
stronger, braver, and more determined, when heroes
made epic mistakes for us to learn from. They are, essen-
But it’s also okay for the players to just win sometimes
tially, old-fashioned. Metropolis, Troy, and the Northern
(or often, in a Creation as Stage campaign). A Solar’s
Wei Empire can all be complicated settings for a story,
player should feel powerful, and sometimes that means
but Superman, Achilles, and Hua Mulan aren’t especially
she walks away from incredible danger unharmed, out-
complicated. Whether a person is real or mythical, the
wits an enemy so thoroughly that he loses everything, or
sands of history wear away details until only a few core
devastates an army of hundreds with a single trap. Solars
features remain.
have returned to Creation to reshape it in their image,
and players should be allowed and encouraged to do just
For players uninterested in playing those or similar leg-
that.
ends, there’s good news: they won’t be. As young Solars,
The Legend Grows
As the player characters’ powers grow, so does their SHOWING OFF
reputation. Creation is a dynamic place, and established
powers in the setting take note of the Solars’ accom- As a Storyteller, you’ll often need to narrate the
plishments. Mortals, gods, and even other Exalts may outcome of your players’ actions, but it’s difficult to
ask for the Solars’ aid or offer positions of authority. The describe superhuman ability engagingly without a
more responsibility the Solars take on, the more bound frame of reference. For some abilities (e.g., Melee),
they become to a people, place, or problem. At the same creative and lovingly detailed inspirational media
time, once-distant threats recognize the Solars’ growing abounds. Some light research can provide details that
power, and marshal forces to destroy them before they lend gravity to stunts, as well as real-world limits that
Solar player characters can impressively surpass.
get even stronger. Solars who settle down in one place
Take advantage of Creation’s uniqueness too, and
will draw enemy armies, sooner or later. allow player characters with superhuman insight to
perceive the Essence and invisible spirits underlying
An adventure-oriented Solar campaign that goes on long Creation’s physics.
enough will likely find the Solars deeply engaged with
the mechanisms of power and diplomacy. If you and your Sometimes practical details become staid, so supple-
players find this interesting, you can change the pace ment them with a cinematic aesthetic. Linger on sen-
and focus of the game to match the Solars’ new circum- sory details the way the camera focuses on important
stances. If not, one alternative is to skip ahead several moments in your favorite movies and anime. Use
months or years to the next major problem that requires NPC reactions to establish a sense of awe. Describe
the Solars’ personal intervention. Another is to retire the how the Solar’s supernatural expertise adapts to and
overcomes unexpected complications, or exploits
Solars from the adventuring lifestyle to focus on poli-
split-second opportunities. Have exceptional actions
tics, war, and diplomacy while the players take on new ripple outward to inflict cool collateral damage or
Exalted characters to adventure in a Creation altered by generate unexpected benefits.
the original Solar player characters’ accomplishments.

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they’ll have the power and potential of those luminaries, Relating to Power
with all the foibles and uncertainty that broad-strokes Exalted is about how people wield power, and how
legends gloss over. They will be able to freely explore power affects them in turn. Dangerous, traumatic, and
Creation’s stranger themes through artifacts, martial unstable circumstances demand more power, and power
arts styles, and sorcery. Your players will be playing a he- creates or even demands new problems. All Exalted ex-
roic origin story, with all the uncertainty that entails. If plore this harrowing side of power fantasy, but Solars do
they play through that story long enough, they’ll forge so most directly because their powers are awe-inspiring
new ideas of what heroism means in Creation, and new applications of human ability. Solars are human but bet-
myths your gaming group will remember for years to ter, subject to the full range of human experiences but
come. able to manage those experiences with panache.

Hardly a Challenge For many people, Superman is boring not because they
Solars are neither omnipotent nor invulnerable, partic- dislike power fantasy, but because they can’t relate to
ularly early in their careers. Their greatest techniques him. The idea that a mild-mannered white man from the
take time to develop, and falling back on raw power American Midwest might have the power to face down
drains their Essence quickly. In short bursts even freshly bullies and corrupt industrialists is no longer as revolu-
Exalted Solars are incredibly strong. With experience, tionary as it once was. But the Unconquered Sun grants
Solars can become as unbeatable in their areas of exper- power based on the worth of a Solar’s heart, not their
tise as Superman is in his. To some players, this feels un- circumstances. Instead of starting with an archetypal
satisfying, or even like cheating. Why would they play a Solar god-monarch, have your players start with mortal
game they can’t lose? characters whose problems they can relate to. Then add
the power of a demigod.
The question is rarely whether Solars will win a fair con-
test in their areas of expertise, but whether “winning” Introductory Play
will be enough. In a Creation as Stage game, it might be
enough to regularly trounce the opposition and bask in Solars are the default protagonists of Exalted, and they
glory. In other modes of play, Solars regularly face diffi- are described in the Exalted Third Edition Core book for
cult or morally compromising choices. A pyrrhic victory that reason. With straightforward powers and the po-
in a Creation as Cost game may waste precious time or tential to come from any walk of life, Solars are an ideal
the lives of virtuous allies, while a Creation as Threat vehicle for new players to better understand Exalted.
game often calls Solars to defeat monsters by acting like
monsters. The only thing Solars can’t easily accomplish Introduction to Creation
is changing the relationship humans have with power. Every Solar comes from somewhere, but Solars as a
whole don’t come from anywhere in particular. Most of
Creation’s population is occupation-oriented and pro-
HAMMER FORGES NAILS vincial, knowledgeable about the daily tasks of survival
but rarely informed about the big picture. Young Solars
Absolute power changes a person’s priorities. It feels are often as naive to Creation’s history and power struc-
good to wield, which is a problem. Whether she tries ture as new players are. A Solar whose small-town val-
to share it or hoard it, someone will want to destroy ues clash with foreign ideologies and social structures is
it, steal it, or suborn it. To defend her power, she’ll a perfect vehicle for conflict and personal growth.
have to use it or find more of it. In time, her whole life
revolves around the hope that if she just has enough, To help new players orient themselves to Creation, make
she won’t need to keep chasing it. sure they understand the broad strokes of the various
Directions and the genres of play that those venues en-
This escalation is fundamental to a Creation as Cost
courage. Players who are more comfortable with impro-
game, but it informs every mode of play. In a Creation
visation than setting research might not need to know
as Stage game, rivals will fear and envy the Solars’
power. In a Creation as Threat game, Creation itself exactly where they’re from at first. All they’ll need is a
demands more and more power just to create some rough background, an introduction to the chronicle’s
sense of safety. Solar player characters face the pre- starting location, and a reason to be there. Once they’ve
carious moral challenge of deciding who deserves spent a session or so getting to know Creation, let new
power (or even life), a responsibility that few young players flesh out and alter their backstories to better fit
Solars ever expected or wanted. the setting and chronicle.

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Creation is a complex place with a lot of moving parts. just how powerful the player characters are. You can also
Nations, organizations, realms of existence, First Age allow new players to leave their Supernal Abilities unde-
remnants, monsters, inhuman entities, categories of fined until they’re more familiar with the system. The
spirits, and different Exalted all interact in unpredict- moment when a young Solar steps even beyond their
able ways. If you introduce too many of these elements fellow Solars in an area of expertise can be very dramat-
at once, new players may just see undifferentiated chaos. ically satisfying.
Introduce new elements one at a time to better manage
this, adding to the mix at a measured pace. Alternatively, Newcomers to Power
introduce two elements in conflict and encourage play- Young Solars rarely understand the limits or nature of
ers to help or force the clashing elements into a new their power aside from an instinctive control of Essence,
equilibrium. and they rarely have anyone to teach them. Many Solars
don’t even know exactly what they are. While you should
Introduction to the System fill players in on the general threats they’re likely to
Exalted is a complicated game built on several interact- face — a player frustrated by a game about being hunted
ing systems. Most Charms available to starting Solars won’t enjoy what happens the first time they flare their
are individually straightforward, but the breadth of op- anima publicly in a Realm satrapy — their characters’ ig-
tions and complexity of Charm interactions can be over- norance provides plenty of opportunities to learn about
whelming for new players. During Session Zero, help the setting.
new players figure out what capabilities are important
for their character concepts, and which specific traits Solars are also commonly naive about the mechanisms
and Charms will help with that. Some players may even of power and government, a naiveté their players might
prefer to have you design their starting character sheets share. Again, you should inform players about the ex-
based on their priorities. Allow new players to alter their tent to which your Exalted campaign will focus on re-
character sheets after they’ve had a session or two to alpolitik or the consequences of swords-and-sorcery
gain familiarity with the system. adventuring, but if they’re used to more escapist power
fantasy, there will still be an emotional learning process
Following the example of many modern video games, curve. Keep in touch with your players regularly, partic-
consider introducing Exalted’s most in-depth systems ularly in grittier or darker campaigns, because they may
(combat, social maneuvering, feats of strength, investi- become especially frustrated or disheartened if it’s been
gation, crafting, and sailing) one at a time through rel- too long since the last morally unambiguous win.
atively easy “tutorial” encounters. Not only can these
encounters provide straightforward, low-stakes oppor- While Solars can easily begin play in positions of author-
tunities to test the system, but they’ll also help establish ity, new players may benefit from starting the campaign
relatively unbound. Grateful, zealous, and desperate
NPC’s might commonly offer their service to Solar play-
WHAT ABOUT THE BLESSED ISLE? er characters or offer new responsibilities. Allow new
players to pick and choose which responsibilities they’ll
The Blessed Isle is such a dangerous venue for young embrace so they can become familiar with the pressures,
Solars that few Solar campaigns are likely to take perks, and costs of political power at their own pace. As
place there. The Blessed Isle usually functions more they gain experience, they may become more proactive
as a distant and scarcely imaginable empire, as a in claiming positions of responsibility themselves.
dearly missed home for conflicted Solar natives, and
as a future conquest for ambitious Solars motivated
Hope Reborn
by memories of the old Solar Deliberative.
Exalted as written is a tragedy, an exploration of how
That said, the Blessed Isle is vast, and contains many the hope of peace fuels the cycle of violence. Most en-
places where the Dragon-Blooded aren’t always tities in Creation — living, dead, or otherwise — are
present. Sometimes Solars Exalt upon the Isle or in- entrenched in personal or political vendettas and too
filtrate it for their own purposes. The Scarlet Empress young to remember the marvels of the First Age. The
held some Solars as live captives, and in her absence gods and elders who remember that wondrous time are
they could escape. With few to no allies, Sidereal either traumatized by its loss or corrupt enough to pre-
oversight, and the constant threat of the Wyld Hunt,
fer the Age of Sorrows. Without the Solar Exalted, many
a Solar campaign on the Blessed Isle is essentially
“hard mode,” a challenging and unique venue for So- of Creation’s problems truly are irreparable. For players
lar chronicles. new to Creation, playing as other Exalt types might feel
unusually bleak or confining.

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Not only can Solars theoretically fix many of Creation’s


SUPPORTING CAST infrastructural problems, expand its borders, and defeat
its deadliest enemies, they also have no particular rea-
Friendly NPCs are extremely important not just as son to think they can’t. Solars, like new players, aren’t
motivation for Solar players, but as walking, talking necessarily tied to existing power structures or even to
reminders that the player characters’ choices mat-
a single era, and might subscribe to moral or political
ter. Mortal loved ones, Exalted followers, and spirit
philosophies that would be unusual or radical in the Age
servants have priorities and moral perspective that
Solars often need. Players can easily get so focused of Sorrows. While modern problems spur young Solars
on problem-solving that they lose track of the bigger into heroic action, the strength and memories of a lost
picture, and new players in particular benefit from age help them stay optimistic about making a lasting
regular reminders about what’s going on and what difference.
their Solar characters could do about it.

Make sure that supporting cast members actually


Solar Exalted Quick Characters
prop up the player characters’ stories. Opinionated
and conflict-prone cast members are fine as long as Solar Mercenary
they help create fun or build drama, but not when they This Solar is a horse-archer warrior, traveling the land as
make players feel frustrated or browbeaten. Like- a seasonal mercenary. They might be the target of a Wyld
wise, supporting cast members aren’t there to give Hunt, or a lone hero who comes to the characters’ aid.
the Storyteller a chance to show off or show up the
Solars, unless the players want those cast members Caste: Dawn
to show off and accomplish things. When players
Essence: 2; Willpower: 7; Join Battle: 10 dice
are invested enough to want your NPC’s to succeed,
you’ve made a truly beloved companion. Personal: 15; Peripheral: 40
Health Levels: -0/-1x2/-2x2/-4/Incap.
Actions: Command: 7 dice (+7 for 7m); Conducting

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Ambushes: 5 dice (+5 for 5m); Silent Intimidation: 7


dice (+4 for 4m, +7 for 7m); Resist Poison/Disease: 6 REVERSE-ENGINEERING
dice (+5 for 5m); Senses: 8 dice (+7 for 7m); Tracking: QUICK CHARACTERS
5 dice (+5 for 5m)
Appearance 3, Resolve 3 (+1 for 2m), Guile 4 (+3 Don’t bother. Certain Charms printed in Exalted such
for 6m) as Bestial Traits Technique or Flowing Mind Prana
may make you think it’s necessary to know these
COMBAT values in order to enhance them, but most Quick
Attack (Longbow): 11 dice at short range (+10 for Characters have not been designed to be reverse-en-
10m; damage 13) gineered and will not provide consistent values if you
Attack (Tulwar): 8 dice (+7 for 7m; damage 13) attempt to do so.
Combat Movement: 6 dice (+5 for 5m; 13 dice Instead, the Storyteller should make judgements
mounted) about appropriate values to increase in the Quick
Evasion 3 (+1 for 2m, +2 for 4m), Parry 4 (+2 for 4m, Character based on training. Increasing Socialize
+4 for 8m) might increase a Quick Character’s pools for read
intentions or their Guile if appropriate, for exam-
Soak/Hardness: 11/7 (Pride of Night, moonsilver
ple. Increasing Strength should increase their feat
lamellar) of strength pools and possibly the damage on their
MERITS weapon. For actions which may use multiple Attri-
Familiar: Horse (Exalted, p. 567) butes, such as a social influence pool, the Storyteller
should err on the side of increasing it, if appropriate
OFFENSIVE CHARMS to the target character’s behavior. No effect modifying
Unerring Marksman’s Arrow (4m; Reflexive; the traits of a Quick Character may increase its dice
Instant): Ignore all visual and non-visual penalties to pools to more than 14 dice, as per the Quick Charac-
ranged attacks, such as darkness or bad weather. ter design rules on p. 495 of Exalted. If a Charm has
Calculate all withering attacks as if made from short a stricter limitation in player-facing text, apply that
range regardless of distance. instead.
Hunter’s Swift Answer (5m, 1wp; Reflexive;
Instant; Uniform): When the Solar succeeds at a dis-
engage action, she may unleash a withering or de- DEFENSIVE CHARMS
cisive attack with her bow from close range against Danger of Soaring Leaves (1m; Reflexive;
the target she disengaged from, even if she already Instant): Successfully dodge an attack with successes
attacked this turn. equal to Evasion. If the Solar successfully dodges the
Arrow Storm Technique (5m, 1wp; Simple; attack, her opponent loses one Initiative.
Instant; Decisive-only): Make a decisive attack Shadow Over Water (2m; Reflexive; Instant): For
against up to six targets with a base damage of 4 an in instant, remove all penalties to Evasion, and in-
+ Initiative divided evenly between each target. The crease the Solar’s Evasion by +1.
Solar doesn’t reset until all attacks are completed. MOBILITY CHARMS
Dazzling Flare Attack (5m; Supplemental; Instant;
Elusive Mount Technique (4m; Reflexive; Instant):
Decisive-only): Add two automatic successes to the
the Solar may reflexively disengage whole mounted.
decisive damage roll. For each 10 in the attack roll,
add one die to the raw damage. If the attack inflicts Untouchable Horseman’s Attitude (3m, 2i,
+3 health levels of lethal damage, the target lights on 1wp; Reflexive; Instant; Perilous): The Solar automati-
fire and suffers two lethal dice of damage every turn cally succeeds at a disengage action, as long as there
until extinguished. is no more than one opponent at close range. 
Seasoned Beast-Rider’s Approach (1m, 1wp; Immortal Destrier Grace (3m; Reflexive; One
Supplemental; Instant): When the Solar rolls join turn): Convert four dice from the Solar’s mounted
battle, her mount gains an Initiative track with a start- combat movement to automatic successes for one
ing value equal to her own, and can make attacks on movement action or one interval in a race. Addition-
its own turn. When her mount performs a movement ally, Abhara may ignore her wound penalty and that
action, it does not take up Abhara’s movement action of her mount to any mounted movement action for the
for her turn. rest of the turn.

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and vices. The Realm has dominated Creation for cen-


Dragon-Blooded — turies, amassing wealth and power at the expense of its
mortal citizens as it claims new territory in the name of
The Dragons Rule Creation peace. As civil war becomes inevitable, satraps and ma-
The Dragon-Blooded are tied to Creation at every turn. triarchs squeeze more and more from the masses, acting
From the elemental nature of their abilities to their out of greed or self-defense. Even Dragon-Blooded who
centuries of dominating the majority of its landmass, aren’t related to Creation’s nobility benefit from being
Creation accepts them like no other type of Exalt. These associated with the ruling class, with all its perks and
Princes of the Earth walk openly in nearly every corner responsibilities. A Dragon-Blooded chronicle is perfect-
of the world, with no need to conceal or excuse their ly poised to tackle the question of what it means to rule
heroic deeds. This comes with obvious advantages, in- from the position of those already in charge, whether
cluding the ability to draw on the vast resources of long- that question takes the form of action-packed battles,
standing familial lines, but also means being watched at moral conflict, impossible odds, or the inevitable rise
every turn. With the disappearance of Creation’s most and decline of a corrupt empire.
powerful Dragon-Blood, the remaining subjects of the
If your players are most interested in the Dragon-
Scarlet Empress prepare for war both within and with-
Blooded because of their elemental associations, you
out, and every one of the Dragon’s Chosen stands to in-
can shift your game’s focus away from politics and to-
fluence the outcome of those conflicts.
wards their blood-deep connection to Creation. Just as
the Dragon-Blooded are at war with each-other, so too is
Themes and Stories Creation itself in a Time of Tumult, facing threats from
the Fair Folk, the undead, and even the renegade forces
Even young and inexperienced Dragon-Blooded have of Yu-Shan and Malfeas. For a highly elemental-focused
reason to become involved in events that will shape the chronicle, natural disasters can mirror the turmoil in
course of history, through family ties and expectations. the Dragon-Blooded host, with conflict among the latter
Every Dragon-Blooded character should have some re- causing misbalance in the elemental poles. Your chron-
lationship to one of the many powerful Dragon-Blooded icle could tackle this problem from either direction,
family lines, even if that relationship involves defying or both: venturing to the furthest corners of the world
expectations and choosing to remain an independent to calm elemental energies, or bringing peace to the
outcaste. As a Storyteller, family ties offer countless op- Dragon-Blooded to save Creation from a war that’s tear-
portunities to create challenges for your players, wheth- ing it apart both literally and metaphorically.
er they are trying to follow in their parents’ footsteps or
attempting to forge their own path.
Dragon-Blooded for Beginners
Having older Exalted relatives dictating their actions
can make young Dragon-Blooded feel simultaneously A Dragon-Blooded chronicle can make for an excellent
mighty and powerless: backed by the strength of their introduction to Creation for a group of players new to
bloodline and the power of the elements, yet help- the system. Compared to most other Exalts, Dragon-
less when pitted against the previous generation. Your Blooded characters can move about and act freely on the
choices as Storyteller can play this up or tone it down, world, without needing to hide the nature of their pow-
depending on the theme and mood of your chronicle. er. While the weight of an ancestor’s exploits can bear
If you’d like to explore the frustrations of being a small down upon an individual Dragon-Blood, their connec-
fish in a big pond, you can include numerous high-ex- tion to Creation’s ancient history rarely involves their
perience Storyteller characters who expect obedience own past lives. Instead, they come with a built-in sup-
from the players’ Dragon-Blooded. If you’d rather your port network — allies, connections, and superiors who
players’ characters feel more in charge of things, you can can help guide their adventures. Mechanically, players
start them in a position where they have more freedom, may find Dragon-Blooded Charms easier to manage, and
such as an assignment in the Threshold, or simply tone the strong elemental theming provides ample inspira-
down the difference in power between them and the old- tion for exciting stunts.
er generation.
If your group is experienced with tabletop roleplay-
Because Dragon-Blooded tend to band together and ing, but coming to Exalted from a classic fantasy game,
form societies, most Dragon-Blooded characters will there are plenty of familiar adventures for their Dragon-
come with not just their own internal moral strengths Blooded characters that you can work into a chronicle.
and failings, but also a share of their homeland’s virtues Family or superiors can send a Hearth on a “quest” to

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recover a lost heirloom, assist the locals in a distant your intent to bring in elements of the setting that will
holding, or destroy a legendary monster that wanders ask bleak questions with no easy answers. Consider us-
the edges of the world, bringing classic fantasy storylines ing some explicit safety tools (p. XX) in your beginner’s
into the setting. Such straightforward assignments lend Exalted chronicle, even if your group has played other
themselves well to the Creation as Stage mode of play games without needing them.
while also opening the door to less black-and-white
conflicts. Why was the heirloom artifact lost in the first
place, and who’s using it now? Does “assisting the locals”
mean putting them in their place when they have legit- MIXED EXPERIENCE GROUPS
imate grievances with the Realm? Creation asks at ev-
ery turn who the real monsters are, and leaves players to If you’re starting a new group, your players may come
come up with their own answers. to the table with very different levels of experience
with Exalted, and with tabletop gaming in general.
Pairing Exalt types with player experience level can
As with any chronicle where the tone will change dra-
be an interesting way to deal with differing levels of
matically over time, keep an open line of communication
setting knowledge at the table. Beginner players with
with your players in this sort of game, especially those Dragon-Blooded characters need only understand
who may not be aware of what kinds of moral dilem- the recent history and customs of the Realm and will
mas their characters are going to face playing Exalted. be given the benefit of the doubt by most people they
Realizing that your beloved character is complicit in meet. In contrast, a Solar or Lunar character will
colonial oppression can be a fascinating and compelling need to tread carefully and interact with the ancient
storyline, but can also be upsetting and unpleasant to history of her Exaltation’s past lives. Alternatively, a
play through if you haven’t signed up for it. If you’re tran- single experienced player might make an excellent
sitioning your beginner’s game from a focus on Creation- long-suffering Dragon-Blooded mentor to a group of
as-Stage into something more horrific or tragic, check in young, naive Solars, using his upper-class Realm ed-
ucation to teach them the ways of the world.
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could share your player’s characters’ overall political goals


Realm Civil War but be fraught with personal vices that make backing them
unpleasant, or they might wish to do the right thing for
One of the most iconic storylines for Dragon-Blooded pro-
all the wrong reasons. For a game centered on Creation-
tagonists is the war for the Scarlet Throne. Even if your
as-Cost, every potential Empress may be deeply flawed,
chronicle doesn’t start here, Realm-loyal characters will
leaving the characters only the chance to pick their poison,
have many opportunities to choose a side, or push the na-
or launch a valiant but doomed attempt to save the Realm
tion closer to or further from war. The throne is the highest
through some unexpected option.
seat in Creation for a Prince of the Earth, and unless you set
your chronicle in a very distant part of the world, your play- Some players will be more interested in putting their
ers may want to get involved in who’s sitting on it eventually. own characters forward in a bid for the throne rather
than playing kingmaker to a Storyteller character, ei-
With dozens of important actors, multiple arenas of
ther ruling as a Hearth or supporting one of their own
conflict, and a complicated net of political alliances in-
as Empress. This is particularly suitable for a game
fluencing every decision, running a civil war chronicle
centering Creation-as-Stage, where the dramatic goal
can be a logistical nightmare for even an experienced
of winning the Scarlet Throne paints the characters as
Storyteller. By narrowing the scope down to what’s im-
larger-than-life heroes fighting impossible odds. Unless
portant to your players, and keeping careful notes that
you plan to give your players some special advantage
track the right details, you can make the job significantly
that will draw in allies to their bid (a secret letter from
easier, while providing your players with an immersive
the Empress declaring a successor, the keys to the
sandbox to play in.
Imperial Manse, a Sidereal prophecy declaring doom
Choosing an Empress upon Creation unless they succeed) consider starting
your players with a considerable amount of experi-
The Exalted setting provides numerous candidates for the
ence; they will need powerful Charms and artifacts to
throne, any one of whom a Dragon-Blooded character might
keep up with other contenders. Social Merits such as
choose to throw their weight behind. Giving your players a
Backing, Command, Contacts, Followers, Influence and
chance to pick a candidate early in the chronicle-planning
Resources will provide your players with the tools they
process will ensure you’re running a game they can invest
need to make connections, spy on opponents, wage war
in, and leave less work for you as a Storyteller. Asking play-
on a grand scale, and sway the people to their cause. A
ers directly which candidate they want to see victorious,
player could also take on the role of an existing throne
or making suggestions based on how their characters have
contender. If they’re all working towards the same goal,
acted in an ongoing chronicle, will give you a sense of who
consider allowing your players to pool some of their
you need to include, though the unfolding events of the sto-
Merits, treating soldiers, contacts, and specialists as loy-
ry can always change your player’s loyalties.
al to the cause, rather than to one particular person.
Canon throne candidates provide plenty of choice for you
Of course, an idealistic young Hearth might forswear all
and your players. Mnemon is poised for victory (much
potential Empresses, championing a new system of gover-
to the chagrin of most other candidates) making her an
nance in which power is more equally divided either among
obvious antagonist, but players may find her claim com-
the Dragon-Blooded host, or more controversially, among
pelling and wish to help her instead. V’neef is another
all the Realm’s citizens. You can treat this much like try-
strong contender for the throne, and presents a potential
ing to claim the throne for themselves, in that they’ll need
Empress who’s closer in power to starting characters,
a great deal of magical and temporal power to get much of
more an ally than a master. Tepet Ejava and Saloy Hin
anywhere with such a bid. Alternatively, you can have them
are both underdogs, but popular for their heroic exploits
ally with an existing organization like the Immaculate
abroad, and helping a selfless champion succeed against
Order or the Thousand Scales, and force them to balance
the odds makes them popular dark horse candidates.
their ideals against backers with their own plans, much like
Nearly any matriarch could also serve as a candidate for
players who choose to support a potential Empress.
the players to rally around, if your group finds a particu-
lar House compelling. Creating Factions
Of course, there is nothing saying that one of the canon con- Civil war in the Realm is a complex affair. Serious con-
tenders needs win the throne. If you’re playing a game with tenders to the throne can field Size 5 battle groups on
Creation-as-Threat, especially one focused on a moral multiple fronts, control vast spy networks in dozens of
struggle, you could create claimants of your own to better cities, and weave intricate social webs with hundreds of
challenge and foil your characters. A custom candidate Intimacies to be discovered and hidden. Antagonists feel

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flat when they don’t have plans and goals of their own,
separate from what the players are doing, but keeping CIVIL WAR: SIMPLIFIED
track of everything they have and want poses a major
challenge to Storytellers. One way to make things sim- If tracking factions and troops and spy games all
pler is to organize your antagonists’ efforts into factions. seems like too much work, you can instead run your
civil war chronicle as a series of challenges your
A faction is a group of people with both the means and players must overcome, given to them by a power-
the motivation to stop your players from achieving their ful Storyteller character, or thrust upon them by fate.
This sort of game gives your players less control over
goal. A rival aiming for the throne, outside forces who
what happens next, a type of storytelling often called
wish to interfere, or an organized resistance within the
“railroading,” but it can still be a very enjoyable expe-
Realm could all make suitable factions for a civil war rience if you make sure the ride is a fun one, and still
game. As tempting as it is to use every plot hook at once, allow your players’ actions to have consequences. If
beginning your chronicle with only 2-4 factions will help you plan to run your game this way, be open about it
focus your efforts, and those of your players. Characters with your players, and get buy-in for the premise. If
that aren’t in a faction can still make an appearance, but your players want to do something unexpected, it’s
their plans and actions will generally be relegated to the okay to nudge them back on track by explaining you
background, and you can always add new factions as you haven’t planned for that and asking them to return to
go on if bit players become unexpectedly important. the game you’ve designed, or give you time to plan
something different.
To begin planning a chronicle with factions, decide on
a centralized place to make notes, whether that’s an on-
line word editor or pen-and-paper in a binder. Each of Before beginning the chronicle, note where each fac-
your factions will need: tion’s mobile assets, like armies or powerful artifacts, are
currently situated.
• A name to make it easier for you to refer to the
faction in your notes. • A next step the faction plans to take. This should
be a simple, limited-step plan that will bring the
• A leader; they need not necessarily be the stron- faction closer to achieving its motivation, and one
gest member of the faction, but the one who that will succeed if no one else interferes to stop
makes most of the decisions. You’ll probably need it. It might be a military action (“march on the
a full character sheet for each faction leader. Heptagram, using connections among the staff
to occupy the school and add its resources to my
• One or more champions; those loyal to the cause army”), a political action (“have my best courtier
and strong enough to challenge your players sway Cathak Cainan to my cause”), a form of sub-
directly. You’ll need at least QC sheets for your terfuge (“poison the wells of Pangu city and blame
champions eventually, as they’ll likely be in direct it on House Mnemon”), or anything else you can
on-screen conflicts regularly. think up. If a plan requires champions or assets
to realistically succeed, make sure you have them
• An overall motivation for the faction; this needs stationed nearby, and make a note of who and
to clash with what your players want in some way what will be involved.
to create conflict.
Having all this decided beforehand will not only help
• A list of the faction’s assets. These are the tools, your factions come to life by acting on their own plans,
aside from champions, the faction can use against it will help you give your players actionable informa-
the players. You can give the faction merit dots to tion with which to thwart them. Dragon-Blooded have
represent armies, spy networks, powerful allies, many ways to gather intelligence about a rival faction:
financial backing, and manse strongholds. Other stealth, contacts, socializing, Charms, sorcery, and more.
assets might be more nebulous: access to secret When your players successfully read intentions to learn
tunnels beneath the Imperial Palace, a blood-debt an Intimacy, set their network of spies to find out what’s
owed by an elder Lunar, a sterling reputation happening at the House of Bells, or seduce a loyal mortal
that makes challenging them publicly dangerous. guard into betraying his master’s secrets, they’ll expect
These you can simply record as short sentences, to learn something about their enemy’s plans or goals.
making note of any limitations or costs they might By referencing your faction notes, you can give them a
have to the faction if used. chance to exploit weaknesses, keep pace with their ri-
vals, and gain an advantage for future conflicts.

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While it can be tempting to provide cryptic clues and to spotlight and waive the rest as unimportant in your
little puzzle pieces for each success, remember that version of Creation: lacking resources, stubbornly neu-
your player’s characters are tactical geniuses, but your tral, or already under the thumb of one of your chosen
players probably aren’t. Straightforward information, leaders. You’ll probably start with a single faction for
like “Mnemon is planning to attack the Heptagram,” as the Peleps/Cathak alliance, led by whichever Matriarch
opposed to “Mnemon’s forces are gathering along the you want to have the upper hand in the arrangement.
Isle’s northern coast, and three young House Mnemon Their first step could be taking V’neef’s Western hold-
Dynasts have just taken sabbaticals from their sorcer- ings, seizing the Imperial Manse, or assassinating a rival
ous education,” can save your table hours of argument candidate. The unstable opposition could begin as one
over what it all means, and keep the focus of the game faction, assuming everyone is working together at first,
on choices, actions, and consequences. It will also help or multiple factions, beginning with similar motivations
your players to keep an accessible record of everything but acting separately, to emphasize how at odds they are
they’ve learned: Storyteller character intimacies, rival already. Each could begin by building their own naval
assets, troop movements, and enemy plans. Keeping in- armadas, seizing Peleps land holdings, or trying to sow
formation in an online document will let them refresh dissent among the Peleps/Cathak ranks.
their memory between games, and help you remember
what they’ve found out and what remains secret. Other factions in the West might include the Caul, led by
Sha’a Oka with younger Lunars as its champions. While
At the end of each story, you’ll need to refresh your fac- their material resources can’t rival those of a Great
tion notes to reflect what they, and your players, have House, their supernatural power and flexibility makes
done. At the very least you’ll need new next steps for them well-suited to disrupt everyone else’s plans, turn-
most of them, but you may also need to move around ing dragon against dragon in pursuit of their own moti-
assets, update champions, or even change motivations. vation. The island of Abalone could field a faction, led by
They may have gained new assets or champions from the Feathered One or Hamoji himself, full of desperate
succeeding at their next step, or lost them due to player citizens trying to free themselves from Realm rule. The
or rival faction involvement. Factions might even dis- Skullstone Archipelago, led by the Silver Prince, could
solve, split up, or change leaders if something drastic has also serve as a faction, if you decide the Deathlord is mo-
happened to them and their plans. tivated to interfere with the civil war. 

Without interference, faction next steps should always Whichever factions you choose to detail, remember that
succeed, but sometimes it will make sense for two fac- they should all have both the means and the motivation
tions to interfere with each-other. When Storyteller to stop your players and their allies completely. Smaller
characters clash, you can either decide the results with day-to-day threats, like an angry Storm Mother or a Fair
a few off-screen rolls, or simply use your best judgement Folk raiding party, don’t need to be factions. They can
of their relative strengths to decide who wins. Showing get in the way as a one-time thing, and then vanish back
the results of these off-screen conflicts to your players into the background. If a minor threat becomes a serious
will help them feel like the war is multidimensional, not one during the course of play, you can model them as a
just an assortment of antagonists out to get them in par- faction during the campaign. 
ticular, and potentially reward them for the work they’ve
done in pitting opponents against each other. Beyond the Realm
Factions: The War in the West While the Blessed Isle houses Creation’s largest Dragon-
One possible direction the civil war could take is Peleps Blooded population, it’s hardly the only setting for a
and Cathak choosing to ally, the former house being Dragon-Blooded game. Lookshy offers a vastly different
promised dominion over the west and its seas while political landscape, where military success and meri-
the latter takes the Blessed Isle and eastern Threshold. tocracy trump bloodline and history (in theory at least).
Other houses rise up against this alliance, planning to Rather than centuries of tradition imploding all at once
stab each other in the back just as soon as the greater as with the Empress’s disappearance, Lookshyan politics
threat is taken care of. have always been rife with carefully managed internal
conflict, but events outside the River Province threaten
To turn this complicated scenario into a chronicle plan, that tenuous balance. The Dragon-Blooded of Lookshy
you’ll need to pick some key leaders to spotlight. Even if are respected, but not revered in the same way Dynasts
you want disorder, mapping every opposing house as its have come to expect, making it an appropriate setting
own faction is difficult to track, so pick a few you want for a game where your players will have to interact and

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turn into a nightmare over the course of a story. Lookshy


DRAGON VERSUS DRAGON serves as a suitable backdrop to a story of Creation-as-
Cost, itself descended from a legion of doomed heroes,
Dragon-Blooded characters from different back- still fighting for a Shogunate that has long since fad-
grounds might disagree with each other on funda- ed to dust. The players’ story can hold a mirror to the
mental issues of religion, the responsibilities of the city’s failing First Age artifice, itself a testament to what
ruling class, and their own place in the divine system. they’ve lost and can hardly hope to regain.
Exalted mechanics support player-versus-player
conflicts, whether they come to blows or get resolved
through social actions, so it’s entirely possible to run Coming of Age
a Dragon-Blooded chronicle where your players are
on opposing sides, either as a Realm spy or the Look- Most Dragon-Blooded Exalt in their teens, time, stress
shyan officers defending their home, rival queens and hormones all coming together to ignite the latent
in the East, or supporters of two different claims to power in their blood. This creates a unique story type for
the Scarlet Throne. Deliberately antagonistic games Dragon-Blooded characters: the school game. Burdened
can be fun for the right group, but as the Storytell- with great expectations, burning with hormonal passion,
er you’ll need to do more work to make sure every-
and brimming with barely controlled elemental power,
one respects everyone else’s boundaries while their
teenaged Dragon-Blooded can hardly avoid coming-of-
characters scheme and fight. Reread the safety rules
section of this book (p. XX) carefully, and consider ex- age stories filled with larger-than-life conflicts.
tending the Red Rule (Exalted, p. 222) to cover other
uncomfortable situations, like being enslaved or tor- Teenagers can be a bit ridiculous, and it’s easy for a school
tured. game that centers Creation-as-Stage to lean heavily into
the fantastical elements of the Exalted setting, mix-
ing wuxia and the ever-popular superhero high school
bargain with powerful mortals as well as other Exalts. genre. This style of chronicle can be a lot of fun for ev-
Since every Lookshyan citizen is expected to serve in the eryone, mixing comedy and drama and giving everyone a
military, it’s also a good choice for games that will focus chance to play a flawed-but-lovable young adult getting
on mass combat, if that’s something all your players are involved in all sorts of shenanigans, and maybe even sav-
interested in exploring. ing the world while they’re at it. As the Storyteller, you’ll
have some control over how far your game slips into
Dragon-Blooded have also congregated into smaller, comedy: if your group enjoys a funny game, you can dou-
and stranger, communities. The Forest Witches live ble down on incompetent adult characters and ridicu-
half in Creation, half in the strange Sea of Mind, and ex- lous school assignments, or bring in some anachronisms
tend their lives through reincarnation. Others, like the to the Exalted setting (after all, there’s nothing saying
fae-touched Cult of the Violet Fang quest among the the Heptagram doesn’t have an annual prom). If you’d
Wyld, while Heaven’s Dragons live in the celestial city rather things stay a bit more serious, build stories and
of Yu-Shan, and the Wanasaan commune with the dead. characters around the challenges of young adulthood
Beyond the reaches of the Realm, lone outcastes or small that are dramatic, but more realistic: straining against
families of Dragon-Blooded are big fish in small ponds, parental expectations, worrying about the future, deal-
ruling tiny kingdoms of mortals or minor spirits as un- ing with tough emotions for the first time, and trying to
caring gods or fierce protectors. Any of these societies maintain friendships with equally struggling peers.
could form the setting for a chronicle, or inform the his-
tory of your players’ characters. Despite their supernatural might, teenaged Dragon-
Blooded can also feel powerless. Just stepping into a
If a particular Dragon-Blooded society interests you and world where everyone is older and better than them,
your group, you can begin to build a chronicle around it. making their own decisions can feel impossible against
Alternatively, you can choose a society to suit the mode teachers who can walk through walls and parents who
of play your group finds most appealing. Monarchs of a command legions. Young Dragon-Blooded, especially in
small nation, Grass Spider assassins, or ruthless Seven the Realm and Lookshy, also find themselves the young-
Storms bandits could each make an appearance in a game est representatives of ancient societies, inheriting old
of Creation-as-Stage, setting the stage for larger-than- enemies and grudges along with their Exaltations. For
life conflicts against archetypical foes. A game focused games centering Creation-as-Threat, this gives you
on Creation-as-Threat might enjoy the larger politics, plenty of angles to work from to create horror, whether
and moral complexities, of a city like Prasad, or an eso- it’s being hunted for sport by the Anathema whose whole
teric group like the Forest Witches, whose paradise can village was slaughtered by Realm troops, or coming to

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the slow realization that the all-powerful adults who


control the world can be ignorant, stupid, and cruel.
Core Concepts

Finally, a school game set after the disappearance of the The Lunar Exalted are not as overwhelming as the
Scarlet Empress can put the characters in the tragic po- Solars, or as numerous as the Dragon-Blooded; they are
sition of sitting helpless at the center of a civil war: too neither as esoteric as the Sidereals nor as grim as the
old to be kept in ignorance, but too young to do anything Abyssals. Instead, they stand at the crossroads between
important. A school game centering Creation-as-Cost all of them, flexible enough to fit into almost any Exalted
plays on the pathos of the young soldier, desperately he- story — but heroic enough to more than merit their own
roic, yet doomed by forces beyond his control. tales.

Storytellers can find more information on the Realm’s Self-Discovery


secondary schools, and running a secondary school Lunars are shapeshifters. They can be whatever they
game, in the Dragon-Blooded companion book Heirs to want to be, in the most literal sense; so many Lunar sto-
the Shogunate. ries are stories of self-discovery. Like the Solars, Lunar
characters are well-suited for exploring how people —
good, bad, or otherwise — are affected by power. But for
Lunars — Reflections the Lunars, this question is more internal: The Lunar
Exaltation frees them from being any one thing, and so
of a Thousand Selves whatever they become — whether monster, king, god, or
something else entirely — is a choice they consciously
For players and Storytellers looking to explore culture,
get to make.
mythmaking, and identity, the Lunars offer a prime
choice, combined with unique mechanical and narrative
At the moment of Exaltation, each Lunar also awakens
flexibility.
their spirit shape, an animal that resonates so strongly
with their identity that that animal is one of the Lunar’s

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true forms. Cultures throughout our own world and Lunar stories can’t really escape colonialism; Lunar sto-
Creation have used animals as metaphors for identity ries are told in relationship to tribe, nation, and empire.
and personality, so exploring what a spirit shape means Not even the Lunars can build a just empire, although
can jumpstart an interest in self-discovery for a player some certainly make the attempt. As the wardens and
character. Since the spirit shape is a choice made by the heroes of the Threshold the Lunars are uniquely poised
player and not the character, it can be selected to either to see the effect of empires — especially (but not exclu-
emphasize a character’s preexisting traits, or to high- sively) the Realm — on cultures across Creation, and to
light something the player is interested to see the char- resist them.
acter grow into: It’s one thing for a seasoned gladiator to
have the heart of a tyrant lizard, but another thing en- The foremost mission of the Silver Pact is the destruc-
tirely for a painfully shy librarian to have that same spirit tion of the Realm, or at least the dismantling of its he-
shape instead. gemony. Despite this, when Lunars knowingly position
themselves as culture heroes — patron gods, vaunted
Sometimes, stories of Lunar self-discovery can in- ancestors, bogeymen — they are, in ways both small and
volve very intimate aspects of personal identity, such great, complicit in the same kind of hegemony they fight
as gender and ability. These are powerful narratives for against. This isn’t to say that they’re wrong to do so, only
players to explore, but should absolutely be discussed that their role as wardens of their chosen cultures is far
during Session Zero before being included. Storytellers from simple.
shouldn’t surprise players with them or try and force
them to the fore when they’re unwanted. Stories of the Margin
The Lunar Exalted are among the greatest powerbro-
The Sins of Empire kers of the Threshold, serving as heroes, patrons, and
Empires are built from the ground-up bones of the weak god-emperors to cultures across all eight directions.
and forgotten. The Realm of the Scarlet Dynasty reigns This places Lunar chronicles at the literal margin of the
over the lesser empires of the world, who in turn reign world. While Lunar-backed societies are often mighty
over their own subjects, and so on forever — until the in their own right, they still exist in the shadow of the
muck and blood eventually pool at the bottom of the pyr- Realm. Embedding the Lunar Exalted in marginal cul-
amid. Even Lunar empires cannot escape this truth, al- tures means that their stories are about peoples resist-
though they may struggle to mitigate it. This is all to say: ing colonialism and holding fast to important traditions,
Chronicles about the Lunar Exalted are inherently and norms, and systems.
unavoidably political.
While many Threshold societies draw from real-life cul-
tures, most avoid one-to-one comparisons, instead draw-
LUNAR CULTURES ing on multiple cultural palettes to create something
distinct from the original inspirations. Because Lunar
While Lunars are absolutely viable as wandering he- chronicles often deal with the value of cultural heritage,
roes travelling Creation in search of glory, passion, it’s important to check in with players to ensure that cul-
and wisdom, their Charms and aesthetics often push tural details and nuances avoid easy stereotypes and the
them towards positions of power and influence within impulse to “exoticize” cultures by emphasizing them as
specific societies. These positions aren’t necessarily foreign or arbitrary.
as direct leaders — a Lunar can spread her influ-
ence just as much by positioning herself as an An-
ansi-style trickster, or as a tradition-enforcing figure Elements of Play
like the Baba Yaga. Both serve to define the boundar-
ies of civilization and morality for their own culture, The Lunars are ever-flowing and changing, offering
while reinforcing a trickster’s role as teacher. players and Storytellers considerable flexibility in solv-
ing problems through shapeshifting, Charms, and the
Because of this, Lunars often become patrons to one politics of the Pact.
or more cultures, used here as a broad term to en-
compass everything from nomadic tribes to sprawl-
Shapeshifting
ing empires. Unifying the idea of cultures big and
small, imperial or subculture, serves as a reminder Every Lunar Exalt is a shapeshifter. This means that
that Lunars are at their best when embedded into every Lunar Exalt is also one hunt away from being as
specific, vibrant peoples with their own customs, his- strong as a bear or as nimble as a cat. They are one hunt
tories, and legends. away from wings to fly or fins to swim or thick hide or
keen sight or a thousand other animal traits. No one

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not be well-trained for. Much like shapeshifting, this is a


WATCH OUT FOR SUSPICIOUS CATS feature and not a bug. In exchange, many Lunar Charms
are actually less flexible than Solars Charms: While Solar
It’s generally known that the Lunars are shapeshift- Presence and Performance Charms can inspire a wide
ers, so if someone knows a Lunar is after them, they’ll range of emotions, Lunar influence leans in to attraction
probably get skittish around animals and strangers. and fear, playing on Lunars’ identities as both heart-
Remember, though, that Creation is a breathtakingly breaking muses and mad-eyed beasts. Lunar Charms are
huge place, and there are only a few hundred Lunars:
built around these identities and aesthetics, and their
If everyone was always on guard for Lunar infiltra-
tors, they’d never get to sleep. flexible Excellencies are in many ways the only tools in a
Lunar’s toolbox that allow them to approach a problem
This is to say: Not all Dragon-Blooded will watch ev- without dipping into their primary themes.
ery suspicious cat and wonder if it’s Anathema. Not
even occultists do that, unless they have a compelling Be mindful of the dice cap on Lunar Excellencies, which
reason. Unless a shapeshifted character is being de- can be increased by a stunt that shows how the Lunar
liberately reckless people don’t see a rat and think leverages another one of her Attributes in an action. As
“Anathema!” Don’t try to hard-counter these strate- a general rule, these stunts should be interpreted gener-
gies unless you’ve got a really compelling narrative ously, with a relatively low bar. If you intend to ask for
reason.
more from a Lunar player, that’s something best estab-
Once the players have tipped their hands, though? lished in Session Zero (p. XX). While not recommend-
Well, when you know a shapeshifter is on your trail, ed, some Storytellers and groups may find that adjusting
paranoia is a rational and appropriate response. the expectations for Lunar Excellency stunts might help
with parity in mixed games where other characters have
lower dice pools.
form can match the power of a properly trained Exalt,
but Lunars can quickly acquire broad competence, giv-
The Silver Pact
ing them unparalleled adaptability, at least on a purely Of all the Exalted, the Lunars have what is perhaps the
mortal level. most flexible framing device: The Silver Pact is built to
naturally accommodate differences between groups
Human shapes, on the other hand, give Lunars the abil- and chronicles. This flexibility comes mainly from the
ity to infiltrate a society wholesale, as long as they are fact that it provides a framework with only minimal
either willing to kill their prey or possess the necessary restrictions. Being a member of the Silver Pact means
Charms to steal their shape in some other, more palat- that Lunars have a built-in network of important char-
able way. If animal shapes give Lunars tactical solutions, acters and locations that they can interact with — or
then human shapes give them strategic ones, allowing a not! A Lunar character and the Circle as a whole can
Lunar to seize a character’s social standing (and the re- be as involved in the Pact as they like, or they can avoid
sources thereof ) to suit her own plans. A single Sacred becoming entangled in it, often with greater ease than
Hunt can take a Lunar from utterly unsuitable for a giv- a Sidereal skipping out on assignments or an Abyssal
en mission to being not only competent, but essential. dodging their Deathlord.

Lunar flexibility means that out of the gate, they are able This flexibility also means that it’s important for a group
to tackle mortal-level problems outside of their areas of to discuss their expectations about the Silver Pact during
expertise. Telling a Lunar story means allowing them to Session Zero: How involved will other Lunar characters
shine when they find ways to leverage their shapeshift- (and their schemes, empires, and enemies) be in this
ing abilities, especially when those ways are creative, chronicle?
unexpected, or satisfying. It also means that with rel-
atively little investment, the players’ characters can all In a “strong” Silver Pact chronicle, the players’ charac-
have ways to contribute in a wide array of challenges, ters are likely to have a clear set of allies and mentors
which can keep everyone engaged and involved. they can turn to in times of need and who, in return, help
to frame challenges for the characters. These chronicles
Lunar Charms and Flexibility can be a great choice for novice players because they pro-
Lunar Charms are notably different than their Solar vide a natural way of pacing challenges and can also in-
equivalents. The most obvious difference is that their clude episodic or mission-based sessions that introduce
Attribute-based Excellencies are extremely flexible, them to specific types of gameplay or setting elements.
allowing Lunars to take on challenges that they might

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ELDERS OF THE PACT Storytelling Challenges

Even in a strong-Pact game, elder Lunars don’t have The Lunars offer a comfortable middle ground for
to be an everyday presence. Many are embedded so Storytellers and players, combining some of the freedom
strongly in the rhythms of their cultures that they have of Solars with the structure and support of entrenched
little opportunity to escape without inconveniencing Exalts like the Sidereals. Storytelling a Lunar chronicle,
themselves — what good is Mahalanka when its then, is about navigating that balance.
Queen of Fangs is wandering abroad?
Modes of Play
Elders can be narratively and mechanically over- In a Creation-as-Stage chronicle, Lunar characters are
whelming and are best used with a light touch. It’s
ideally situated to embrace their roles as provocateurs,
one thing for players to receive advice and missives
from other Exalts every month or so; it’s another thing mediums, and monsters, taking on larger-than-life roles.
altogether if those elders are literally and physically Many Lunar Charms shine in this mode, especially love-
present in day-to-day affairs. The best compromise and fear-based social influence. This makes them a neat
for highly involved elders is for them to be relatively foil to Solars: Instead of epic ambitions, Lunars are often
near, while remembering that Creation is incredibly better defined by epic passions. Changing Creation is a
vast. Lilith might be willing to deflect a Wyld Hunt process of self-discovery, and if Creation is a Stage, then
from your newly Exalted Circle, but she’s harder to they are players who are able to take on other roles at the
get ahold of for immediate, smaller-scale issues, like drop of a hat until they find one (or many) that fits. This
from solitary Immaculate mendicants or rampaging mode casts fledgling Lunars as eager heroes seeking op-
behemoths. portunities to earn glory and recognition while more
Adjust these expectations to suit the game and the experienced Lunars instead enter a game of politicking
players and remember that even the friendliest allies within a society of god-monsters, all intimately tied to
have their own needs and agendas. Elder Lunars can the interests of their chosen peoples.
be excellent mentors, but like all mentors, they also
know when pupils must stand on their own. A Creation-as-Threat chronicle can emphasize the
material conditions of Creation, putting a spotlight on
dangerous roads, brutal winters, and deadly plagues —
The alternative is a “weak” Silver Pact chronicle — all of which fit nicely into Lunar stories. As patrons of
which has little to do with how strong or weak the Pact Threshold cultures that make do without the wealth
itself is, but instead focuses on a weak connection to or and resources of the Realm, Lunar characters are often
from the Pact. If the players’ characters reject the Pact well-positioned to explore and overcome these mortal
or venture out on their own, the chronicle will need to challenges, both personally and for their chosen cultures
focus on either location-specific issues or player-driven at large. Harsh conditions are a common feature of many
stories. This denies them access to valuable resources Threshold locations, and overcoming these obstacles
and support, but also allows them greater freedom to set can become part of a Lunar’s mythos: The jackal-headed
their own priorities and design their territory from the king who led his people through the burning sands of
ground up, helping them to become invested in the sto- the furthest South, or the rat-tailed shaman who fought
ries of that place. back the Weeping Plague.

Choosing a level of Pact involvement can also influence Creation-as-Cost chronicles can emphasize the price
(or be influenced by) the location of the game, as many of that Lunars pay for building and strengthening one
Exalted’s iconic Lunars are strongly embedded in place: culture, all too often at the expense of another. Lunars
Leviathan and Sunken Luthe, Raksi in Mahalanka, and who try to avoid the sins of empire can easily find
Ma-Ha-Suchi in his nameless lair. Games set near these themselves repeating them instead as their societies
locations don’t have to include these iconic characters grow large and strong enough to attract the attention of
but placing the action near them does set up certain rivals who must be either placated or subdued. These
expectations. games can also emphasize the fact that Lunars cannot
“share” their power as readily as Solars — while they
Remember that like so many other setting elements, the have a number of Charms for shaping a culture and em-
Silver Pact can and should be adjusted to suit the chron- powering subordinates, Lunars can’t match the sheer
icle and the players — and that it can be adjusted in play, capacity of Solar infrastructure, or the far-reaching po-
too, to reflect shifting alliances, altered priorities, and tential of Sidereal fate-weaving, or the hellish miracles
reallocation of resources. of the Infernals. So much Lunar power is internal that

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if a character leaves home, the people and things they important step is galvanizing the Pact (or a sizable por-
love are left distinctly vulnerable. tion thereof ) towards decisive action — high Essence is
more an effect than a cause, simply because it takes time
From Hero to Legend to garner this level of support.
Chronicles that embed the player characters in a spe-
cific place often follow a fairly regular arc. PCs change Don’t Call them Barbarians
from fledgling Exalts to mighty shahan-yas in their own In previous editions, the single word most associated
right over the course of their stories. At each stage, the with the Lunar Exalted was “barbarians,” but this edi-
characters grow in power and responsibility at the cost tion has consciously moved away from that word for
of becoming increasingly intertwined with the affairs of two reasons. First, “barbarian” is a loaded term that
their chosen peoples. implies a sense of cultural superiority, which says more
about the people saying it than the people it’s being said
At the first stage, newly Exalted Lunars are often seeking about. Secondly, it’s reductive: Calling the Lunars (and
validation and respect as members of the Silver Pact or especially the cultures they support) barbarians painted
as new powers in their own right. In a strong-Pact game, them with a broad brush that left very little room for nu-
this period can be framed as a series of errands and initi- ance, detail, or sympathy. Characters in the game (espe-
ations from elders and mentors; in a weak-Pact game, the cially Realm dignitaries) will absolutely think of and call
characters are likely more vulnerable and must prove them barbarians, but try to avoid the word as a catch-all
themselves to nearby powers. Some common challeng- description in narration or discussion.
es at this stage include bringing unruly spirit courts to
heel, solving resource issues, embedding oneself in lo- The cultures championed by the Lunar Exalted run the
cal politics and religion, and challenging unjust power gamut from large to small and from simple to complex.
structures. In a game unconcerned about the Pact, or Lunar characters can embrace or reject elements of soci-
where player characters have actively eschewed Pact ety and technology as freely as anyone else. If they tend
membership, Lunars may instead seek to either contrast towards less sophisticated technology and organization
themselves against their Pact fellows or cultivate a place it is not because they lack the ability to realize them, but
in an established culture. In this sense, they are not seek- because their tactics and lifestyles don’t require them.
ing validation from their elders, but from those they rule You can demonstrate the value of this to the player char-
over or champion. acters through Lunar mentors or allies, especially by
highlighting the ways in which infrastructure is unnec-
At the second stage, the Lunars move from participants essary in the face of Lunar guerrilla warfare.
in the Silver Pact or individual heroes to young men-
tors. The players’ characters begin to acquire powerful Where the Moon Rises
allies and subordinates who look up to them specifical- The choice of where to set a chronicle is especially im-
ly, including outcastes, God-Blooded, spirits, and young portant for Lunar characters because they tend to be-
Lunar (or even Solar) Exalted. This is also the stage come culturally embedded in a way that is different from
when they begin to transition from heroes within their other Exalts. In a Solar game, it might not be remarkable
chosen cultures into patrons in their own right, often be- if each character came from a different land, or even a
coming part of a culture’s pantheon. different direction. Lunars work best when the charac-
ters are invested in the cultures they are entangled with,
In the final stage, Lunar characters become shahan-yas and the easiest way to achieve that investment is for a
in their own right, standing not only as members of the character to serve as patron to their own culture, or at
Silver Pact, but respected leaders — or as fearsome god- least one they are familiar with.
beasts respected as the peers and clear equals of other
shahan-yas. At this level, the players’ characters influ- The same sense of place is clear in a Lunar’s personal
ence can extend throughout entire directions, rallying aesthetics, especially their spirit shape — a shark-Lunar
other cultures and Lunars to their side. This stage is one might be an interesting way to play against theme in the
that fundamentally changes the setting: While there are dune-choked city of Dajaz, but players generally want
many shahan-ya throughout Creation, the characters their spirit shapes to be useful and relevant.
(as protagonists of their own chronicle) will energize
the Pact towards a discrete goal, whether it is breaking Remember that Creation is enormous, with vast swathes
up the Guild, shattering satrapies, or taking down the of “blank space” on the map between major locations.
Mask of Winters. While this final stage is best suited for You and your players can populating that blank space
characters as they reach higher Essence levels, the most with unique and interrelated cultures at whatever scale

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fits your game. If it stretches credibility to have multi- full character sheets. In a pinch, you can simply choose a
ple player characters who hail from a single kingdom or few flashy, signature Charms (or combinations thereof )
city-state, consider working with players to flesh out (or for the Solar, especially in their Supernal Ability, rather
invent whole cloth) the surrounding cultures, giving the than fleshing out an entire build.
players’ characters a preexisting set of expectations and
a dynamic situation to explore: If the game is set in (or The Realm Will Burn
at least, starts in) Randan for instance, what sorts of cli- Lunars are an external force posing an existential threat
ent-states and islands could the players come from, and to the Realm and its satrapies. Individual Lunars pur-
how do these cultures relate to one another in a way that sue their own agendas as culture-heroes, tricksters, and
is dramatically interesting? god-monsters, but the Silver Pact unites them in a great,
protracted war against the Realm and its Empress.
Many locations in The Realm, Lunars, and Across the
Eight Directions include “postage-stamp” suggestions Lunar chronicles are a natural fit for fighting the
about neighboring societies. These short write-ups can Dragon-Blooded. A fledgling Lunar’s allies and men-
be extremely useful for Lunar players who want to be tors have almost certainly earned the enmity of one
tied to an existing culture, but who also want room to ex- Dragon-Blooded or another, if not entire satrapies and
plore and develop a background of their own. Inventing Great Houses. Stories of the long war against the Realm
or fleshing out new cultures also specifically empowers are stories of guerilla tactics and attrition: Infiltrating a
players to be the expert on that culture, giving them a hidden compound, rousing a peasant rebellion, or lead-
measure of narrative authority that can help them feel ing a midnight raid on the treasure-houses of a Dynast
like true Lunar patrons. are the bread and butter of Lunar strategy. Large-scale
operations might involve a series of targeted missions,
The Sun and the Moon connecting together to hamper the Realm in an imme-
The Solar Bond is a powerful storytelling opportunity. It diate, material way, such as destroying a vitally-located
is also entirely optional. For players who are interested harbor or convincing the lords of a city to halt their trib-
in the Solar Bond, it can be an invaluable source of drama ute payments.
and beauty, an opportunity to tell stories of abiding love
that conquers the eons — or of the epic tragedy of loves Missions against the Realm resonate with all three
twisted or lost. This is an element that should absolutely modes of play. In Creation-as-Stage, they provide a
be discussed with players during Session Zero, especial- concrete way of illustrating the players striking back
ly because the Bond is such a fruitful source of drama at the Scarlet Empress and her dynasty; they also offer
that its presence or absence can completely change a any number of opportunities for heroic moments as the
chronicle’s focus and trajectory. player characters lead a rebelling mob, leap into battle,
or snare some unwary dynast in their trap.
In terms of narrative, the Solar Bond gives the Storyteller
access to characters the players are already invested in. Creation-as-Cost and Creation-as-Threat, on the oth-
If the Lunar and the Solar have positive feelings towards er hand, do well to highlight the collateral costs of Lunar
one another, then they might end up as friends, lovers, insurrection. At the end of a raid, when the group is
allies, or (friendly) rivals. This can be complicated if one still thrumming with excitement, ask them to count the
side feels the connection more strongly or in a different dead. Show them someone lost in grief, or someone hurt
context than the other — romantic on one side versus beyond their ability to heal. Let them have their moment
platonic admiration on the other, for example. Players of victory, but make sure the scene lingers just a little too
uninterested in a positive Bond might instead take bond- long — time enough to ask if it was worth it.
mates to serve as foils: Solars who represent the empires
they struggle against can make excellent recurring en- The Lunars pursue a long, protracted strategy because
emies who desperately want to understand and be un- they don’t currently have the strength to crush the Realm
derstood. Some players might even have their characters decisively. If the players are invested in the fight, help
bonded to an Abyssal or Infernal, either as star-crossed guide them towards opportunities to make that kind of
lovers or proof of the possibility of redemption. decisive attack: A gala for all the greatest scions of House
Ragara might be their chance to crush a Great House in
Mechanically, the Solar Bond means that the play- one swoop, or a peace talk between Mnemon and Sesus
er characters will likely either be with or against their Raenyah might be turned into an ambush. These kinds of
mates; while Quick Characters work well for low-XP world-shaking events give the players a cause to which
games these Solar characters likely require their own they can rally their allies and the Pact, helping them to

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step into their role as leaders in their own right. While respected allies — whatever the source, these conflicts
an elder Lunar ally will help counter certain threats, the are among the hardest to resolve because they are emo-
player characters should control the agenda, because tionally fraught and resist clean solutions.
these missions are the proving grounds of the Pact.
The player characters can also be challenged by the
Other Challenges Silver Pact at large as they are caught up in someone
In designing challenges for a Lunar chronicle, it is im- else’s plans or pressured to play their part despite their
portant to recognize the value of both external threats own self interests. When Leviathan surfaces with an
— monsters, conquerors, and Creation itself — as well army of beastfolk and demands that the Circle house
as internal threats, including the Lunar’s own sense of and feed his soldiers, how can they say no? When the el-
identity. ders of the Dreaming Sea finally conspire to topple Ysyr,
will they be dissuaded if the plan will cause collateral
The most straightforward challenges for Lunars are damage for the players’ cultures? These are far-reach-
beasts, monsters, demons, and the like. Full Moons are ing challenges that should be used sparingly, because
the premier warriors of Luna’s Host, but for Changing they can feel deprotagonizing; when they are used, they
Moons and No Moons alike the right bit of shapeshift- should be foreshadowed appropriately, giving the play-
ing can turn a bookish herbalist into a frenzied siaka. ers opportunities to intervene well before the fact.
For best effect, a monster fight should have something
more at stake than just victory: It’s easy to put a village Whatever challenges a Lunar faces from the outside
in danger, but Lunars might also be drawn into bat- world,there remains one challenge that is within them-
tle as a test of mettle, in search of powerful reagents, selves: The beast. This isn’t a literal force or an alter-
to take heart’s blood…perhaps even just to vent their nate personality, but rather the fact that Lunars have
frustrations. tremendous, personal power, and that power is tooled
to make them into apex predators. They are powerful,
While this edition doesn’t emphasize the Fair Folk as the and prone to all the ways in which power can corrupt,
primary enemy of the Lunars, they still represent a use- but the unique nature of their Charms and other abili-
ful source of antagonism. Cultures in the further regions ties pushes them towards certain archetypes that might
of the Threshold often have some relationship with lo- challenge their personal identities — tempter, berserker,
cal fae courts, ranging from relatively friendly to bloody and nightmare. When the opportunity presents itself,
defiance. Fair Folk can make interesting recurring char- put the spotlight on a character’s actions, especially in
acters as either allies or enemies, especially if they can the wrap-up of a scene or session. Ask the player what
provide something the player characters want or need their character felt in a moment of frenzy or darkness.
— goblin treasures, strange elixirs, faerie familiars, or Listen carefully, and use their answers.
ancient lore, especially. The costs they exact can come
in a thousand different forms but should be devised to
be both strange and provocative, requiring characters to Sidereals —
make compromises or adjustments in order to reach a
bargain.
Servants of Destiny
Sidereal characters and chronicles offer a vividly spe-
As cultural patrons, one major source of conflict can cific take on heroism in Creation, one that is often best
come from within a Lunar’s own culture, especially if suited for groups already familiar with the world and
the character has recently overextended her influence mechanics of Exalted.
or led them astray. This can be doubly damning because
it challenges the character’s authority in a way that
might not be easily answered: Enemies can be hunted
Core Concepts
and brought to heel, but a Lunar who gets repudiated by
Esoteric; secretive; subtle; these are the traits of the
her chosen people is caught between a rock and a hard
Sidereals. The Sidereal Exalted are Heaven’s own Chosen,
place. If she overwhelms her opposition, she sets her-
agents of Fate who serve the Celestial Bureaucracy as
self on a dangerous path towards tyranny and solitude;
spies, assassins, courtiers, and specialists. Chronicles
if she cannot respond, she looks weak and loses respect
which focus on the adventures of the Sidereal Exalted
from the people she must lead and protect. These kinds
have useful frameworks to work within, including the
of internal challenges can come from the families of the
politics of Yu-Shan and the trappings of bureaucracy.
dead or injured, shamans and other spiritual leaders, or

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The Splendors of Yu-Shan maintain a sense of alien wonder. These details don’t
While the abode of the gods can play a role in any game need to be universally grandiose. Sometimes, the simple
of Exalted, it is the most prominent in Sidereal chron- smell of perfectly steeped tea or the rustle of spun-moon-
icles. The Sidereals are — one and all — employees of light silk is enough to remind the players that they dwell
the Heavenly Bureaucracy and the anointed agents of in the highest and holiest of cities. The same applies to
destiny itself. Their chronicles often take place in, or at describing Yu-Shan’s corruption — what is a slum like,
least heavily feature, the glories of Yu-Shan, abode of by godly standards? How do the deities of hideous and
Creation’s greatest divinities. It’s a place of sumptuous undesirable portfolios comport themselves when they
delights, ancient politics, and corruptions both subtle literally drip with noxious sludge?
and overt. Navigating its alien mores can imbue Sidereal
chronicles with a sense of both the numinous and the From the Shadows
mundane: Every day, the Viziers work alongside gods The Sidereals are powerful martial artists and cunning
as old as the world…and in so doing, discover them to warriors, but they do not fight openly if it can be avoid-
be subject to pettiness, vanity, and every other brand of ed. When they broke the constellation of the Mask, they
mortal failing. No other characters can explore Yu-Shan afflicted themselves to be forever forgotten by Creation
as fully or as meaningfully, making it both a key element — a destiny which suits their chosen methods as spies,
of Sidereal storytelling and an iconic setting in and of assassins, and advisors. Their tactics favor the shadows,
itself. influencing the world through words whispered in the
right ear or a clever web of astrological blessings. These
Highlighting Yu-Shan is a matter of strong, concrete same tactics come from an abundance of caution, for the
details that engage the players’ senses: What do they Five-Score Fellowship cannot risk an agent casually.
smell as they walk down gold-cobbled streets where lit-
eral gods bark for their custom? What do they feel and Sidereal chronicles can emphasize these themes through
hear? While too much description can bog down a sto- both social pressures and outside consequences. At the
ry, picking strong sensory details can help cultivate and simplest level, social pressure ensures that peers and

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elders favor a light touch; Sidereals who make a nuisance by strange, moon-logic powers that must be jury-rigged
of themselves with dangerous, foolhardy, or bombastic into a semblance of usefulness.
solutions to their problems may find themselves weight-
ed down with scorn. Outside consequences reinforce the Just as planned.
need for subtlety further; from official censure from su-
periors to drawing dangerous enemies into Sidereal af- Sidereals are secret agents and esoteric magicians and
fairs — after all, the Solars have returned, and many may the Chosen of the Maidens. Their Charms mark them
see through Arcane Fate to find their ancient betrayers accordingly. Players who prefer direct solutions to
playing with Creation’s puppet-strings. problems might not enjoy the arcane nature of Sidereal
powers. This conversation should be part of a Sidereal
Weary are the Wise Session Zero, especially for novice players. Remember
The Sidereals have a unique vantage point on the world that characters can supplement their Sidereal Charms
of Exalted, with at least passing awareness of most of with martial arts, sorcery, and Evocations, which can
the disparate threats originating in Creation and beyond. help to mitigate gaps in their natural abilities.
There are a thousand things that demand their atten-
tion: Petitions to be filed, memorandums to be written, At the same time, the Storyteller should be generous in
gods to be placated (or threatened, or bribed). A Solar allowing players to use Sidereal Charms in unorthodox
warlord is sitting on the throne of Plenilune, the Realm ways, especially when they either delight the other play-
is at the edge of a civil war, and what’s the deal with this ers or expedite play. For Charms which have a narra-
Mask of Winters fellow over in Thorns? tive-driven effect — like Shun the Smiling Lady — follow
up and ask the player what they’re hoping to accomplish,
In some ways, Sidereals are the closest the setting gets to specifically. Creating a distraction by forcefully severing
experienced players of Exalted itself, because they have the bond of love between two people is a hideous solu-
an acute awareness of Creation’s scope and challenges. tion to a mundane problem, but Sidereal pride often fa-
This means that while it is easy for Sidereals to involve vors expedience over empathy.
themselves or be involved in almost any aspect of the set-
ting, their time and resources are stretched razor-thin. The Bureau of Destiny
Prioritizing problems and taking acceptable losses is a Unlike any other Exalted in Creation, the Sidereals have
core element of Sidereal play — after all, the Five-Score a job — not just a purpose, but a literal set of duties as-
Fellowship is only (approximately) 100 strong, and even signed to them from on high, complete with paperwork,
the most peaceful corners of Creation demand the care- assistants, office space, and an operating budget. As a
ful administration of destiny. major framing device for Sidereal chronicles, their heav-
enly duties can be dialed in to support various stories
and playstyles, usually by answering one question: What
Elements of Play does their work really look like?
Sidereals offer players and Storytellers an experience
Games that want to emphasize Sidereal agency can
that is often more bounded and specific than other types
downplay the bureaucratic elements, allowing them to
of Exalt. As in so many other cases, though, restrictions
occur mostly off-screen. Scenes are framed to side-step
can encourage creativity, helping to put players in the
(or at least accommodate) whatever demands their jobs
role of Sidereals: Put-upon agents of Heaven, forever
might have, in the same way that other chronicles don’t
called upon to do more with less.
frame scenes around an uninterrupted afternoon nap —
scenes, by the nature of the game, are meant to be pur-
Sidereal Charms
poseful, and the bulk of the Sidereal’s bureaucratic work
The Sidereal Charmset can sometimes feel like you’re
is just fodder for one-liners, put-upon sighs, and strange
being asked to save the world with a paperclip, seven
anecdotes.
gallons of insecticide, a genuine Ming vase, and a bad-
ger named Maurice. Their abilities are purposefully ab- Games set in Heaven or with a focus on Sidereal poli-
struse, approaching problems (and the Abilities) from ticking have to engage with these issues more meaning-
odd angles as if daring players to find the best way to fully. While no one is expected to roleplay form-filing,
use them. At times, this casts the Maidens as the “gad- a Sidereal’s work can inform and consume almost their
geteers” of a spy movie, outfitting their agents with a entire life, especially when the Five-Score Fellowship
seemingly random assortment of gear that nonetheless is in the middle of a pitched internal battle for the liter-
turns out to be exactly what the situation required. At al Fate of the world. Responsibilities in Heaven make it
other times, it can seem like the Sidereals are burdened difficult to pursue personal goals and projects, leaving

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the player characters scrambling for the time and space While their increasing esoteric styles may represent a
they need. hundred contradictory philosophies, strengthening one
another strengthens the whole Fellowship’s ability to re-
Other games may choose a more episodic frame, espe- spond to threats against Creation.
cially for players new to Sidereals or Exalted in general.
Small, self-contained missions can serve as excellent in- Storytelling Challenges
troductions to various setting elements and mechanics,
while larger missions might see the Circle working in Sidereal games present a number of unique challeng-
Creation at their own recognizance for months or years es and opportunities for Storytellers, allowing them to
at a time. draw on tropes from political dramas, legal procedurals,
espionage, and wuxia — a broad palette of genres that
Be clear in communicating how their various respon-
can be dialed up or down to shape a chronicle’s tone.
sibilities will be framed to players at the outset, as it
can dramatically impact their characters in terms of Modes of Play
both narratives and mechanics — a Sidereal built for
Creation-as-Stage chronicles provide a bounty of oppor-
Hollywood-style heist missions is very different from
tunities for Sidereals to shine as martial arts masters,
one meant to flit from parlor to Heavenly parlor in
shadowy influencers, and magnificent bastards entan-
search of gossip and support.
gled in plans upon plans upon plans. In games that fo-
cus on the players’ characters working for the Celestial
Grandmasters of the Martial Arts
Bureaucracy, missions are generally epic in scale, send-
The Sidereals are the foremost masters of martial arts
ing the Circle across Creation and back again in defense
in Creation. While all Exalts have access to supernatu-
of destiny. Heaven-bound games instead see the charac-
ral martial arts, they occupy a special place in Sidereal
ters circulating through the salons of the mightiest gods,
chronicles for many reasons: First, the arcane nature of
rooting out corruption and pushing their own agenda for
Sidereal Charms means that martial arts can provide ac-
the destinies of entire nations. Whether in Creation or
cess to a number of more straightforward strategies that
Yu-Shan, these chronicles have a sense of being “above it
might otherwise be unavailable. Moreover, the Sidereals
all,” and often highlight the bird’s eye view that Sidereals
are the creators and masters of the eponymous Sidereal
have over Creation. Doing so can provoke both hubris
Martial Arts, which offer characters access to truly daz-
and abject loneliness — for the Five-Score Fellowship is
zling and bizarre powers; training in lower-Essence
a fractious, back-biting group of contradictory prophets,
martial arts provides a foundation for these later tech-
their own greatest rivals…and the only ones who will
niques to build on.
ever understand one another.
The martial arts also offer countless narratives and
Sidereals occupy a strange position in Creation-as-
roles for the Sidereals, foremost among them being the
Threat chronicles, because they have access to Yu-Shan
sifu-student relationship. It is the nature of Sidereal
and its many splendors, a world that is removed from
Essence to instruct and guide, even if they do not do so
the worst and most base problems of Creation. At least,
consciously. Many of these relationships are harmoni-
it seems that way: Despite its luxury and glamour, Yu-
ous, with like-minded elders passing down their secrets
Shan is as corrupt as Creation, or perhaps even more so.
to up-and-coming allies. Other mentors may choose
A Sidereal in Heaven has access to decadence and in-
their students based on other criteria, creating relation-
dulgences that would beggar emperors, and as the only
ships despite friction: An aging Bronze Faction luminary
mortals in a room full of gods, they know that this is fun-
might choose a rebellious Gold Faction upstart, either
damentally wrong. The sense of foreboding and dread
out of duty to Fellowship, an attempt to coax the young-
inherent to Creation-as-Threat games is strongest when
er Chosen to her philosophy, or simply because he is the
the players’ characters are dispatched to Creation, em-
best student to inherit her style.
phasizing the contrast between Yu-Shan and the mortal
world. Possessed of considerable power and resources,
Other martial relationships — fellow student, snobbish
the Sidereals will see many problems arrayed around
prodigy, bitter rival — can bring characters into one an-
them that they could solve, almost trivially — but which
other’s orbit, helping to reinforce the feeling that what-
they mustn’t or shouldn’t, because Fate, policy, or con-
ever political divides they may have, the Sidereals have a
venience don’t align with a solution.
special bond of duty to one another. A Sidereal may even
inadvertently mentor their rival, providing insight into
Creation-as-Cost chronicles can put Sidereal infight-
Sidereal techniques from surviving the Sidereal’s blows.
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on Creation, its peoples, and the Sidereals themselves. “destiny” refers to the active plan composed by Heaven
Arcane Fate is an especially useful tool for Storytellers in for the orderly functioning of the world. Gods wrangle
these chronicles, because it literally prevents Sidereals with one another over which destinies to include, from
from ever truly belonging in Creation at large. The peo- the general (“The city of Gem shall prosper”) to the spe-
ple they love have forgotten them, and anyone else they cific (“Jyga Five-Trials will rise to prominence among
might love will forget them, too. It is no wonder they are the people of Azure, introducing a popular new dance”).
lonely. No wonder they seek solace in their power and Seemingly petty destinies can be the product of either
position. No wonder, indeed. These games may also em- divine nepotism or a kind of long game, using someone
phasize the ways in which Sidereal politicking shapes as a means to an end.
and reshapes the flow of destiny — incautious use of as-
trology may go awry, causing a Sidereal’s plans to lead to Fate and destiny aren’t infallible. It’s like a river’s cur-
her own undoing, even endangering Creation itself and rent: Let yourself get carried along and things unfurl
leaving it vulnerable to be exploited. with relative ease; resist and you’ll be paddling upstream.
Exalts and other powerful beings are touched by destiny
Sketching the Fellowship only lightly, and their presence can easily interrupt the
In Sidereal chronicles that are interested in either Yu- proper progression of things, warping or even invalidat-
Shan politics or the internal strife of the Five-Score ing Heaven’s plans. When Sidereals speak of destiny, it is
Fellowship, one vital tool to maintain is a relationship a prescription for good order, a series of political nego-
map. Because those destined to Exalt as Sidereals are tiations, and a numinous, omnipresent force all at once.
spirited away to Yu-Shan and raised as apprentices to
the Fellowship, and because the Fellowship is only one Bronze and Gold
hundred Sidereals strong, it’s more likely than not that One of the most fundamental aspects of a Sidereal cam-
the players’ characters know almost every other living paign is factional politics. The Bronze Faction represents
Sidereal, whether in person or by reputation. Keeping an entrenched party, supporters of the Usurpation who
track of who’s who — and who wants what, and whose still prop up the Realm and oppose the return of the
knife is in whose back — becomes cumbersome without Solars. In contrast, the Gold Faction is a growing bloc that
a plan at the outset. seeks to support (and leverage) the return of the Solars,
ushering in a new Age. The rift between the two factions
In establishing the relationship map, start with the play- is often but not always generational; young Bronze initi-
ers’ characters and connect them to any figures relevant ates often come from those who bear strong, even haunt-
to their Backgrounds — such as Allies, Mentors, or Sifus. ing memories from previous incarnations. The rift is also
Beyond this, the Storyteller and players are free to add far from polarized — Sidereals young and old can hold a
any other characters they want to highlight, including range of opinions between the two, and even maintain
iconic Sidereals like Chejop Kejak or Ayesha Ura, but good relations with partisans of both factions.
keeping the map relatively sparse leaves more room for
things to develop in play. To add initial texture, make Factional loyalties shape how the players’ characters
some basic connections between the players’ characters will approach the return of the Solars as well as the rise
and others already on the map: How does Jukashi the of the Abyssals and Infernals, but there’s still a lot of gray
Radiant feel about his Circlemates’ sifus, and how do space between the two extremes. Chronicles that mix
they feel in return? factions should make intraparty conflict part of Session
Zero, establishing ground rules to make sure that even
A broader map can also be used to include important gods when the characters disagree, the players will still enjoy
relevant to the player characters and the chronicle. While the game.
additional characters can add a level of complexity, it is one
of the most direct ways to remind players about who’s in- Games focusing on the Gold Faction give the player char-
terests are in conflict, especially when the time comes to acters the opportunity to be at the vanguard of a growing
navigate between otherwise irreconcilable plans. movement, supporting and guiding the newly returned
Solars. Gold Faction characters are easier to integrate in
The Nature of Destiny mixed-Circle games with Solars, Lunars, and Exigents
It’s important for the Storyteller and players to have a because of this. Gold Faction games are fundamentally
shared vision for how destiny works in Creation, because hopeful, often aligning well with Creation-as-Stage.
the words “fate” and “destiny” can evoke a wide range These are chronicles about shepherding the world into
of meanings, each with a slew of associated tropes. By a better future, and while it will be difficult and perilous,
default, “fate” refers to the causality of Creation, while the perfect future is possible.

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Bronze Faction games are more likely to emphasize However the Storyteller chooses to model these adven-
Creation-as-Threat or Creation-as-Cost, as their posi- tures, Sidereal espionage is a major undertaking, one
tion is inherently tragic. Whether or not it was justified, that helps the Five-Score Fellowship and the gods of the
the Usurpation diminished Creation greatly, making it Celestial Bureaucracy to set policy and weave Fate. It
lesser, but safe. The dramatic thrust of a Bronze Faction is especially vital in any dealings with powerful Exalts,
game is to explore the return of the Solars and the ques- rogue gods, demons, ghosts, and Fair Folk, all of whom
tion of necessity: How much will the Bronze Faction sac- can distort the intentions of Fate without even meaning
rifice in the name of keeping Creation safe? to. While their positions in Heaven give the Sidereals
access to a broad swathe of basic information, it cannot
Characters sympathetic to both or neither side can pro- replace the necessity of having boots on the ground to
vide an interesting take on the way that Sidereals blind infiltrate the operations of the Deathlords, discover the
themselves with their pride and certainty. While opting schemes of the demon-princes of Malfeas, or gather
out of factional politics might cost the characters a lot compromising information on potential contenders for
of potential support and allies, it can also give them the the Scarlet Throne.
freedom to shape a future for themselves.
Legal Procedural
Espionage In addition to spycraft, Sidereal chronicles are a natural
Sidereal chronicles often involve some level of espi- fit for legal procedurals — stories that follow characters
onage, if only because it allows them to play to their as they investigate crimes, create and strengthen their
strengths as the secret agents of Yu-Shan. This isn’t a case, and argue it in court. These procedurals can vary
genre of play that all players may be equally familiar or greatly depending on the where and the who of a given
comfortable with, though. One of the simplest ways to case: Investigating a missing god in Great Forks is dif-
generate buy-in for this kind of play is to find a media ferent from prosecuting Exigence-smugglers in Yu-Shan
touchstone: Sidereals can certainly draw inspiration is different from serving as defense counsel for a trial
from spy movies of every stripe, but they also resonate against a captured Infernal with the Unconquered Sun
with heist stories like Ocean’s 11 and Leverage. Finding a at the bench.
shared touchstone can give everyone a clearer picture of
where the game is going and what to expect. When creating a procedural adventure, it is important to
understand the players’ personal preferences and their
Many of these stories — and especially heist movies — characters’ strengths. Running the boots-on-the-ground
rely on narrative twists and counter-twists as the heroes work of a case spotlights Investigation, Awareness,
respond to unforeseen circumstances only to reveal that Socialize, and Survival easily enough, but remember
everything is, in fact, going as planned. There are essen- to make space for all characters to contribute, even in
tially two ways of modeling this kind of action: forward unorthodox ways: Craft might help track down the
and backward. In a forward model, players are encour- only source for a certain kind of silk in the city, while
aged to plan out their actions with some depth, writing Performance can be used to create a distraction while a
down major steps and contingencies beforehand. While Circlemate slips into the vault in search of incriminating
some players thrive during planning sessions, others can evidence. Be open to a variety of tactics and find ways
become either paralyzed by examining every possibility to make the contributions of all the player characters
or else simply check out. meaningful in order to help everyone engage with the
genre.
The alternative is to let players plan backwards, giving
them a certain number of “flashbacks” they can use to Sidereal procedurals bring characters into contact with
adjust their circumstances in small ways, or letting them heavenly agents, from the unyielding orichalcum lions
make retroactive rolls to see if they might have consid- that guard Yu-Shan to the lesser elemental dragons
ered a problem during their planning phase. This puts who administer justice as court censors. If a chronicle
the spotlight on improvisation, helping to model the fact wants to highlight the corruption of the gods, it can be
that the characters are probably better at planning super- paradoxically important to have at least some Storyteller
natural heists than their players would be. Storytellers characters that are doing their best to stay on the straight
looking for a more concrete way to model this kind of and narrow. This juxtaposition helps to avoid a sense of
play can take inspiration from the Charm Master Plan futility, promotes a sense of hope, and provides the play-
Meditation (Exalted, p. 318), especially focusing on ef- ers’ characters with a much-needed set of allies when
fects like destroying evidence. the entire world may seem against them.

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Whether in Creation or Yu-Shan, laws in Exalted are These chronicles can easily resonate with the theme of
different than those in the real world. This is an area Sidereal hubris, not only because pride often motivates
where character expertise is very different from player fictional martial artists, but also because the martial arts
expertise, and Storytellers should be generous in deter- world is one where might does, in fact, make right. This
mining what information requires a roll, and how diffi- is especially true of elder Sidereals, who have not only
cult that roll should be. While questions of wording and spent thousands of years gazing down on the affairs of
precedent can be narratively impactful, the players will Creation from on high, but who have mastered countless
never have the full, lived context that their characters styles, including the transcendent techniques of Sidereal
have: err on the side of giving the players more infor- Martial Arts. They can be cast as implacable antagonists,
mation than they need, especially when providing them harsh teachers, or wise mentors, but they should always
with context for their hard-earned discoveries. show the ways in which a Sidereal can fall victim to
pride: Obstinacy, righteousness, arrogance, condescen-
Procedurals that incorporate legal proceedings can han- sion, callousness, and a hundred other ways of interfer-
dle these in a number of different ways. Lesser hearings ing either too much or too little with a world they see as
might be resolved in one or two rolls, with bonuses (or beneath them.
penalties) assigned for the quality of evidence the play-
ers can provide. More complicated or impactful cases Given the diversity of martial arts stories in media,
might form the bulk of a full session, with back-and-forth Storytellers and players should work together to find
action between the characters and the accused as they shared touchstones. These can range from the films of
attempt to sway the judge, censor, or jury — although Bruce Lee to high-flying wuxia like Crouching Tiger,
these sessions often demand strong improvisational Hidden Dragon or the fantasy-rich worlds of xianxia
skills from both the players and Storyteller. Particularly cultivation novels. This shared media vocabulary gives
damning or vital evidence shouldn’t require a roll at all, players a clearer understanding of the intended tone
especially if the characters invested considerable time and tropes — what may seem overwrought in one sub-
and effort in uncovering it. genre might be played as intentionally melodramatic in
another.
The Way of the Fighter
Because the Sidereals are the premier martial artists of The Foes of the Wise
Creation, their stories lend themselves well to games Sidereal chronicles inevitably and necessarily deal with
that emphasize the martial arts — not only as a way to the gods, whether the celestial deities of Yu-Shan or the
fight, but as codified philosophies and aesthetic state- earthly spirits of Creation. Bureaucratic corruption runs
ments. Young heroes come to blows with friends and rampant in the societies of the gods, and so Sidereals are
rivals alike, settling their differences in the ring. These often cast as targets, benefactors, or investigators of di-
chronicles foreground the Sidereal-sifu relationship as vine misconduct. As targets, the Sidereals are subject to
one of absolute importance, and a shared sifu can be a the whims of gods who are either their superiors (such
strong framework for the players’ characters to work to- as celestial censors or the heads of Heaven’s divisions
gether even if they’re otherwise unaffiliated. and bureaus) or who have some leverage over them (of-
ten in the form of a needed service, item, or blessing).
Martial arts-focused games often work best in the As benefactors, a Sidereal might find themselves as the
Creation-as-Stage mode — in this case, the stage is subject of godly favoritism — and then have to choose
a fighting ring. Tournaments are a frequent feature in between being party to violating the law or rejecting
martial arts narratives and can provide an interesting much-needed support. Finally, as investigators of di-
way for novice players to become oriented to the com- vine corruption, the Sidereals take on an active role
bat system in a relatively low-effort way. However, the in policing the conduct of wayward gods; this is more
one-on-one nature of a tournament match can side- easily done in Creation where few gods have direct
line the other characters; countering this requires the lines to their celestial superiors, but some ambitious or
Storyteller to either divide their attention between the righteous Sidereals might prefer to right the wrongs of
fighter and other dramatics occurring off-stage, or else the Celestial Bureaucracy directly, regardless of ruffled
to hold group-based matches. Smaller groups will find feathers or the risk of divine ire.
either option more manageable and satisfying than larg-
er groups, simply because everyone’s character will have As the custodians of Fate, the Sidereals can easily be
more time to shine with a minimum of downtime. drawn into dangerous situations by beings outside of
fate: The demon-princes of Malfeas, the terrors of the

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Underworld, or marauding Fair Folk from the Wyld. Solar, which can become deprotagonizing very quickly.
Each of these foes create snarls in the warp and weft of These are better suited to interstitial moments between
destiny, and the greater the snarl, the greater the chance real missions or in-between sessions, allowing the focus
that a Circle may be dispatched to resolve the problem. to be on the Sidereal’s growth as a mentor.
These encounters can serve as the bread and butter of
episodic, mission-based chronicles, or they can be used The War in Heaven
as palate cleansers in intrigue-charged games, offering The Getimian Exalted have access to Yu-Shan, and al-
the characters a brief respite from politics in favor of though their conflict with the Sidereals is primarily a
solving a “punchable” problem. cold war, that doesn’t preclude outbursts of violence,
especially from bold or desperate Getimians. These ene-
Other anomalies in Fate might come from the interven- mies have infiltrated Heaven at many different levels and
tion of other Exalts, especially the Solars. Highlighting are conducting a war of attrition against the Bureau of
the return of the Lawgivers and their overwhelming Destiny — a war which the Sidereals are ill-equipped to
power can dramatically emphasize the importance of solve quickly or decisively.
factional politics. Bronze Faction characters may treat
the returned Solars as demons writ large, sabotaging Groups can highlight or minimize this new conflict as
their nascent empires and plotting out assassinations. needed, but having the Getimians maintain at least some
These challenges can form a clear skeleton for missions presence in Yu-Shan can add a powerful element of un-
and play sessions, with each episode focused on taking certainty for the players. Even if they never encounter
out a different pillar of the Solar’s strength. one, the Getimians will remain an ever-present possibil-
ity…which is often more nerve-wracking than an open-
Gold Faction characters might instead serve as ly seen foe. Off-screen attacks, sabotages, and thefts by
high-ranking agents of the Cult of the Illuminated or cast Getimian agents don’t need to target the players or their
themselves more directly as benefactors and patrons to allies directly to be effective tools for cultivating tension.
the Lawgivers. This is harder to build into a chronicle,
because it places the player characters in the orbit of the

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Creation is a realm of ash and bone, will that suffice? Can


Abyssals — there be anyone left alive under the tyranny of the un-
dead? Ultimately, every Abyssal must struggle with set-
Death’s Lawgivers ting their own goalpost, especially under pressure from
For players and Storytellers seeking a chance to play mon- every dark authority in their un-life.
strous villains or tragic anti-heroes, the Abyssals offer a
uniquely grim take on Creation, and the opportunity to The Chivalry of Death
doom or redeem the world in all its messy, unjust splendor.
Abyssals also exist as vassals in a feudal Underworld — they The will of the Neverborn was not revealed to the
have rights and obligations to the Deathlords, but also vast Deathlords when they swore themselves to the dead an-
power over those who serve them. cients’ service. The fallen ancients cannot voice their de-
sires, and no tablet bears their commands. Over centuries,
Core Concepts the Deathlords have sought as best they can to learn their
masters’ desires— scouring the Underworld’s hidden cor-
When the Abyssal Exalted ride upon Creation, they ners for secrets lost when history began, wielding necro-
bring sorrow and horror in their wake. Abyssal stories mancy and puissant artifacts to unearth the past, stealing
are often stories about tragic choices, dark philosophies, the secrets of ancient specters, or communing with the
and death in its many forms and guises. Whispers that emanate from the Neverborn’s corpse-
tombs. The chivalry of death is a code that embodies the
The Dark Bargain Neverborn’s desires, as understood by the Deathlords.
One key difference between Abyssal characters and
Abyssals are taught the chivalry of death by their patron
other Exalts is that they chose Exaltation. Caught be-
Deathlords, though their lessons may vary starkly. The
tween life and death, every Abyssal struck a deal with
Lover espouses it as the philosophical foundation of all
the Deathlords: their service for unholy power, and their
that she does, while the First and Forsaken Lion grimly
lives. The nature of that choice can help frame starting
regards it as a line that must be toed to keep his masters
characters. Did they agree readily, or hesitantly? Were
content. The Silver Prince gives it little weight, prefer-
they fed honeyed words, or did they go into it knowing
ring his own grand visions of cultural supremacy, while
full well what would be required of them? Do they regret
the Dowager can scarcely distinguish her own will from
it? If not, why not? What would it take for them to regret
that of the Neverborn. Even masterless Abyssals come to
it? When is it no longer worth the cost?
understand death’s chivalry, gleaning insight from intu-
Finding answers to any or all of these questions can ition, premonitions, and dark dreams.
inform a player’s experience and helps to shape the
The Abyssals are not the Deathlords, and need not fear
relationship between the Abyssal and Deathlord.
the Neverborn’s punishment should they renounce the
Throughout play, it can be useful to circle back to their
chivalry of death. Yet an Abyssal’s very Exaltation is
decision to accept the Black Exaltation, because it shows
stained with the dead ancients’ Essence, and upholding
a distinctly Abyssal take on one of Exalted’s core themes:
death’s chivalry brings them into harmony with their di-
What cost would you pay for power, what will you do for
vine nature.
your survival?
The foremost tenets of death’s chivalry are these:
When Does It End?
The Abyssals are charged with the destruction of • Better long torment than a quick death. It is
Creation. That much is as close to absolute as possi- not enough simply to kill the living — they must
ble. But apocalypse comes in many gradations; what do be made to despair, to abandon their hopes and
the players’ characters (and for that matter, the players ideals, to become complicit in horrors them-
themselves) expect? What does destroying Creation selves, before they are slain. Deaths born out
mean? of the culmination of such degradations please
the Neverborn far more than a hundred lesser
For many of the Deathlords, it means mass genocide of slaughters.
the living and ruling over the Underworld for all eternity.
The Neverborn howl for the end of all things, Creation • The mighty must fall ere the weak. Death visit-
and the Underworld alike, in the feverish hope that this ed upon the vulnerable and defenseless is a paltry
might finally free them from their endless suffering. offering to the Neverborn. Better to break the
How much destruction makes something destroyed? If

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heroes and champions of the living — those who Creation-as-Threat chronicles can be strange for the
are looked to for hope, protection, and guidance — Abyssals because, in many ways, they are the threat. By
before turning to those under their guardianship. emphasizing Creation’s corruption and blasphemy, players
can see the dark and vital purpose of their Exaltation: To
• Let life be drowned in death. If the worlds of bring an end to such a wretched place. Alternatively, the
the living and the dead are as one, the Neverborn Storyteller and players might decide to focus on Creation as
might imagine themselves free of their eternal a legitimate threat to the Underworld and the Neverborn,
death. When shadowlands open the boundaries bringing in Solar, Lunar, and Sidereal antagonists. While
between Creation and the Underworld, when the gruesome themes of Creation-as-Threat seem like a
necromancy taints the Essence of the world, natural fit for the Abyssals, the group should still discuss
when the living walk alongside the dead — these the genre before committing to this mode of play, because
things offer the slain ancients a transient solace. horror treated without seriousness often turns into comedy.

Aesthetics of the Grave Creation-as-Cost combines elements from the other


For all their gruesome potential, the deathknights have two modes of play, casting Abyssals as justice-seekers and
an allure of dark romance, something languid, macabre agents of the apocalypse…but it also turns inward, explor-
and Gothic. It’s the romance of beautiful, crumbling ing the cost that the characters pay in their blood-soaked
buildings, pallid faces, ruined glories, and slow decay. rampage, both material and metaphorical. This mode is
Abyssal narratives can be tragic, even melodramatic — marked by moments of introspection and doubt as the char-
stories about finding some beauty in awful things. acters question their motivations but find themselves too
far gone to choose any other path: Like Lady Macbeth try-
This theme should be discussed when first deciding on ing to scrub the blood from her hands, the characters can-
an Abyssal campaign, because while moments of Gothic not absolve themselves of what they chose to do. This mode
tension and romance can happen even in other chron- of play is difficult as the primary thrust of a full chronicle,
icles, this is a genre and a feeling that must be careful- but pairs well with the others, creating a sharp juxtaposi-
ly cultivated and maintained. Doing so can help play- tion against the righteous anger of Creation-as-Stage and
ers frame their characters’ stories in terms beyond the the full-throated rampages of Creation-as-Threat.
bloody and the brutal, either expanding the emotional
palette available to draw on or else sidestepping some The Deathlords
of the more overt aspects of body-horror and grim dark- There is no decision that will make a bigger impact
ness that might otherwise dominate a chronicle. on an Abyssals chronicle than the choice of the death-
knight’s Deathlord. Each has a unique territory, per-
Storytelling Challenges sonality, and agenda; taken as a whole, they are almost
sub-genres unto themselves: Military nihilism with the
Unlike their Solar cousins, the Abyssals offer a strong First and Forsaken Lion, psychodrama with the Lover
framework for their default chronicles as champions of Clad in the Raiment of Tears, or dark intrigue with the
the Underworld and vassals to the Deathlords. Even still, Mask of Winters. The Storyteller can present a pitch for
Storytellers and groups have a lot of latitude in how they one Deathlord or another, but it should ultimately come
choose to use this framework, whether embracing, re- down to a Session Zero discussion — not just out of per-
sisting, or subverting it entirely. sonal preference, but because each Deathlord embodies
different sensitive issues, from religious corruption to
Modes of Play toxic relationships, and each deathknight has a differ-
Creation-asStage emphasizes the Abyssals as harbingers ence sovereign-and-vassal relationship with these pas-
of vengeance. Each Abyssal died, and stories of those sion-bound ghosts, ranging from obsequious service to
who return from death almost always include a search outright defiance.
for revenge, Deathlord psychodrama, and the grand and
baroque heroics made possible in the Underworld. Who The same Deathlord can be approached from a number
killed the Abyssal? What crimes have been committed of different angles as well, with the main consideration
against them? Against their loved ones? Against the dead being the Deathlord’s level of involvement and presence
creatures of the Underworld? Play to the Abyssals as in the story. If the Deathlord is highly involved in the
dark mirrors to justice-seeking Solars: In this big, bad lives of the players’ characters, this can lend itself to a
world, sometimes doing the right thing means getting mission-centered, episodic chronicle where the death-
blood on your hands. knights primarily act as field agents. These chronicles
can be very useful in guiding players through the game

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and the system, with the Deathlord serving as a proxy consider how the Deathlords relate to one another. How
for the Storyteller and choosing missions and objectives safe are the players’ characters when interacting with
that will challenge the players’ characters without over- other Deathknights? Which Deathlords are nominally
whelming them. They might even design certain mis- cooperating, or at least not actively sabotaging one an-
sions with the explicit aim of training the characters in a other? This decision allows a chronicle to either create a
certain part of the system: Naval combat in the waters of wider society of Abyssals for characters to interact with
Skullstone, for example, or a first foray into social influ- or provides ample opportunities for the Storyteller to in-
ence at an embassy gathering in Sijan. troduce Abyssal antagonists. The most effective answer
is usually to split the difference, which positions some
While this can seem restrictive for some players, a other Deathlords as potential allies, mentors, or tempt-
chronicle framed by strong Deathlord intervention ers for the characters, giving them a fuller picture of
can retain a number of important ways for character what being an Abyssal can look like.
to pursue their own agendas. Downtime, especially in
the Underworld, is likely less structured, providing Whatever the character’s relationship is to their
opportunities for the characters to seek out treasures Deathlord, it can be helpful to give them scenes togeth-
and mentors, hone their skills, and gather a following. er that aren’t focused on either exposition or missions.
As the Deathknights prove themselves and increase Even small vignettes can help to make the Deathlord a
in strength, their Deathlord may give them increasing stronger presence in the characters’ life and a more vivid
levels of independence, including control over fortress- character in their own right: The Mask of Winters might
es, colonies, armies, and other broad swathes of their challenge his Dusk-caste general in Gateway or offer
empire. a critique of a Daybreak’s latest necromantic wonder.
Even if these moments are only given a few sentences
This is a key feature that helps to separate Solar chron- between sessions they can give players much needed
icles from Abyssal ones: While the Solars must fight to context and grounding.
make their way in a hostile world, the Abyssals have not
only personal power, but access to valuable tutelage and Seizing the Bleak Throne
resources from their Deathlord patrons. Emphasizing The Deathlords are hideously, blasphemously powerful
that relationship, whether positive or negative, rein- — as cruel as a scythe, as terrible as a storm of fire. They
forces the fact that the Abyssals have a place in the number among the strongest entities in Exalted.
Underworld, a network of supporters, and a wealth of
options in how they approach their bloody work. And the Deathknights can absolutely overthrow them.

Other groups may choose to use the Underworld and As an Abyssal chronicle moves into its prime, a number
Creation as a sandbox for the player characters to pur- of potential endgames begin to emerge, and first among
sue their own motivations, downplaying the influence of them is the fact that the Circle will probably throw off
the characters’ Deathlord. Some Deathlords make this the shackles of their Deathlord, whether through active
easier to justify than others; the Lion is unlikely to be betrayal or by simply growing beyond them. For all their
loose-handed with his servants, while the Lover or the might, the Deathlords are broken geniuses, each seek-
Bishop of the Chalcedony Thurible might be more free- ing their own way to damn or conquer Creation. Unless
wheeling when allowing their Abyssals greater latitude those plans align perfectly and neatly with the charac-
and agency. ters, things will eventually come to blows. When they
do…well, the Abyssals tap the true, bleak power of the
A more freeform game might also invent a new Deathlord Void, and their Solar predecessors famously slew things
wholecloth, allowing the players to help determine why that could not die.
they have greater freedom than their peers. While some
Deathlords have been named and described in Exalted, At this point, the characters have the opportunity to slot
a number have been left as blank slates for players and themselves into the new power vacuum. If they’ve culti-
groups that want to develop their own dark patron. This vated strong relationships with other underlings — the
can be especially useful for players and Storytellers who Deathlord’s ghostly lieutenants, spymasters, and oth-
favor a more improvisational style, because it allows de- er key supporters — then the process can be relatively
tails about the Deathlord, their resources, and their plans smooth, but it can also be an opportunity to turn the fo-
to develop organically through discussion and play. cus of the chronicle inward, having the characters con-
solidate their power in the face of their own unrest and
Once the group decides on a Deathlord and that betrayal.
Deathlord’s role in their chronicle, it’s also important to

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The Underworld For those who choose this path, the chronicle might
The Underworld is a cross-section of Creation’s calci- build to a final confrontation with a desperate alliance
fied history, the remnants of bygone eras stacked one of the living — what but the Deathknights could unite
atop the last like stone strata. While Creation informs The Realm, the Celestial Exalted, gods, mortals, and
the Underworld, the Underworld isn’t strictly a mirror perhaps even the raksha of the Wyld? The farther the
— precisely because things tend to stick around, heaping Circle’s influence spreads, the greater the forces which
together ghosts from across the millennia. will be arrayed against them. Alternatively, the play-
ers’ characters might target some lynchpin of Creation:
Abyssal chronicles always deal with the Underworld, Seizing the Imperial Manse to transform the Blessed
at least in so far as the Deathlords are headquartered Isle into a Shadowland, creating a successor-plague to
there (except for the ever-ambitious Mask of Winters the Great Contagion, or murdering the Unconquered
and his newfound stronghold in Thorns). It’s the place Sun himself. Whatever their audacious plan, dramatize
where they are most at home and at their strongest, able their final “push” in the war against the living with an
to respire their deathly Essence in the cold air of the epic challenge that will forever leave the world sliding
Underworld as easily as the living breathe in Creation. into Oblivion.
Deciding on an approach to the Underworld will shape
the role it takes in the chronicle. Champions of the Dead
Games and groups interested in telling stories that
Chronicles seeking to highlight the Underworld can draw on the wrong-righting adventures common to
focus on the bizarre, hallowed beauty of its famil- other Exalted might instead focus on the Abyssals in
iar-but-alien vistas. These games can also show how their role as champions of the dead and saviors of the
ghosts are distinct from living mortals, playing to the Underworld. This gives the player characters a great
traumas and passions that anchor them to unlife, cast- deal of freedom in defining their own place in the
ing them as larger-than-life personalities unable to see world, because there is no easy model they can turn
beyond their own motivations, or they might be reduced to. What does it mean to be a champion for the dead?
in scope, their emotional range narrowed to empha- They will explore that question together, figuring out
size their nature as shadows of who they once were. how to turn their otherwise dark and dangerous power
Conversely, games that focus on Abyssals in Creation towards more productive ends.
can still benefit from descriptions of the Underworld,
drawing its bleak landscape in contrast to the vibrance Young Abyssals who slip their Deathlord’s leash may
of Creation. decide to wander the Underworld, Shadowlands, and
Creation as dark vigilantes and justiciars, the tireless
Heralds of the End foes of murderers, extortionists, and ghost-binders.
Whether they overthrow their Deathlord or not, some They make especially good travelling heroes: Abyssal
Abyssal chronicles will lean in to the mission to destroy magic can blight the land, encouraging them to move on
Creation, whether “destroy” here means to unmake ev- or else vent their curse on anyone around them.
erything entirely, or simply slaughtering all life and set-
ting up a kingdom of ash and bone in its place. This is As they grow in power and prestige, free Abyssals can
the endgame that the Neverborn dream of and that the put down roots, especially in the Underworld. While
Deathlords must at least play at working towards, and if their magic is deadly to Creation, the Underworld is a
they embrace it, the player characters will walk as apoc- different story. There the Abyssals may take their turn
alyptic god-kings, slaughtering millions. as god-kings in the lands of the dead. These stories
parallel Solar ones, but should emphasize the fact that
This is not an option that should be chosen lightly: be- the dead are fundamentally different than the living:
yond a certain point, carnage risks becoming comedy. In their needs, their priorities, and their very natures.
If the players’ characters have put entire empires to the While a Solar god-queen might have to barter with
torch, there’s no sting in killing anymore. The drama is field-spirits to feed her people, an Abyssal might in-
in a character realizing how far they have gone; until stead have to barter with the living for prayer and grave
then, things may simply be so grim that nothing really goods.
fazes them. Some groups might gravitate towards this as
a kind of black comedy, but for everyone else, a game of Champions of the dead may also seek to help ghosts re-
apocalyptic Abyssals risks becoming stale unless players solve whatever trauma and unfinished business prevent
are truly invested in the psychodrama of people doing them from passing into Lethe. In this way, an Abyssal
truly terrible things. kingdom might be more like a refuge and waystation — a

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temporary respite meant to be outgrown. Others may game if it is possible, but the Storyteller needn’t reveal
find the idea of Lethe offensive: Scrub the soul clean, and how, because they might not even have a good sense of
what even is left? Both attitudes are interesting fodder it yet. Whatever the method is, it should be truly epic
for stories, and the Storyteller can have other charac- in the oldest sense of the word, requiring tremendous
ters highlight these philosophies to prompt the players’ effort and a transformative journey. As the player and
characters to come to their own conclusions. Storyteller feel out what the path may require of the
character, they might also decide that the character’s
Darkness Turns to Light previous actions were part of the path all along, us-
The Abyssals were Solars once; they could be so again. ing previous achievements as the starting blocks of a
How does an Abyssal free herself from the darkness of broader story.
the oath she swore? Dramatic quests of atonement and
enlightenment, ancient magic of terrible power and Games that highlight the path to redemption are es-
danger, or the personal blessings of the Unconquered pecially appropriate for Abyssal characters in mixed
Sun himself are all likely answers. A player interested Circles, especially among Solars. While a Circle of
in exploring redemption should know at the start of a Abyssals could pursue redemption together, this risks
taking the bloom off the rose — a single redemption is a
miracle, but an entire group cleansing themselves of the
DARK, BUT NOT WICKED taint of Death necessitates even greater challenges.

Some Abyssals seeking redemption might follow


the same general trajectory outlined here, but re- Birth of the Liminals
main Abyssals, instead focusing on finding produc-
tive ways to wield their deathly power as shepherds The Chosen of the Dark Mother represent the endur-
of the dead, divine assassins, and implacable foes of ance and fragility of life within Creation and the blurring
tyranny in all its forms. of the lines between the living and the dead.

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This fixation on emotion results from their birth.


Core Concepts Liminals are the result of one resurrectionists’ obsession
and all-consuming fixation on their purpose, whether
Liminals offer themes of self-exploration and of living
the Exalt’s body comes from a single corpse or formed
out lives on mortal terms. More than the sum of their
of parts of disparate people combined towards arcane
body parts and more than the sum of the memories they
ends. So too are they able to navigate the undead passion
half recall, they are newly born into Creation, exploring
plays of ghosts, who are unfettered by mortality or fear
it for the first time. In this, they are much like players
of death. Liminals have a sense for these emotions, fer-
new to Exalted.
reting out Intimacies linked to their aspects and finding
Body Horror kindred spirits in the unlikeliest of places.
The Liminal Exalted are made from corpses — often the Hunting the Dead
body of whomever their maker was attempting to resur-
The Dark Mother of the Chernozem granted them
rect, but rarely from multiple disparate sources. These
Exaltation for a reason: to stand sentinel at the bound-
body parts carry the echo of the Essence of whomever
ary of life and death, generally by hunting the restless
they belonged to; this Essence blends with the Liminal’s
dead whenever they intrude upon the lands of the liv-
own, and they may draw power from it. However they
ing. Thus, many Liminals work as warrior-exorcists
are made, there are unifying factors in the creation of
and ghost-hunters. Shadowlands are their most favored
Exalted from an attempt to bring forth life from dead
hunting grounds; at the places where Creation and the
flesh: the intense emotion in the mind of the would-be
Underworld meet, the Liminals find their purpose.
resurrectionist; and the interference of a mighty, ancient
being that dwells deep within the Underworld. Liminals aren’t bound to this purpose, merely inclined to
it — pushed on by the ephemeral presence of their mak-
Chernozem are capable of superhuman feats at a cost of
er within their mind. Many seek to keep a low profile in
permanently damaging their component limbs — lifting
the great cities of Creation, vanishing into the throngs
a heavy ox-cart clean off the ground is within their ca-
of mortality by day and hunting hungry ghosts by night;
pabilities, but doing so shreds their arm and back mus-
some become caravan guards or join mercenary bands,
cles. While they heal some of this damage naturally,
seeking to see the wide world. Still others retreat from
Liminals may replace damaged parts of their body with
the world of mortals entirely, forsaking their Lifeline,
a corpse’s flesh. Some memories linger within, allowing
becoming strange and dreadful hermits trying to ignore
the Liminal access to hidden secrets and muscle mem-
the howling of the hungry dead — but never for long, for
ories not their own. In time, this becomes a patchwork
monstrosity comes easily to those Chernozem who forgo
addition to the Chernozem’s skill, and some learn to
mortal ties.
draw arcane secrets from the severed limbs of powerful
beings. When their anima flares, the Liminal’s body re-
veals itself as the once-dead thing it is. Elements of Play
A Liminal cannot die unless her brain is destroyed or Liminal stories are unique in that they require a con-
she is drowned in water. Her body reconstitutes itself nection to their maker or a mortal called the Lifeline,
to a basic level after a period of time, upon which she although more powerful and experienced Liminals can
must retrieve more corpse-flesh to rebuild herself. Many form a Lifeline with another Exalt.
come to see the skills locked within the flesh of others
and regard a fallen ally or foe as a source of new power. The Maker and the Thread of Life
A Liminal’s life force isn’t the same as other Exalted; they
Mediumship must anchor their very existence within a nearby being
Death is the domain of the Liminal, and it is their fate — to which they have strong ties. This tie is automatically
as assigned by their patron, the Dark Mother — to safe- formed with the Liminal’s creator, regardless of nature,
guard the shadowlands and hold fast the line between but a Liminal may transfer the Thead of Life to a mortal
life and death. Liminals are creatures of emotion, often to whom they feel a strong tie. Without this anchor, their
born of mourning and anguish. This emotional connec- minds and bodies begin to decay, as the Chernozem’s
tion carries with them all of their lives, both in the form Essence flares out of control. Within a lunar cycle, they
of the lifeline and in their ability to recognize the emo- will become a shambling creature of passions, little bet-
tional resonance of people and places. The dead past re- ter than the hungry ghosts they hunt; within a few scant
veals itself to them through impressions and memories, lunar cycles more, this change is irreparable. Canny
both within the Liminal and without. Liminals keep their chosen anchors safe. It’s for this

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reason that Liminals are often found guarding others; The shock of the Deathlords pledging fealty to the
the mortal prince has their fearsome Exalted champion, Neverborn in the Shogunate’s reign awoke her. In the
but few know of the reciprocal personal bond between internecine wars plaguing Creation, she scrutinized the
the two. relationship between the reincarnating higher souls and
the lower souls swollen with Exalted power. As untold
The Thread of Life is a spiritual link, similar to that be- numbers of Dragon-Blooded slaughtered one anoth-
tween Exalt and Familiar, but far deeper and more ex- er in the frenzied final days of the Shogunate, the Dark
pansive. The Liminal can sense their anchor’s emotional Mother gleaned the secret of Exaltation from them.
states, or even determine with Charms when they are
endangered or threatened. Liminals who have spent a Resurrection of the dead is impossible. But the Dark
lifetime with their anchors can even lend some of their Mother hears every plea to the named and nameless gods
prowess to their charges, though this is at their own peril of death, every call for a soul to return to flesh and live
— the Essence of the Chernozem is not meant to be con- again. Sometimes, she chooses to answer these calls, but
tained within living flesh. none can give what those aspirants desire, so the Dark
Mother Exalts the corpse as a new champion of the spac-
Liminal Charms es between life and death. Her touch recedes from her
The Charms of the Liminals derive from the associations Chosen, but remains as a light presence in their mind;
of their Aspects and the might of their unnatural bod- her immanence connects every Liminal to one another.
ies. Marrow Aspect Charms, for example, may allow a The Dark Mother exists as a weight within the spirits of
Liminal to analyze a crime scene and determine wheth- her Chosen, driving them to hunt the hungry dead and
er a murder was committed in the throes of passion, but stymie the machinations of the Deathlords.
also allows analysis of powerful necromantic magics or
the ideal way to guide a ghost to Lethe, as well as influ-
ence over the curiosity and obsessions of others. Flesh Alchemicals —
Charms might aid in sensing rage or aggression, while
just as readily helping the Chernozem push her bodily
Ex Machina
frame to its material limit. Other Charms might allow Living god-machines, the Alchemical Exalted exist to
a Liminal to loose their own hungry ghosts from their be champions of the Eight Nations of Autochthonia,
body as hunting dogs or familiars, absorb memories those societies of humans within the world-body of
from treasured objects, or temporarily achieve height- Autochthon himself. Their heroism is confined to the
ened states of artifact resonance or sorcerous might by Realm of Brass and Shadow, their great deeds unknown
taking the right pieces from the right bodies. to the rest of the Exalted Host. Fear not the unrighteous
darkness of the world with no sun — the Alchemicals
The Dark Mother will light the way for all and preserve the order sacred
The necropolis of Sijan is a vast tomb, dedicated to the to the Great Maker.
arts of interring the dead according to ten thousand
different customs. Kings and emperors are buried in While it was the Celestial Incarnae who first aspired to
tomb-complexes, while the Mortician’s Order trains to create Exalted champions, Autochthon’s counsel pro-
put the dead to rest across Creation. Yet Sijan’s memory vided the gods with indispensable insight. First Age ac-
is long, extending past the First Age and into the Time counts state that Autochthon turned his holy attention
Before, where even then it was known as a city for the to the lowly beings most capable of utilizing his greatest
dead, before the formation of the Underworld. gifts; doctrine, faith, and tools — the teeming masses of
humanity. Sometime after the Divine Revolution, frag-
The death of beings never meant to die shattered what- mentary records and Autochthonia’s own Tome of the
ever old order lay beneath, consigning whatever Old Great Maker agree, the titan fled Creation and ward-
Laws ruled that place to dust and legal limbo. The ear- ed himself behind the Seal of Eight Divinities. He did
liest myths and legends in Sijan’s vaults speak of Lethe so with tens of thousands of his loyal worshippers and
as a vast and fine web, torn apart by the death of titans: many others, taken with him into exile.
if the web of Lethe is tattered and ripped, what of the
spider? The body of Autochthon is a world of industrial horrors
— vast slamming steam pistons, huge poles cracking with
The Dark Mother existed before this cruel and cold elements foreign to Creation, corridors of stippled met-
Underworld came crashing down. The end of the Divine al, engines of Essence sending cascading bolts of energy
Revolution injured her, and she slept in a realm of death. across areas the size of continents. Oddly mechanized

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spirits crawl through the interior, their purposes built to Unburdened by world-shaking calamities and aid-
a titan’s needs and never meant to interact with mortals; ed by the crafting genius of Autochthon’s spirits and
the only sustenance palatable to human life is organic Champions, artifice has reached heights in Autochthonia
matter pumped through vast pipes and tanks. not seen by Creation in thousands of years. Alchemical
Charms are purpose-built god-machinery constructed by
Into this grim tableau came the Autochthonians. Eight mortal savants and harmonized with the hero’s Essence,
heroes, guided by Autochthon’s visions, ventured into not solely the result of Essence enhancing an Exalt’s
Creation to find the Well of Souls before the Machine natural prowess. As they grow in power, Alchemicals be-
God fled. This Well was the ultimate source of higher come capable of equipping greater and heavier Charms,
and lower souls, and when it was finally located by these until they stand equal in might and height to many of
heroes, they brought with them a container of mystical Creation’s warstriders. The Alchemicals shed their
aspect called the Ewer. Having reforged it on their epic Charms with regularity, switching out arrays of Charms
journey, they filled the Ewer to the brim to feed and en- to maximize their puissance in any situation.
lighten the titan in his long voyage Elsewhere. When
Autochthon finally fled Creation, these heroes led their The Divine Ministers
fellows into the darkness to survive and establish civili-
zations; upon their deaths, their souls catalyzed the first Autochthon is an ancient being, brother to the Yozis he
Alchemical Exalted, rising from construction crèch- betrayed in the Divine Revolution. Too vast to contain
es ready to continue leading their peoples by example within a single soul, he possesses a similar spiritual hi-
instead of rulership. Satisfied that his body would be erarchy to that of his imprisoned brethren. The mighti-
well-maintained by his, now-safe, worshippers and well- est of these component souls are the Divine Ministers,
fed by thousands of souls, Autochthon slept. who are themselves comprised of a vast array of souls,
each a unique and powerful being capable of creating
The Octet other, lesser spiritual beings to serve them. Together,
the Ministers and sub-souls guide Autochthonian soci-
Whole nations exist within the titan, each carving out ety as worshipped deities, sometimes engaging direct-
an extensive civilization over the course of millennia. ly with Alchemicals for missions of import. They rule
Their existence is harsh, strewn amidst habitable pock- over the ecology of elementals that have arisen from the
ets throughout the bowels of the Machine God. The Eight Elemental Poles contained within Autochthon, though
Nations, also known as the Octet, have grown, trans- their elements of Crystal, Lightning, Metal, Oil, Smoke,
formed, and remade themselves in the thousands of years and Steam are foreign to the Creation-born.
since they arrived. Autochthonian society sustains itself
with a rigid caste system to guide the souls of the people. The Ministers live and carry out their duties in the spac-
es between the Octet, occasionally deigning to visit the
It is souls that sustain the Machine God, specifically the great cities of Autochthonia. Each of the Machine God’s
lower soul swollen by a lifetime’s Essence. Thus, souls great cities actually has an Alchemical Exalt as its core,
are central to Autochthonian society. The Nations cap- Exalted grown huge and sessile with mighty Charms
ture the higher soul with a special soulgem implanted capable of sustaining municipal infrastructure. They
in the forehead at birth, carefully recording the life have bonded permanently with Autochthon, his radiant
and past lives of each living person. Upon death, their Essence intertwining with their own to sustain great
lower soul is released to feed the titan; their higher wonders and feats of engineering.
soul — marked by the soulgem — is recycled through
the Ewer to be rejoined with a lower soul, then reborn Yet in many ways, they are like their demonic cousins;
whilst being tracked across incarnations. When mortal they argue and war, even as the slumbering titan puzzles
specialists identify a potential Exalt from a worthy soul over divine mysteries and patterns of thought beyond
that has expressed a particular brand of heroism over mortal ken. Navigating these arguments are the pur-
multiple incarnations, they construct a special vessel view of the Exalted, too, as is keeping the Nations safe
out of sacred clay and an appropriate magical materi- from the occasional wrath of the Ministers. The souls of
al. With luck and sufficient heroism, the soul catalyzes Autochthon have grown more agitated and unreasonable
the Alchemical frame, Exalting a new Champion. The over the course of the last century, as the sickness that
Alchemical castes are themselves a reflection of the en- has ever plagued the titan worsens and slowly kills him.
tire Exalted Host; together, they protect the entirety of
the Octet, body and soul.

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the same, seemingly innocuous, but world-shaking discov-


The Locust Crusade ery: the titan designed the Seal of Eight Divinities to be im-
pregnable from the outside, not from within.
Created upon Autochthon’s self-exile, the Seal of Eight
Divinities is the greatest ward ever constructed. Breaching The Octet knows of Creation only through the most frag-
the Seal cannot occur from an external force without awak- mentary myths and legends. Yet they also know the land
ening the Primordial, assuming such a force even exists. But beyond the Seal has vast bounties of magical materials and
now, Autochthon’s slow decay nears its completion. Across huge reserves of Essence, and they know that the Well of
his world-body, gremlins overrun distant communities. Souls can refill the Ewer. That’s all they need to know. Each
Stagnant zones of deathly Essence grow with frightening Nation argues and agonizes over the decision, but each pre-
speed. Nutrient conduits lie exhausted, while the babies of pares to breach the Seal and re-enter Creation to save the
the Nations are stillborn without souls. The Ewer runs dry, Machine God and their entire way of life. It’s possible they
heralding the doom of Autochthonia. may turn back from this course, or it’s possible that a holy
crusade of brass locusts will sweep across lands wracked by
Each Nation has come to the same grim conclusion: the
plague and tumult, fielding advanced artifacts rivaled only
Machine God’s death is nigh. Each has realized that the
by the Realm and Lookshy. The Well beckons, waiting with-
Great Maker never intended to sleep this long, and his sick-
in a world that has forgotten it even exists. Whether these
ness has overtaken him. And, pouring over ancient tomes
bounties are enough to save the Great Maker, and whether
and consulting with the proper Ministers, each has made
the Autochthonians will succeed in their crusade, none can
say — but Alchemical souls are heroes many times over, and
if they must die, they will die fighting to save their people.
ALCHEMICALS IN CREATION
Industrial Hero of the People
Like the Yozis escaping, many Storytellers have These traits are appropriate for an Alchemical possessed
balked at using the Alchemical Exalted in a game of a work ethic deemed heroic even by the standards of a
set in Creation in prior editions. We don’t blame them Champion — he will work quintuple shifts to give work-
— Alchemical presence speaks to the breaching of ers a much-needed rest, abstain from eating for days to
the Seal of Eight Divinities, a world-shattering event. free up supplies, or brave terrifying industrial horrors to
This inevitably means any game featuring Alchemi- preserve the life of any of his Nation.
cals becomes about the Locust Crusade, or at least
the emergence of a deeply foreign society into Cre-
Caste: Jade
ation. This might be acceptable for a multi-arc story
in a long-running game incorporating the return of Essence: 4; Willpower: 7; Join Battle: 5 dice
the Autochthonians into the wider Time of Tumult, but (+5 for 5m)
even so, the amount of setting real estate needed for Personal: 19; Peripheral: 36 (49)
Alchemicals to come play with everyone else is pretty Health Levels: -0x2/-1x7/-2x9/-4/Incap.
expansive.
Actions: Endurance: 11 dice (+10 for 10m); Feats
The Tome of the Great Maker states with certainty that of Strength: 6 dice (+5 for 5m; may attempt Strength
the first Alchemicals were Exalted after the titan left 3 feats); Impassioned Influence: 6 dice (+5 for 5m);
for Elsewhere. But no craftsman creates a master- Remembered Lore: 5 dice (+5 for 5m); Resist Poison/
piece without making prototypes first, and it stands to Disease: 7 dice (+7 for 7m); Senses: 4 dice (+5 for
reason that Autochthon would not claim to the Incar- 5m) 
nae that Exaltation could produce the champions they
Appearance 2, Resolve 4 (+4 for 7m), Guile 2 (+1
needed without proof. What fragmentary historical
for 3m)
records and memories of the Divine Revolution ex-
ist agree that no Alchemicals were fielded in the war. COMBAT
Yet other myths and legends of the First Age speak of Attack (red jade grand grimcleaver): 12 dice
shining heroes protecting communities, wholly clad (+7 for 7m; damage 16, minimum 4)
in magical materials. Perhaps they relate a Solar or
Lunar wearing armor from head to toe, or perhaps Attack (Unarmed): 6 dice (+5 for 5m; damage
they are records of some other kind of Exalt. 11)
Combat Movement: 4 dice (+5 for 5m)
Who knows what secrets remain in hidden tombs Evasion: 2 (+1 for 2m), Parry: 4 (+3 for 6m)
and sorcerous workshops, untouched since the early
days of Creation? Soak/Hardness: 9/2 (Subcutaneous Armor
Plating)

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MERITS
HOW MANY EXALTS ARE THERE?
Giant: The Alchemical is huge, eight feet tall and
weighing nearly a metric ton. His personal quarters
have reinforced furniture, but he uses paramagnet- The exact number of Exaltations extant in Creation is
ic Charms to remain nimble and avoid destroying up to the Storyteller — seriously, it’s your game, you
can (nay, should) choose how many Exaltations exist.
walkways meant for lighter folk.
Pinning down any kind of hard numbers inevitably
STRENGTH CHARMS leads to those numbers cast as primary canonical
Hydraulic Musculature Reinforcement (4m; gospel, no matter how many times one appends deu-
Supplemental; Instant): The Alchemical may treat his tero- before the canonical part. Despite that, we offer
Strength as two higher for the purpose of meeting these rough suggested numbers for your Exalted
a Feat of Strength, and adds one success towards games, repeating the advice that you can — no-fool-
these that does not count towards the dice cap. This ing — change them in your game if you want.
manifests as pistons straining and steam escaping Solars: ~150
from within bulging muscles.
ENDURANCE CHARMS Dragon-Blooded: ~25,000
Alloyed Reinforcement of Flesh (5m; Reflex- Lunars: ~300-400
ive; Instant): The first time in a scene the Alchemical
suffers damage that would reduce him to Incapac- Abyssals: ~100
itated, he may activate this Charm instead. Rein-
forced magical material alloying his bones reduces Sidereals: ~100
this damage to his -4 health level. Liminals: ~250
Industrial Survival Frame (6m or 1m; Reflexive;
Indefinite): The Alchemical gains the effects of Integ- Alchemicals: ~800 (~100 per nation, handful in Cre-
rity-Protecting Prana (Exalted, p. 303) in addition ation)
to becoming immune to environmental damage cor-
responding to the primary weather in one of the four Infernals: ~50
Directions. He may commit an additional mote to Getimians: ~64
gain immunity to an additional Directional environ-
ment. Exigents: ~200-300 (but highly variable)
Body-Reweaving Matrix (6m, 1wp; Simple;
Instant): Calling upon hidden automata within
his frame, the Alchemical duplicates the Charm
Wound-Mending Care Technique (Exalted, p. Getimians —
342), save that he may only target other automa-
ta or constructed objects. This does include himself, War in Heaven
however.
Created in the Divine Revolution, the Getimians were
OFFENSIVE CHARMS jointly born of the ancients known as Oramus and
Piston-Driven Megaton Hammer (3m; Supple- Sacheverell, who sought to create their own cham-
mental; Instant): Attacks gain 1 automatic success. All pions to counter the warriors of the gods. The cost
1s are rerolled until 1s no longer appear. of creation and the nature of the new Exalted horri-
EVOCATIONS fied their patrons, and the Getimian Exaltations were
Embers of the People (5m; Simple; One scene): sealed in the stronghold of the ancients as a result.
The wielder may bank their anima banner, surround- Both titans are bound now, their natures irreparably
ing their weapon with power. For every anima level diminished and changed, and possess only the dim-
banked in the grimcleaver, rounded up, its with- mest awareness of their revolutionary heroes. Yet if
ering attacks add +1 die of raw damage, up to a they knew the reason for their Chosen’s freedom, they
maximum bonus of 5. might well rejoice.
The Alchemical has had this Evocation constructed
as a personal Charm; she does not need to wield the An eon after the Revolution, and half a century before
grand grimcleaver to use it. the Scarlet Empress disappeared, a rogue Sidereal trav-
eled beyond Creation, seeking a weapon he could use to
break the hegemony of the gods over fate itself. Wronged

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by his fellows, he had come to accept that he could not truths they hold within themselves away. Their Essence
fight a war against Heaven alone. He delved deep into blends around the principles of active flowing and cold
infernal lore and forbidden techniques, until he found stillness. Getimians find their Essence pools naturally
a place of ancient power. In a ruined and forgotten ce- trend toward one aspect or another, while fueling the
lestial city beyond Creation, he found Zen-Mu, the lost same Charm with different Essence produces radically
and Wyld-tainted resting place of the ancients before the different effects. Getimians bring foreign relationships,
world was made. In Zen-Mu, he found his warriors. causality, and effects from their origin in response to ex-
ternal stimuli and internal alchemy.
No Getimian exists before the moment of their Exaltation.
Once, they might have had a great destiny before them that These effects are often completely new to Getimians in
would change the world. This destiny threatened the plans their early days in Creation — many were sorcerers or lo-
of Heaven, which forecasts the fate of nations and peoples remasters in their memory, and thus rationally capable of
to their own, oft-petty, political ends. The pattern spiders figuring out what has occurred, but many also had no real
cut the heroes’ threads out of the Loom before the warp exposure to Essence theory. They are lost, deeply con-
and weave of destiny accepted the errant fates. The spiders fused as to the sudden absence (from their perspective) of
snuffed out their lives before they were even born. The their origin’s trappings, and frequently accidentally over-
Exaltation seizes upon these cut and forgotten strands and write elements of Creation to fit with their origin.
brings them into Creation.
Rakan Thulio comes for them, then.
To their own line of existence, the Getimians are con-
querors, healers, saviors. They were mortal heroes un- The Sleeper Awakens
blessed by any Exaltation, but their determination and
talent changed the fates of thousands. They made a mark This is the tale told to almost every Getimian: In the First
upon Creation felt for centuries to come. And then, one Age, Rakan Thulio loved a man. They were happy at first,
day, everything shifted for them. Their great works but Rakan’s work with the Bureau of Destiny left his part-
are not merely undone, but never happened in the first ner oft-neglected, and their relationship faded. The love of
place. Their parents do not remember them among their Rakan Thulio’s life chose another, dying after a happy mor-
siblings. Their lovers know them not. The Getimian, tal lifetime. Rakan was heartbroken, but accepted this as a
possessed of strange and new powers, eventually comes cruel and necessary sacrifice to duty. Yet the sacrifices nev-
to the startling realization that she never actually per- er ended, and Rakan became increasingly bitter.
formed the heroic deeds she remembers — and since
none else could, those deeds never happened. Even in the First Age, Heaven’s corruption blossomed,
though only rarely revealed for the rot it truly was. Rakan
The Origin served the gods for long centuries as inquisitor, investi-
gator, and demon-hunter with few peers. His task was
The Getimian’s Creation, called their Origin, would have ending the fates of secret and dangerous things, without
been like Creation in all aspects save one: the Getimian ever absorbing their taint, and he did so with unwaver-
was born, and wrought epic feats that changed the course ing integrity. Yet as centuries passed, he grew more and
of the world. This could have been as simple as being at more disillusioned with the politics behind the shaping
the right place in the right time, but most often was a of destinies and the cruelties inflicted upon the world in
sustained effort of heroism — the work of years, perhaps the name of preserving fate. Once tasked to destroy for-
decades, or even a full lifetime. The Exaltation’s power bidden tomes and techniques, the Sleepwalker opened
births the Getimian physically, rendering their Essence his eyes and saw clearly instead.
into dual aspects and creating bodies with hollowed-out
spines and chakras nested with newborn pattern spiders. It was a small thing, and simple, that caused his exile from
Besides the subtle awareness and command of Essence Yu-Shan. Rakan sought out his own records, reading the
bestowed by the Exaltation, Getimians find that they can thread of the Loom that was his life. And he saw the lie for
bring aspects of their origin into true Creation, sweeping what it was: the love of his life had not chosen another free-
away what is to reveal what should have been, if only for ly, not truly, but only after their love had been condemned
a few moments. to die by the will of Heaven to focus Rakan on his duties.
In that moment, he turned against Heaven fully. When the
The Getimian’s iconic anima shows vistas of their Origin, time came for Saturn to make her Sign against him, Rakan
mixed with scenes of their glory. They have their mem- parried it and his own death with blasphemous power
ories, and those memories are theirs; none can take the gleaned from long-destroyed tomes. Ripping his thread

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him and take the fate they deserve. Not every Getimian
EXALTED LONGEVITY, PART 2 chooses to serve Rakan Thulio, and he takes this in
stride — they are exercising a choice long denied them,
The lifespans of many Exalts are well-known (Exalt- and their mere existence furthers his war by damaging
ed, p. 34), but what of the newcomers to Creation? destiny and creating more work for the gods. Many do
join him, however, grateful for the opportunity and the
If they and the world survive into ages to come, the
Getimians may find their lifespans ending around resources afforded for their revenge upon Heaven, once
1,000 years…but dedication to ascetic rituals and the Sleepwalker has explained their situation.
their own internal alchemy greatly extends this, po-
tentially to 4,000 or even 5,000 years. Some have even cultivated their Essence and refined their
martial prowess to the point where they can learn Sidereal
Alchemicals might well be immortal — none have Martial Arts, eagerly but carefully taught by Thulio and
died of natural causes in the millennia-long history a few Sidereal conspirators. Many of Thulio’s long-held
of Autochthonia, though their Charms age and tarnish plans have been rapidly abandoned in the past few years,
slightly, which indicates some upper boundary to as the return of the Solars offers a new opportunity to final-
their lifespan. Complicating their studies of longevity
ly remake the world. The Sleepwalker has worked to plant
is the fact that Alchemicals who become great cities
agents within the Cult of the Illuminated to bring Solars
are assuredly immortal, but like all immortality, this
has a price — if Autochthon dies, so too do the cities into his crusade, but mainly he sees the reincarnation of the
linked to him. Some Alchemicals ponder what would Chosen of the Sun to be the best opportunity he will ever
happen if they took root as cities in Creation, or if such have to make his cold war against Heaven into a hot one.
a thing is even possible.
One by one, the Getimians reveal themselves to
The Infernals have a lifespan roughly equivalent to Creation. It is a lonely existence for them: even more so
the Solar Exalted and the same techniques to extend than Exigents, for they are unique in the entire world.
it. Their mastery of sorcery means immortality is well Inevitably, the thought occurs: when will they stop
within their means. mourning what could have been, and honor their memo-
ries by building something new?

out of the Loom, he fled Yu-Shan, swearing vengeance and Getimian Sorcerer-Queen
freedom for the world in a war against Heaven. The golden These traits are appropriate for a Getimian who, in her
lions guarding the city’s gates deemed him an exile, barred origin, reformed an entire society around philosophy,
forever from the Heavenly City. lore, and love of sorcery. A prodigy in her mortal life, she
is now a supreme sorceress, one infuriated that her soci-
For centuries since, Rakan has worked with willing col-
ety tore itself apart in war in prime Creation.
laborators within the Five-Score Fellowship to frustrate
the gods of Yu-Shan and work to undermine the stymied
Caste: Winter
destinies of nations. He has laid down secret and gen-
erational networks of spymasters, agents, and provoca-
Essence: 3; Willpower: 7; Join Battle: 5 dice
(+5 for 5m)
teurs across the whole of Heaven and Creation. And half
a century ago, he found a weapon within fallen Zen-Mu Flowing: 19; Still: 36 (49)
that could win the war in victory as he desired. He un- Health Levels: -0x2/-1x2/-2x2/-4/Incap.
leashed the Getimian Exaltations to bring heroes who Actions: Knowledge of How Things Should Be: 11
never were into the fight. dice (+5 for 5m); Impassioned Influence: 6 dice (+5
for 5m); Sorcerous Lore: 10 dice (+5 for 5m); Resist
Jamais Vu Poison/Disease: 7 dice (+7 for 7m); Senses: 7 dice
(+5 for 5m) 
Most Getimians suspect Thulio has some means of iden- Appearance 4, Resolve 4 (+4 for 6m), Guile 4 (+2
tifying and tracking new Getimians without consulting for 3m)
the Loom of Fate, but whatever his methods he can find COMBAT
the newcomers unerringly, or near enough. Thulio will
Attack (Unarmed): 9 dice (+5 for 5m; damage 11)
frequently drop his current plans to rush to a new Exalt’s
side via all means of transportation, or else employ Combat Movement: 5 dice (+5 for 5m)
powerful communication magic. Then, he tells them of Evasion 4 (+1 for 2m), Parry 6 (+3 for 6m)
their lost destiny, and offers them a chance to join with Soak/Hardness: 6/0 (buff jacket)

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MOVEMENT CHARMS and uncooperative for as long as the motes remain


Space-and-Time Understanding (4m; Sup- committed. Still motes may be spent instead of being
plemental; Instant): Understanding the places where committed; this permanently disables one Merit of
reality is sewn together, the Getimian may cross the Storyteller’s choice for the remainder of the arc,
the distance instantly and without any trace of her or until the Exalt discharges the curse through Desti-
passage. She may bypass obstacles, environmen- ny-Manifesting Method or similar techniques.
tal hazards, difficult terrain, traps and so on with this SORCERY
instant movement, and the movement may be in any The Getimian is a talented sorcerer; her control spell is
direction. Silent Words of Dreams and Nightmares. She knows
PERCEPTION CHARMS all the first circle spells printed in Exalted.
Forgotten World Echoes (1m; Simple; One
scene): Perceiving the flows of Essence and fate, Rise of the Infernal Exalted
the Getimian may add her Essence in non-Charm
At history’s dawn, the Divine Revolution’s victors sealed
successes to detect spirits, sorcery, or how fate and
away the defeated Yozis, imprisoning them forevermore
destiny is affecting an area, including through the use
of Sidereal Charms. within the warped and broken world-husk of their king.
The Demon Princes have spent millennia hating the gods
SOCIAL CHARMS and Exalted who betrayed them, yet the bars of their
Devil-Queen’s Court (8m, 1wp; Simple; Indefi- prison have long denied them their revenge. But when
nite): Drawing upon the power of her followers and the Jade Prison shattered and loosed the Solar Exalted
her forgotten destiny, the Getimian creates a pool of once more upon the world, the Yozis found their malev-
16 dice, which do not count towards her Charm cap. olent hopes fulfilled by their oldest enemies. Wresting
Using dice from this pool depletes it, until the Charm away a handful of Exaltations with ancient sorceries and
expires. If she committed Flowing motes, she may add titanic power, they corrupted the Sun’s Chosen to create
this dice to any roll involving movement, persuasion, their own Infernal Exalted.
and using Melee or Brawl and Martial Arts. If she
committed Still motes, she may add this dice to any roll The Demon Princes created the Infernals, but are not their
requiring subtlety, stealth, or using Thrown or Archery. Chosen’s slave masters. The Yozis and their demon-souls
Sleeper-Guiding Whisper (4m +2m, 1wp; Sup- have no intrinsic power of coercion over their Exalted, and
plemental; one scene): The Getimian gains her Essence an Infernal who wishes to forsake Hell need only venture
in bonus successes on a roll to socially influence into Creation to be forever beyond the Demon Princes’
someone. So long as she beats the target’s Resolve, reach. Many Infernals nevertheless serve the Yozis — re-
she may instill a “shadow Intimacy” that overrides paying a debt of gratitude for being raised out of lives of
one of the target’s normal Intimacies for the scene, po- toil and misery, or else plied by their bargains, temptations,
tentially causing them to act wildly out-of-character. and seductions — but this service often comes second to
She may spend an additional two motes to cause the
an Infernal’s own goals. After living beneath the bootheels
target to forget she influenced them at all.
of gods and tyrants, few are satisfied without retribution.
DEFENSIVE CHARMS Often, this retribution is chaotic and bloody, burning down
Bent Reality Stance (6m; Reflexive; Instant): Twisting injustices indiscriminately.
space, the Getimian blocks a blow meant to end
her. This Charm may be applied against one or more Vengeance is Theirs
attacks; if they are in a flurry, increase the dice penalty
by 2. If Flowing motes are spent, the Getimian steals While newly Exalted Infernals are haled away to
two Initiative from the attacker on a miss; if Still motes Malfeas, many soon return to Creation. It is their home,
are spent, the Getimian gains one Initiative while her and they still have unfinished business in humanity’s
anima flares an additional level.
world. While few pursue personal crusades to the exclu-
OFFENSIVE CHARMS sion of all other agendas, rarer still is the Infernal who
Throne Smashing Ambition (6m; Supplemental; puts their past entirely behind them — it would be diffi-
Indefinite): This supplements one of the Getimian’s cult enough to do nothing to right old wrongs with their
decisive attacks. In addition to inflicting damage, this newfound power, let alone when Essence fever urges
Charm creates a devastating curse, causing one of them to remake the world as it ought be.
two effects: committing Flowing motes reverses the
target’s social standing, effectively turning their Allies, Some Infernals want nothing less than bloody retribution,
Contacts, Cult, Influence, or Follower Merits hostile to see all those complicit in the torments of their past made

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to pay. Others protect and champion those facing similar Ligier — or unique services offered only by certain de-
injustices, tearing down the systems and structures perpet- mons — a pleasure cruise aboard Florivet’s landship, the
uating that suffering. Some draw no distinction, meting out false resurrections worked by Saphrax, or a secret con-
punishment with one hand and delivering salvation with tained in Orabilis’ glass library.
the other. The time needed to accomplish this vengeance
can vary greatly. One Infernal might fulfill her vendetta in To most Infernals, First Circle demons are little more
the early days of her Exaltation; another might only be sat- than monsters, servants, conscripts, toadies, or court-
isfied after years, if not decades. iers. Unlike more powerful demons, those of the First
Circle don’t embody the will of the Yozis, or even of the
An Infernal who’s completed her revenge can take many demon that created them — they are more akin to teem-
paths forward. Some find a new goal in the fulfillment of ing mites symbiotically intertwined with a Yozi’s soul
their vendetta — an Ascendant revolutionary who depos- hierarchy than a true part of it. Yet their lowly status
es a hated tyrant might claim his empty throne; a Horizon does not put them entirely beneath the notice of Hell’s
savant who harnesses her homeland’s natural resources to Chosen. An Infernal whose mortal life was marked by
enrich her people might found a mercantile consortium to slavery, poverty, or brutal oppression might see her own
elevate it to a center of commerce; a Nadir assassin who plight mirrored in that of the First Circle demons, and
slays her former slave masters might guard her newly freed seek to improve their lot. A Green Sun Prince then could
comrades from the shadows. Some enmesh themselves in be a bureaucratic reformer struggling to overturn the
the Demon City’s politics and intrigues, establishing them- Demon City’s unjust laws, a resourceful business part-
selves as trusted champions, intriguers, or troubleshooters ner to a neomah couturier, or a folk hero championing
for powerful demons. Others find themselves adrift, wan- the cause of the common blood ape.
dering Creation or Hell in search of a new purpose.
No Escape
The Schemes of Demons
The Yozis do not make demands directly to the Infernals. The Yozis will never escape their imprisonment in Hell.
When the titans speak to their Chosen, it is through re- At the Divine Revolution’s end, the victorious gods and
velatory visions that overwhelm the senses, grand the- Exalted forced conquered Ancients to swear oaths of
ophanies that defy all comprehension, and rapturous surrender on their own names, twisted the Yozis’ nature
spiritual ecstasies — communion, but not communica- to bind them within their own flesh and Essence, and
tion. It is beyond them to diminish their majesty to mere worked unimaginable miracles to seal the Demon City’s
words; thus, it is the demons, emanations of the Yozis, gates against its prisoners forevermore. Over millennia,
which speak for them. As aspects of the Yozis, demons’ most Demon Princes have resigned themselves to this
desires and agendas are the Yozis’ own — and yet, one fate. Only the Ebon Dragon — the Shadow of All Things,
demon is not the whole. A Yozi’s myriad souls might who loves only that which is doomed — still tests his
scheme against each other in pursuit of wildly differ- prison’s bars, not trusting the work of the gods to contain
ent agendas, reifying that Demon Prince’s thoughts as it him, for he is that which they are not. His struggles are
makes up its mind. doomed to failure, his efforts all in vain.

Hell’s Chosen have much to offer demonic peers and Many Infernals are largely unconcerned with the
patrons. Unlike demons, which can only depart Malfeas Demon Princes’ freedom. Some know liberating them
when summoned by sorcery or loosed by rare conjunc- would be impossible, either from the counsel of demonic
tions of esoteric phenomena, Infernals freely cross peers or their own memories of sealing the Yozis away in
between worlds. Many demons’ agendas reach into past lives. Others don’t realize their masters are impris-
Creation — like Octavian, who seeks to expand his vast oned; to a young Infernal gazing upon Malfeas for the
empire beyond Malfeas’s bounds, and Vicuska, who first time, the Yozis seem like the natural and inextrica-
hungers for the words of mortal prophets — and after ble foundation of Hell. Some strive to free the Demon
millennia of imprisonment, the Infernals finally offer a Princes, whether moved to help the divine patrons who
chance to see those desires fulfilled. Other demons em- freed them from their lives of suffering or scheming
ploy Infernals as their own agents in Hell, seeking them alongside those souls of the Ebon Dragon bent on free-
out as mercenaries, advisors, spies, artificers, ambassa- dom in pursuit of their own self-interest. Some are un-
dors, and more. Such Infernals are well compensated, aware that their goal cannot be achieved; others know,
either with the exotic wares of Malfeas — voices spun but refuse to accept this. Even with their Exalted power,
into cloth by Berengiere, the naming-venoms brewed in they will never free their masters, but their labors may
Lupul’s bejeweled cauldron, hellish artifacts forged by yet damn Creation along the way.

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(Exalted, pp. 497, 499); but she sometimes boasts


Infernal Revolutionary outcaste or Exigent champions, or even subtle and
silent demons.
A bitter, jaded scion of theocratic Kour’s royal bloodline,
this Infernal now serves to undermine her former rel- OFFENSIVE CHARMS
atives. A formidable spymaster, courtier, and dissident, Green Sun Nimbus Flare (2m; Supplemen-
she now wanders Creation — sometimes serving at the tal; Instant; Dual): Add a success to a withering
behest of the demonic crime lord Ricimer, the Tree of damage roll or one die to a decisive damage roll,
Agonies; other times indulging her own desire to see the and roll an additional die for every 10 on the damage
folly of the righteous revealed. roll.
Ravenous Whirlwind Principle (1m, 1wp; Sup-
Caste: Penumbra plemental; Instant; Decisive-only): A decisive sur-
Essence: 2; Willpower: 8; Join Battle: 7 dice prise attack adds the attack roll’s extra successes as
(+7 for 7m) dice of damage, up to maximum of the number of suc-
cesses the Infernal’s Stealth beat her victim’s Aware-
Personal: 16; Peripheral: 30 (10 committed)
ness by.
Health Levels: -0/-1x2/-2x3/-4x3/Incap.
DEFENSIVE CHARMS
Actions: Administration: 6 dice (+5 for 5m); Disguise:
10 dice (+7 for 7m); Infernalism: 6 dice (+5 for 5m); Bitter Heart Unbleeding (3m; Reflexive; Instant;
Monastic Education: 7 dice (+7 for 7m); Read Inten- Uniform): Ignore wound penalty to Defense and
tions: 11 dice (+10 for 10m); Senses: 6 dice (+5 for add (current temporary Willpower / 2, rounded up)
5m); Social Influence: 11 dice (+10 for 10m); Stealth: natural soak.
8 dice (+7 for 7m); Theft: 8 dice (+7 for 7m) SOCIAL CHARMS
Appearance 5, Resolve 4 (+3 for 6m), Guile 5 (+5 Broken Silence Laughter Defense (5m; Re-
for 10m) flexive; Instant): Bursting into laughter as a character
COMBAT makes a spoken influence roll to impose a −2 penalty
on it. If the Infernal hasn’t previously made any vocal
Attack (Broken Sky Dreamer, black lead utterance this scene, subtract successes instead of
razor parasol): 11 dice (+10 for 10m, damage 12, dice.
minimum 4)
Golden Years Tarnished Black (8m, 1wp;
Attack (Unarmed): 9 dice (+7 for 7m; damage 9) Simple; Instant; Mute, Psyche): Roll Social Influence
Attack (Grapple): 5 dice (+5 for 5m; 2 dice to as a special instill against one character to change
control, +2 for 2m) a positive Minor Tie’s emotional context to a nega-
Combat Movement: 8 dice (+7 for 7m) tive one, distorting the target’s memories to cast the
Evasion: 4 (+4 for 8m); Parry 5 (+4 for 8m) Intimacy’s object in the worst possible light. If this in-
fluence would align with one of the target’s Defining
Soak/Hardness: 10/7 (orichalcum-reinforced Intimacies, the Infernal can affect a positive Major Tie
buff jacket) instead. Resisting requires a Decision Point, invoking
INTIMACIES an Intimacy stronger than the one affected. She can’t
Defining Principle: I don’t want to be good. target the same Intimacy of a character more than
once per story.
Defining Principle: Every virtue is just a pretty mask
hiding something horrible. Inner Voice Betrayal (3m [+1m]; Supplemental;
Instant; Mute): Double 9s to Read Intentions. Upon
Defining Tie: Hypocrites (Scorn)
discerning an Intimacy, the Infernal may pay one
Major Principle: The best way to help people is by mote to also learn what her target considers his great-
ripping away their self-imposed limits. est failure related to that Intimacy.
Major Tie: The Yozis (Awe) Naked Wicked Souls (1m; Reflexive; Instant):
Minor Tie: Ricimer (Respect) When a character acts against one of his Intimacies,
ESCORT reflexively roll Read Intentions to discern it; the Intima-
cy penalizes that character’s Guile against the roll as
The Infernal complements her modest martial prowess though it were his Resolve.
by surrounding herself with bodyguards. The makeup
of her escort varies considerably with her current cir- MISCELLANEOUS CHARMS
cumstances at locale — at times, she may have only a Echo-Devouring Aura (4m; Reflexive; One scene;
Size 1-2 battle group of elite bodyguards or assassins Mute): Become completely imperceptible to hearing.

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Wind Cloak Vanish (2m; Supplemental; Instant;


Mute): Reroll 1s on Stealth and can attempt conceal- POWER OF THE EXIGENCE
ment without cover. Reduce the penalty for Stealth in
combat by −1, and ignore the increased penalty for What of the tenth type of Exalted?
Stealth while crossing wide-open terrain entirely.
Their themes and stories are as manifold as they are.
Mysteries Beyond Revelation Devil-Body
The Chosen of the Gods may find use for most of the
The Infernal can enter her Devil-Body once per story, Storytelling advice featured here, depending on the
upon suffering damage to a −4 health level or recogniz- specificities of the Exigent. Their themes include be-
ing that a powerful character is acting against one of his ing empowered to fulfill a specific need, of surviving
own Major or Defining Intimacies in a way that harms beyond the bounds of an immediate need and seek-
or threatens her or her own Intimacies. She grows doz- ing some new purpose, or of a very personal rela-
ens of feet tall; her skin turns a vivid violet; disembod- tionship with the god who empowered you. Heroes
ied limbs appear floating in the air, orbiting her, as they will often make pilgrimages to Great Forks in search
reach up to tear away her face, revealing a black void full of the Exigence, a practice that can be used to kick-
start a chronicle. As the Unconquered Sun turns his
of dying stars. This Devil-Body Apotheosis confers the
face back to Creation, the Exigence is granted with far
following benefits:
greater regularity; but ancient Exigents might still be
worshipped as Princes of the Earth. Terrestrial deities
Beyond Your Understanding: The Infernal has must deal with the Silver Pact, while Celestial deities
effectively infinite Guile. encounter the Five-Score Fellowship. Their god might
Infernal Vigor: The Infernal’s health track is re- be demanding like a Deathlord, or the god may have
placed by an alternative track of nine −0 health levels. perished to leave the Exigent all alone in the world
If this track is filled with damage, her Devil-Body ends, like a Liminal.
but none of the damage to it carries over to her true
health track. The only advice we truly have for an Exigent game is
this: Treat every Exalt as a hero. Even if they are on
Legendary Size: The Infernal suffers no onslaught the level of a “mere” Dragon-Blooded, the Princes of
penalties from smaller foes’ attacks, unless inflicted the Earth outstrip mortals with ease. Properly armed,
by magic. She can’t be crashed by smaller enemies’ attired, and possessed of tactical sagacity, a Drag-
withering attacks unless they have 10+ post-soak on-Blooded may kill a Solar — and many did, thou-
damage, although attackers gain the full amount of sands of years ago. Ask the Getimians: one person
Initiative damage dealt. Smaller enemies’ decisive is all it takes to change the world. How much greater
attacks can’t deal more than (attacker’s Strength + 3) can that change be if that person is Exalted?
damage to her, not counting levels added by magic.
She makes unopposed grapple rolls against smaller
foes. characters count as having a Major Tie of awed fear
Thousand-Armed Titan: The Infernal can make towards her for the rest of the scene, even if they spend
close-ranged attacks out to short range and ignores Willpower to resist.
flurry penalties on physical actions. She can attempt No Secrets from Me (4m; Reflexive; Instant;
Strength 10 feats of strength with a pool of 20 dice. Uniform): Whenever an enemy attacks the Infernal,
Immanent Divinity’s Presence (5m; Reflexive; makes a social influence roll against her, or takes an
Instant): Upon entering this Devil-Body or landing action opposing her, she reflexively rolls Read Inten-
a decisive attack, reflexively roll Social Influence tions against them. If successful, she adds (Intimacy)
with double 7s to threaten all characters that can see to her Defense or Resolve as a non-Charm bonus, or
or hear the Infernal, cowing them into either fleeing (Intimacy) non-Charm successes to her opposing roll.
from her or kneeling and worshipping her. Affected

159
EX3
The Exalted stand astride Creation,
ready to remake the world in their own
image. From the mightiest Solar to the
lowliest Exigent, they are heroes one
and all. Yet Creation is vast, and the sto-
ries it can hold innumerable. Herein are
the tools of the forge where heroes are
made, the grand crucible in which the
story of the Exalted can be told.

Crucible of Legend presents Storytellers


and groups playing Exalted with tools to
help them tell the stories of their charac-
ters in Creation and beyond. From char-
acter generation aids to alternative craft-
ing systems, from details on the secret
agendas of the Exalted and the factions
ruling Creation, Storytellers will find a
wealth of tips and tricks within this book.
The conflicts of the Time of Tumult are
the myths of the age to come.

What legends will they


tell of your deeds?

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