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Exalted
Introduction: The First and Final Days 20 Chapter Four: Traits 134
The Age of the Exalted 20 The Great Curse and Limit Break 134
The Doom Out of the Darkness 21 Attributes 148
The Birth of the Realm 22 Abilities 149
Into the Time of Tumult 22 Merits 157
The Return of the Solar Exalted 23 Flaws 167
As the tale of the Exalted continues... 23 Willpower 169
How to Play This Game 23 Intimacies 170
Lexicon 24 Health 171
Suggested Resources 30 Essence 174
The Anima Banner 174
Chapter One: The Exalted 34 Character Advancement 177
Exaltation 35
Essence Fever 35 Chapter Five: Systems and Conflict 182
Caste Marks 36 Glossary 182
The Tools of the Chosen 36 General System Structure 184
The Roll of the Chosen 37 Stunts 187
The Exalted 38 Action Complications 188
The Solar Exalted 40 Extended Actions 189
The Abyssal Exalted 42 Opposed Actions 189
The Dragon-Blooded 44 Reflexive Actions 189
The Lunar Exalted 46 Combat 189
The Sidereal Exalted 48 How Combat Works 189
The Liminal Exalted 50 Resolving Attacks 191
The Exigents 52 Elements of Combat 191
And the tale of the Exalted continues… 54 Initiative 193
Combat Actions 195
Chapter Two: The Age of Sorrows 58 Combat Movement 197
The Spirits of the World 58 Complications 199
The Realm 62 Battle Groups 205
Religion and Worship 70 Battle Group Traits 205
Of Silver and Jade: Money in Creation 77 Fighting Battle Groups 207
The Threshold 80 Strategic Warfare 211
The North 80 Potential Modifiers 211
The Northeast 86 Potential Stratagems 212
The East 87 Social Influence 213
The Southeast 93 Resolve 214
The South 95 Guile 214
The Southwest 100 Intimacies 214
The West 102 Social Actions 215
Lunar Dominions 106 Resisting Influence Rolls 218
The Wyld 110 Social Complications 221
The Grave and Beyond 113 Retrying Social Actions 222
Behemoths 117 Social Actions in Combat 223
Crime and Investigation 224
Chapter Three: Character Creation 120 Larceny 224
Preparation 120 Investigation 224
Step 1: Concept and Caste 121 Leadership 226
Step 2: Attributes 121 What Do Leaders Do? 226
Step 3: Abilities 121 What is a Project? 226
Step 4: Merits 123 Step One: Is the Project Possible? 226
Step 5: Charms 123 Step Two: Does the Project Succeed? 226
Step 6: Intimacies and Limit Trigger 124 Step Three: Responding to Failure Conditions 227
Step 7: Bonus Points 124 Step Four: Dealing With the Result 227
Step 8: Finishing Touches 125 Environmental Rules 229
Things to Think About 125 Feats of Strength and Demolition 229
Circles: Putting Things Together 126 Survival 230
Example of Character Creation 129 Environmental Hazards 230
Poison 232 Resistance 374
Disease 233 Ride 380
Medicine 236 Sail 386
Lore 237 Socialize 393
Crafting 238 Stealth 403
Elements of Crafting 239 Survival 409
Crafting Experience 239 Thrown 415
Basic Projects 240 War 419
Major Projects 240
Superior Projects 241
Chapter Seven: Martial Arts and Sorcery 426
Legendary Projects 241 Martial Arts 426
Repairs 242 Martial Arts Charms 426
Craft and First Age Wonders 243 Snake Style 427
Sailing 244 Tiger Style 431
Sailing Rules 244 Single Point Shining Into the Void Style 434
Naval Combat 245 White Reaper Style 438
Sample Ships 246 Ebon Shadow Style 441
Make These Rules Your Own 247 Crane Style 443
Silver-Voiced Nightingale Style 447
Chapter Six: Charms 250 Righteous Devil Style 450
Depicting Charms 250 Black Claw Style 453
Using Charms and Charm Limitations 251 Steel Devil Style 461
Presentation Format 252 Sorcery 464
Excellencies 255 Spells and Sorcerous Workings 464
Archery 255 The Three Circles 465
Athletics 261 Becoming a Sorcerer 465
Awareness 267 Sorcerous Motes and the Shape Sorcery Action 465
Brawl 273 Countermagic 466
Bureaucracy 283 Shaping Rituals 466
Craft 289 Terrestrial Circle Spells 471
Momentum 292 Celestial Circle Spells 476
Repairing and Reforging 294 Solar Circle Spells 480
Power 297 Sorcerous Workings 483
Dodge 299 Thaumaturgy 490
Integrity 303 Example Rituals 490
Investigation 311
Larceny 315
Chapter Eight: Antagonists 494
Linguistics 322 Quick Characters 494
Lore 330 Mortal Antagonists 496
Martial Arts 341 Strange Folk and Monsters 499
Medicine 341 The Dead 502
Melee 346 Spirits 508
Occult 354 Creatures of the Wyld 534
Sorcery 360 The Exalted 539
Performance 361 Animals 554
Omni-Applicable 361
Chapter Nine: The Grand Panoply 578
Utility 362
Oratory 364 The Resources System 578
Music and Singing 365 Mortal Weapons 580
Dance 366 Exceptional Weapons and Equipment 580
Acting 367 Artifacts 593
Voice 368 Hearthstones 603
Sex 368 Evocations 611
Presence 369 Example Artifacts and Evocations 614
TRAITS

Survival and even her most loyal lieutenants questioned her wisdom.
The pale wolf was huge, bigger than any beast should have Such a tactic flew in the face of every page of The Thou-
grown in the wild. Graceful Path did not know what had created sand Correct Actions of the Upright Soldier. But Ligara
such a monster, but she knew she did not have the strength was resolute. On the next dawn, when the Walker’s sham-
left to fight it—her muscles groaned with exhaustion, her bling legion reached her, they would have the high ground,
Essence had dwindled like the flames of a dying candle, and true—but their high ground had been the southern shore of
her spear lay abandoned beneath the waters of the river where a saltwater sea in the First Age, and even today was rimed
she fled from the Wyld Hunt. As the great hound advanced on with crystalline salt. And everyone knew what salt did to
her, she reached into her pouch of rations, and offered the giant undead flesh…
a hunk of salted meat. “Come here, pup,” she said, forcing the
words through a dry throat. “You look hungry.” This Ability is important in combat.

By the end of the night, Graceful Path slept huddled against War is the Ability of understanding strategy and tactics.
the white fur of her new companion, safe and warm for the It is used both to direct the long-term progress of a war,
first time she could remember. planning battles to gain the upper hand over enemy forces,
as well as to command the soldiers or warriors that serve
Survival is the Ability used to traverse and survive in wil- a character directly in battle.
derness environments. It covers the basic rudiments of
outdoor survival, such as finding shelter, finding fresh
water, and gathering food, as well as tracking, navigation, Merits
and handling animals.
Merits are special features that add distinction to char-
Thrown acters. Some Merits are physical advantages (such as
The satrap’s thugs spread out around Snow Blossom and the Strong Lungs), while others represent specific learned
boy, brandishing their clubs and swords as the only author- aptitudes—additional languages the character knows how
ity they needed to “keep peace” in the high-walled capital. to read and speak are a common example. Still other Merits
“You think you can steal from Satrap V’neef and escape his may represent social advantages, such as great wealth.
justice?” the shaggy-haired leader of the gang said—as if
freeing a slave was an act of theft. “We’ll have you—” In addition to personal quirks and aptitudes, Merits also
represent unusual supernatural features and capabilities.
Snow Blossom’s patience had finally run out. Her hands The most common source of such “Supernatural Merits”
blurred through the air like a flight of doves, scattering num- is the transformative power of the Wyld—a gift few seek.
berless knives. Gently, she placed a hand over the child’s eyes, Other individuals might gain such features through divine
so that he would not have to see the scarlet carnage left in parentage, sorcerous experimentation, or the blessings
the wake of her attack. “I think it is time for us to depart.” (or curses) of the many spirits of Creation. Supernatural
Merits may offer great power, but those which obviously
This Ability is important in combat. twist the mind or body also bring suspicion and hatred
from the majority of Creation’s residents, who fear the
Thrown is the Ability used for weapons designed to be mad touch of the Wyld.
thrown at an enemy, rather than those which fire projec-
tiles. Throwing knives, shuriken, javelins, chakrams, and Each Merit has a number of dots (•) associated with it.
nets are all used with this Ability. These dots represent the number of points that must be
spent to purchase the Merit. Some Merits allow for a range
War of dots (• to •••, for example). These allow players to pur-
Magnificent Rose Ligara surveyed the map of the battlefield chase a low or high rating as appropriate—and often to
by torchlight, long after she had bid her soldiers sleep. After raise low ratings over time during play.
a string of defeats, they needed the rest—morale was low,
and supplies lower still. If she did not win tomorrow, the All Merits can be purchased with Merit points or bonus
Walker’s army of marauding dead would break through the points during character creation. After character creation,
last line of defense that kept them from the River Province. Merits fall into three categories, governing how they may
Outnumbered by a dozen walking dead to every soldier she (or may not) be obtained during play. Certain magical
commanded, the Dawn Caste had no chance of victory in a phenomena (especially the mutating power of the Wyld
fair fight. But Ligara had no intention of fighting fair. It had or sorcerous projects) might occasionally violate these
cost hundreds of lives to secure the position she now held, rules, as described below.

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Innate: Innate Merits can only be taken during character Allies (•, •••, or •••••)—Story
generation, with Merit points or bonus points. They can This Merit may be re-purchased as many times as desired.
only be gained during play through some form of magical
intervention—it’s impossible to simply decide to cultivate Each purchase grants the character a single noteworthy
such Merits. Storyteller-controlled ally—a close friend or trusted com-
panion with some useful capabilities. The nature of this
Purchased: In addition to being purchased at character ally must be defined at the time the Merit is purchased.
creation as normal, these Merits may be purchased or ad- One dot grants a mortal or very minor supernatural ally,
vanced for (new rating x 3) experience points during play. who may possess useful contacts, political clout, refined
You don’t have to pay for ratings that don’t do anything, expertise, or other resources he is willing to put at the
and so Boundless Endurance (••) would cost 6 experi- character’s disposal, within reason. Three dots grants a
ence, not 9. Purchased Merits with variable ratings must supernatural ally at least as powerful as a young Terres-
be bought in sequence. trial Exalt. Five dots grants a supernatural ally as power-
ful as one of the Celestial Exalted. The Storyteller has final
Story: Once play begins, these Merits may only be obtained say over what constitutes a valid ally.
or advanced through the course of the story, at the Story-
teller’s discretion—Allies, for example, cannot be pur- Drawback: Allies aren’t automatons or flunkies. They have
chased with experience points, but must be gained through their own lives and concerns, and expect the character to
roleplaying and social influence. provide the same assistance to them that they provide to
her. A mistreated ally is likely to abandon the character
Finally, some Merits have attached drawbacks—weak- or even become her enemy.
nesses or limitations inherent to their use or possession.
Ambidextrous (• or ••)—Innate
Standard Merits The character doesn’t suffer a -1 penalty to actions using
These Merits are generally available to any character. his off-hand. The two-dot version of this Merit provides

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fully prehensile feet as well as hands. This Merit is common The character enjoys official standing in an organization,
to native Haltans, as well as the ape-men that inhabit the which is defined when this Merit is obtained. For example,
jungle-choked First Age ruins now known as Mahalan- she might be a government minister, a military officer, a
ka—Lair of Raksi, Queen of Fangs. Guild merchant, or a member of a spy network. Backing
represents the support the character can call upon from
Artifact (•• to •••••)—Story the organization.
This Merit may be re-purchased as many times as desired.
Two-dot Backing represents either a low-level position
The character owns a magical item—see Chapter Nine for within an organization of significant power (such as a
more details. dues-paying Guildsman of no particular standing), or a
solid post in a less powerful organization, with most dis-
A two-dot Artifact is a minor wonder with limited but still agreeable duties pawned off on subordinates (an officer
supernatural usefulness, such as a goblet that nullifies any within the market guard of Gem).
poison within it, or a jeweled torc that keeps the wearer
fresh and clean in any circumstances. Many such items Three-dot Backing represents middling rank in a power-
were created in the First Age, and have become rare and ful organization (a merchant prince of the Guild), or stand-
highly-valued commodities in the Age of Sorrows, lusted ing as one of the elite in a smaller organization (a captain
after the wealthy and the mighty when they appear. of the market guard).

Three-dot Artifacts are what most individuals think of Four-dot backing represents elite rank in a mighty orga-
when the word “artifact” is spoken—they are broadly pow- nization (a Guild factor) with significant support.
erful wonders, such as most daiklaves, magical armor,
hypnotic cloaks, and the like. Drawback: Backing represents membership rather than
leadership. Characters will have to answer to superiors
Four-dot Artifacts are legends unto themselves, with and uphold the duties of their station to retain it.
powers of significant complexity or depth. The most famous
Artfacts of this rating are “hundred-year daiklaves:” Boundless Endurance (••)—Purchased
weapons manufactured over a century of passion and toil, Prerequisite: Stamina or Resistance •••
and possessing truly formidable Evocations. Other such
Artifacts might include cloaks that allow their wearer to Steady as an ox, the character keeps on going long after
ride the wind, or veils that scatter light and deflect the eye. all others have dropped from exhaustion. The character
reduces the difficulty of all rolls to resist fatigue or remain
Five-dot Artifacts are legendary treasures in the Age of awake by 2.
Sorrows—magical vessels, lesser First Age siege weapons,
and legendary “thousand-year daiklaves.” Any character Command (•• to •••••)—Story
coming into possession of such an item will be defined as This Merit may be re-purchased as many times as desired
much by ownership of it as by any other element of his to represent multiple distinct military detachments or truly
personality or legend, and as such, five-dot Artifacts may enormous military forces.
only be purchased with explicit Storyteller approval.
The character is the recognized commander of an orga-
Artifacts of yet greater power may still be found in Cre- nized military force of some sort—generally one composed
ation on the rarest of occasions: mighty remnants of the of ordinary mortal soldiers (traits for an average soldier
long-fallen First Age such as invincible warstriders, “ten can be found on p. 496). This Merit’s rating determines
thousand-year daiklaves,” or magical warships. These are how great a force the character commands. For more in-
considered to be rated Artifact N/A, and cannot be taken formation on battle groups, see pages 205-211. At two dots,
during character creation by spending points—as these this Merit provides a military force of Size 3, Might 0, and
items are of chronicle-defining power, they may only make Average Drill.
their way into a player’s possession if the player and Sto-
ryteller both want to spin a game around that story, or if a At three dots, this Merit provides either a Size 3, Might 0
player somehow forges or unearths such a world-shaking group with Elite Drill, or a Size 4-5, Might 0 group with
miracle during play. Average Drill.

Backing (•• to ••••)—Story At four dots, this Merit provides either a Size 4-5, Might
This Merit may be re-purchased as many times as desired. 0 Group with Elite Drill, or two Size 5, Might 0 groups

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with Average Drill. Alternately, it may provide a Size 3, up prayers to her, and the Wyld Hunt has surely heard her
Might 0 battle group with Elite Drill and the traits of elite name. A five-dot cult spans much of a Direction; few Exalts
rather than average troops. indeed may claim such a vast bounty of worship, and at
present, no Solar Exalt has yet done so in the Age of Sorrows.
At five dots, this Merit provides either a Size 5, Might 0
group with Elite Drill and the traits of elite rather than The character may spend a Willpower point without ac-
average troops, or five Size 5, might 0 groups with Average tually losing the point a number of times per story equal
Drill, or two Size 5, Might 0 groups with Elite Drill. to her Cult rating. Higher Cult ratings exist, allowing the
character to spend one free Willpower point per scene,
Note: Taking the Command Merit indicates that the sol- but such veneration is reserved for the mightiest of spirits—
diers are personally loyal to the Exalt—that they are “her” at present, no Exalt in the Second Age is so widely wor-
men, rather than forces belonging to an organization; shiped, and very few even among the mightiest of gods
military forces of that sort are acquired through the can boast such reverence.
Backing Merit.
Danger Sense (•••)—Innate
Contacts (•, •••, or •••••)—Story Prerequisite: Perception or Awareness •••
This Merit may be re-purchased as many times as desired.
An indefinable “sixth sense” warns the character when
Each purchase grants the character a network of contacts she is in danger—a definite asset in the Time of Tumult!
willing to feed him information. The player must specify She enjoys a bonus die on rolls to detect danger.
what sort of contacts he’s purchasing at the time the Merit
is gained. Examples might include contacts within the Demesne (•• or ••••)—Story
Immaculate Order, the Delzahn nomads, the court of the This Merit may be re-purchased as many times as desired.
Tri-Khan of Chiaroscuro, the Guild, the craftsmen of
Nexus, House Mnemon, Western ship captains, the Lintha The character controls a place of power in Creation. A
family, a specific noble family of Port Calin, all noble fam- demesne is a wellspring of incredible geomantic power,
ilies of Port Calin, or the smugglers of the Haslanti League. usually a site of incredible natural splendor. A demesne
might be the heart of a primeval forest, a crystal cavern
One-dot contacts are generally confined to a single city- behind a mighty waterfall, a field of black glass where
state or similar region. Three-dot contacts may span a desert abuts an ancient volcano, or any other place of clear
broad area or indicate an organization with vast but spe- majesty and power. Most demesnes are strongly aspected
cific reach and influence, while five-dot Contacts mean toward one of the five elements, but certain rare demesnes
that almost anywhere the character goes within a Direc- resonate with the Essence of the sun or moon, of destiny,
tion, he’ll be able to find applicable contacts within the or even of death.
purchased field.
A character attuned to a demesne who stands within its
Cult (• to •••••)—Story boundaries enjoys certain benefits. Outside of combat, he
The character is the object of organized veneration by a respires an additional two motes of Essence per hour, and
group of mortals. Without additional magic, humans (in- may reflexively roll (Perception + Occult, difficulty 3) to
cluding the Exalted) cannot actually hear prayers direct- sense any active expenditure of Essence within the de-
ed at them, although when deep in meditation they can mesne’s boundaries. The demesne can also be used as a
feel the mute moth-wing fluttering of appeals, sacrifices, Means for sorcerous workings which resonate with its
and words of adoration whirling about them. nature (pgs. 487-488), granting one extra interval.

The rating of this Merit dictates the size of the character’s As a four-dot Merit, the character gains control of an ex-
cult and the power she can draw from its prayers. A one-dot ceptionally powerful demesne. She respires four extra
cult comprises only a few full-time priests and a handful motes per hour outside of combat, the difficulty to detect
of devout worshipers. A two-dot cult spans several hundred Essence-use becomes 1, and using the demesne as a Means
individuals, perhaps an entire large village. A three-dot cult grants two extra intervals.
means the character is venerated throughout a significant
region, or perhaps openly rules a mighty city-state as its Direction Sense (•)—Innate
god-king (although this would require additional Merits The character is never completely lost, and is able to natu-
to represent such influence). A four-dot cult means that an rally determine her orientation relative to the five Poles. In
entire nation honors the character; tens of thousands offer addition to always knowing her facing and acting as a living

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compass, she lowers the difficulty on attempts to navigate armored and fire-breathing ox mutated by the Wyld, a
toward a fixed, known location or to retrace her steps by 2. super-predator like a tyrant lizard, or a God-Blooded stal-
lion fathered by the horse god Hiparkes.
Eidetic Memory (••)—Innate
The character enjoys near-perfect recall, adding one au- Fast Reflexes (•••)—Purchased
tomatic success to all attempts to remember details from Prerequisite: Wits •••
previous scenes and events.
Tempered by war or perhaps by growing up living on the
Familiar (• to •••)—Story edge, the character’s steady nerves give him an advantage
This Merit may be re-purchased as many times as desired. in battle. He adds one additional die to Join Battle rolls.

Creation is filled with beasts both prosaic and exotic, and Fleet of Foot (••••)—Purchased
the character has formed a deep and profound bond with Prerequisite: Dexterity •••
one of them. Although the familiar is (probably) no more
able to speak the languages of men than any other beast, The character is particularly swift and nimble, moving
the character can roughly understand the chirps, pawings, through the world like a shadow racing the light. She adds
barks, and gesticulations of his animal companion, and one additional die to all rolls depending on sheer foot
the familiar understands the character’s commands in speed, most notably rush, disengage, and withdraw actions
turn. He can even share his familiar’s senses by concen- (see p. 197-199).
trating and taking no other actions, so long as the familiar
is somewhere within long range (see p. 197) of him. Followers (• to •••)—Story
This Merit may be re-purchased as many times as desired.
One dot in this Merit provides a relatively weak familiar,
such as a squirrel, owl, cat or dog. Two dots provides a Each purchase represents a number of mortal followers
formidable or useful beast, such as a riding animal or with some particular form of expertise that have flocked
vicious predator—horses, simhata, tigers, and omen dogs to the character’s banner. The nature of these followers
are all appropriate two-dot familiars. Three dots provides must be decided upon each time this Merit is purchased.
a familiar that is in some way overtly exceptional or Examples might include bureaucrats, bodyguards, assas-
magical, such as one of the talking monkeys of Halta, an sins, merchants, spies, entertainers, smiths, or astrologers.
Such followers are of average to above-average skill in
their professions (two or three dot Ability ratings), but
ATTUNING TO A DEMESNE OR MANSE are personally loyal to the character (rather than to an
organization the character might have Backing from, or
It takes six hours of meditation and careful co-mingling might lead through Influence), and might be trained to
of Essence to attune to and claim ownership of an un- greater expertise over time.
claimed demesne. The owner of a demesne can reflex-
ively sense all attempts to attune to the demesne while One dot grants up to a dozen followers, two grants up to
present, and may automatically block them, permit them 50, while three grants a group of up to a hundred.
as sub-attunements which grant attunement benefits
without bestowing ownership, or may even allow own- Giant (••••)—Innate
ership to be taken. She can also sever any existing at- Prerequisite: Stamina •••
tunements with a moment’s concentration and a diffi-
culty 3 (Wits + Occult) roll. While the owner remains The character is enormous, standing somewhere between
attuned but not present, she may remotely sense at- seven and a half to ten feet in height. Her great size grants
tempts to attune to the demesne, but may not block an extra -0 health level. This Merit may also be gained as
them; they automatically succeed as sub-attunements. a result of Wyld mutation.

Attunement to (and ownership of) a demesne fades Drawback: The character’s great size is very distinct, im-
(character’s Essence) weeks after leaving its boundar- posing a -3 penalty on all disguise rolls to pass as anyone
ies. Attunement to a manse functions in the same of lesser stature, and making the character memorable
fashion, save that it takes (character’s Essence) months wherever she goes.
for attunement to lapse, and attunement will never lapse
if the character is carrying the manse’s Hearthstone. Hearthstone (•• or ••••)—Story
This Merit may be re-purchased as many times as desired.

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This Merit bestows ownership of a hearthstone—a gem Three dots describes an influential character, very impor-
formed of concentrated geomantic Essence, bearing potent tant to the region in which he resides: a royal advisor, a
magical powers. Most hearthstones radiate broad mystical general, a tribal chief, a merchant prince with investments
benefits into the region surrounding them, but some rarer everywhere in the region.
stones have more concentrated or direct powers, or even
hide a handful of potent Evocations within their depths. Four dots describes a major regional power, whose words
Most hearthstones are deliberately formed through Essence carry great weight, and who may possibly rule a small city
concentration in manses, but a few hearthstones naturally directly. This also represents leaders of tribal alliances,
form in demesnes or at sites where Essence has worked the right hands of princes, and Lunar Exalted who openly
prodigious miracles upon the land. If a hearthstone is linked live as gods.
to a manse, and the manse’s owner places the hearthstone
in a specially-designed socket in an attuned artifact, then Five dots describes a character of vast influence, likely the
the character enjoys the benefits of standing within the ruler of a city-state with influence on neighboring princi-
manse wherever she goes (see the Manse Merit, p. 163). palities. Alternately, the character might be a widely-feared
warlord, or the Lunar god-king of an all-consuming horde.
Two dots in this Merit represents the power of most
hearthstones in Creation, while four dots provides a greater It is possible, though difficult, to cultivate Influence of dif-
hearthstone from an exceptionally powerful manse or ferent sorts in multiple regions simultaneously.
demesne.
Iron Stomach (•)—Purchased
Hideous (0 dots)—Innate Prerequisite: Stamina or Resistance •••
This Merit has no cost, and may be taken for free.
The character can digest almost anything edible, from live
The character is memorably ugly, possibly as a result of insects and brackish water to raw meat or spoiled rations.
overt deformity, disfiguring scars, inhuman mutations, or She enjoys a -2 difficulty on Survival rolls to forage for
just being born that way. His Appearance does not measure herself, as well as Resistance rolls to recover from food
how attractive he is; instead, the more dots of Appearance poisoning.
he has, the more intimidatingly horrid he looks. The char-
acter adds his Appearance bonus (p. 218) to attempts to Language (•)—Purchased
threaten or intimidate, rather than to instill and persuade This Merit may be re-purchased as many times as desired.
actions.
Each purchase grants the character fluency in one lan-
Drawback: The character subtracts his Appearance rating guage in addition to his native tongue. If the character
from most seduction attempts. possesses Linguistics 1+, then they are also literate in any
written forms of the language.
Influence (• to •••••)—Story
This Merit may be re-purchased as many times as desired. The ‘civilized’ inhabitants of each of the outer Directions
speak a different language (actually a number of close-
This Merit reflects a character’s standing and pull in ly-related regional dialects), while the Scavenger Lands
society. It might derive from political office, notoriety, has its own particular language and the mighty Realm has
leadership of an organization, military conquest, or from two official languages. There are also countless local lan-
awe or fear of the character’s displayed power. Whatever guages that are only spoken by tribal or ethnic groups
the reason, people take heed of the character’s wants and spread around Creation’s rim.
will. Most Exalted eventually gain some degree of Influ-
ence, if they don’t start with it. The major languages of Creation are:

One dot describes a figure of local note—a tribal family • High Realm: The formal language of Dynasts and pa-
head, a respected physician, a known sorcerer, or the tricians of the Blessed Isle, as well as their servants. All
owner of a very popular teahouse. official business of the Realm is conducted in High Realm.
Its written form is a phonetic alphabet of complex brush
Two dots describes a figure of some pull in the city-state work characters.
or satrapy where he resides—a politically connected mag-
istrate, a shipping magnate, a mercenary company leader • Low Realm: The tongue of the Realm’s commoners,
with an important contract. generally constituting local bastardizations of High

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Realm drifted into near-incomprehensibility to outsid- • Seatongue: A language family spoken in the West. Its
ers. It shares the written stylings of High Realm, but written form consists of a simple alphabet of lines and
often uses simplified character depictions which can be dots whose connection to one another can be exceed-
rendered without brushes or careful calligraphy. ingly complex.

• Old Realm: The native language of the spirits and those • Guild Cant: A secret language spoken only by members
that created them, as well as of the Fair Folk. It was of the Guild. Its written form is composed of simple
widely spoken in the First Age, especially by savants horizontal and vertical lines, designed to be able to be
and sorcerer-engineers, and used for many official written quickly and unobtrusively when necessary.
documents. Characters must have Lore 1+ or Occult 1+
to learn this language. There exist several styles for • Local Tongues: Creation contains countless languages
writing Old Realm, the most extravagant of which is a spoken by specific “barbarian” tribes, insular ethnic en-
complex glyphic system where symbol arrangement is claves, isolated island-dwellers, and various other small
as important as symbol choice, and the same phrase groups. Four such languages may be learned with a single
might be read in several ways, often as a deliberate Merit purchase.
choice by the writer intended to impart subtle and
layered meaning. Manse (••• or •••••)—Story
This Merit may be re-purchased as many times as desired.
• Dragontongue: Derived from recovered elements of a
priestly language that was lost during the shogunate, The character owns a manse—a magnificent magical tower,
luminaries of House Mnemon birthed and spread this fortress, palace, or estate raised atop a demesne and designed
language over the course of two centuries. It is a mix of to capture and channel its power. Many manses are designed
Old Realm and High Realm, with elements of a lost sho- to express minor magical powers to enhance the beauty or
gunate tongue, and excludes the mind from the wider, comfort of the building, such as columns of free-standing
more dangerous concepts inherent to Old Realm, keeping water filled with colorful fish, or floors which stay warmed
a person in mind of the Dragons, the Poles, the natural with channeled fire Essence even in the depths of winter.
world and the Perfected Hierarchy. It is a beautiful lan-
guage more than a scholarly one, and even in satrapies In addition to ownership of the manse itself, possessing
which have been thoroughly suppressed by the Realm, this Merit at three dots provides the benefits of both the
there is a rush by savants and poets to learn this language Demesne Merit (p. 160) and the Hearthstone Merit (p.
of poets and princes. Its written form utilizes very chal- 161), at two dots each, for no additional cost. With five
lenging yet beautiful brushstrokes. dots, the character is the owner of a manse raised atop an
exceptionally powerful demesne, with a concomitantly
• Riverspeak: The language of the Scavenger Lands. The powerful hearthstone (replicating the benefits of the four-
Guild has promoted this loanword-filled tongue as the dot Demesne and Hearthstone Merits).
unofficial “trade language” of the Threshold; it is prob-
ably the most widely-understood language in Creation. Mentor (• to •••)—Story
Its written form employs a simple glyphic alphabet whose Another individual of greater experience regularly teaches
characters can easily be shaped with a quill, stylus, or and advises the character. Mentors may provide advice,
even a stick of charcoal. assistance, and even training in mundane or magical fields.

• Skytongue: A language family spoken in the North. Its A one-dot mentor is an expert within a particular note-
written form employs a simple runic alphabet. worthy field, such as languages, swordplay, sorcery, or
martial arts. A two-dot mentor is an expert in several
• Flametongue: A language family spoken in the South. notable fields, and may be an individual of notable power
Its written form employs a sophisticated alphabet of or influence. A three-dot mentor is a master of many things,
flowing lines and curves; meaning can be greatly influ- as well as a significant regional power or universally re-
enced by the manner in which characters connect to spected authority in his areas of expertise.
one another.
Martial Artist (••••)—Purchased
• Forest-tongue: A language family spoken in the East, Prerequisite: Brawl •
beyond the bounds of the Scavenger Lands. Its written
form consists of a wide array of branching ideograms, The character has undergone systematic training in at
connected vertically and diagonally. least one formal combat art. Perhaps she was raised as an

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Immaculate monk, or studied in a dojo during her jour- Circle), who may possess useful contacts or experience,
neys. This Merit allows the character to purchase the political clout, martial prowess, or other resources he is
Martial Arts Ability. willing to lay on the line at the character’s bidding.

Mighty Thew (• to •••)—Purchased Four dots grants a supernatural ally at least as powerful
Prerequisite: Strength ••• as a young Terrestrial Exalt, though always weaker than
the character himself—peers are best represented as Allies
The character can lift and carry incredible weight. When rather than Retainers.
attempting a feat of strength (see pgs. 228-229) the char-
acter adds his rating in this Merit to the attempt’s dice pool. Resources (• to •••••)—Story
This Merit describes a character’s finances. Each dot rep-
Natural Immunity (••)—Innate resents an economic bracket and grants a standard income.
Prerequisite: Stamina ••• The source of this wealth must be detailed (rents on prop-
erty, sharecropping, government stipend, banditry), since
Whether naturally hardy or blessed by a spirit, the char- it may vary as the game plays out. Most Exalted have little
acter never seems to contract minor ailments such as the difficulty accumulating some Resources if they wish, but
common cold, and easily bounces back from nastier af- it often makes the most sense when taken in concert with
flictions. The character reduces the difficulty of all rolls another Merit like Backing or Cult.
to resist infection, sickness and disease by 2.
One dot indicates less than 1 shekel a year in jade, less
Pain Tolerance (••••)—Purchased than 64 koku a year in cash, or less than 60 dinars a year
Prerequisite: Resistance •••• in silver—up to four times the expected income of a house-
hold with two skilled working adults (see “The Silver
While the character still feels pain, he’s better at coping Standard,” p. 77). It’s appropriate to agrarian landlords,
with it than most. -2 wound penalties are reduced to -1, respected mortal craftsmen or artisans, renowned per-
while -4 wound penalties are reduced to -3. formers, successful small merchants, mid-ranking crimi-
nals in urban cartels, or local government officials.
Quick Draw (• or ••••)—Purchased
Prerequisite: Archery, Brawl, Melee, Martial Arts, or Two dots indicates roughly a mina per year in jade, 128
Thrown ••• koku in cash, or 100 dinars in silver—around twice the
income provided by the previous level. It’s appropriate
The character possesses the lightning draw of a deadly for urban slumlords, gang bosses, high-ranking local gov-
duelist. At one dot, she suffers no Defense penalty for taking ernment officials, famous mortal artisans and performers,
a draw/ready weapon action. At four dots, if she flurries a successful regional trade investors, or the stipend of a
draw/ready weapon action and an attack action, the flurry Realm patrician.
penalty is reduced to -1 rather than -3. This Merit must be
purchased separately for each of the attack Abilities. Three dots indicates a talent or less per year in jade; 8,000
koku in cash; or under 5 talents per year in silver—more
Retainers (•• or ••••)—Story than fifty times the income of the previous level. This level
This Merit may be re-purchased as many times as desired. of Resources represents a take in the spoils of empire. It’s
the income of the heads of established patrician houses,
Each purchase grants the character a single Storyteller- large cartels, or Guild merchant princes, and is also the
controlled servant, an expert in their field with notewor- usual discretionary stipend or income for Dynasts. These
thy and useful abilities. The nature of this servant must characters are usually economies unto themselves, with
be defined at the time the Merit is purchased. They might entourages who help manage their assets and depend on
be a courtesan, bodyguard, assassin, advisor, or even high them for a living. Beyond three dots, it’s unusual for a
priest of the character. Retainers are outstanding experts fortune to be measured in cash—most of the independent-
in their profession (four or five dot Ability ratings plus at ly wealthy bond their riches in silver or real or ledger jade.
least one applicable specialty), and are personally loyal to
the character (or at least strongly motivated not to betray Four dots indicates an income of 4-6 talents per year in
or abandon him). jade; 16,000-50,000 koku per year in cash; or 20-30 talents
per year in silver. Successful Dynasts and well-off patri-
Two dots grants a mortal or minor supernatural ally (such cians sometimes possess this level of Resources, as do
as a God-Blooded assassin or demonic advisor of the First successful Guild merchant princes, the most fortunate

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scavenger lords, rulers of small Threshold states, and generally only be obtained by magical means. The most
mortal craftsmen with skills of singular value to the common source of supernatural Merits in Exalted is ex-
Chosen—for example, renowned mortal manse architects. posure to the Wyld. Few seek out such power, both due
to the unpredictability of the Wyld’s blessings, and because
Five dots indicates an income of 12-20 talents per year in of the extreme stigma attached to obvious Wyld mutation
jade; 96,000-160,000 koku per year in cash; or 60-100 throughout Creation.
talents per year in silver. The heads of the richest patri-
cian families, renowned and successful Dynasts (often These Merits are primarily presented to represent the
serving vital positions within their Houses), established warping power of the Wyld, and to aid Storytellers in
Guild factors, and the rulers of powerful Threshold king- putting together beastfolk, Wyld mutants, or similar char-
doms possess this level of personal wealth. acters. It’s very uncommon for individuals with such
Merits to experience Solar Exaltation, but not unheard
Selective Conception (•)—Innate of. Characters can only begin play with supernatural
The character enjoys full conscious control over his or Merits with explicit permission from the Storyteller.
her fertility, never running the risk of unwanted pregnan-
cy. Perhaps this is the result of years of cultivated control Chameleon (•••)—Innate
of body and Essence, a divine blessing, or simply the benefit The character can change the color and pattern of her
of lucky birth. Both sexes may withhold fertility when skin to match her surroundings. She adds a die to Stealth
they wish. Female characters may pay one Willpower to rolls, and to Survival rolls to hunt for game. If she’s not
ensure conception, and will automatically know when wearing any clothes, add two dice.
they’re pregnant; male characters do not gain this benefit.
Drawback: When the character is nervous or stressed, she
Strong Lungs (•)—Purchased must make a Willpower roll (difficulty 1) to keep her skin
Prerequisite: Athletics ••• from reflexively shifting a few shades toward the domi-
nant color of the surroundings, giving her away as a likely
The character is practiced at holding her breath for long Wyld mutant.
periods of time, like the famed pearl divers of the West.
She may hold her breath for (Stamina + Athletics) minutes Claws/Fangs/Hooves/Horns (• or ••••)—Innate
before she begins to suffocate or drown; under duress, The character gains some form of natural weaponry, gen-
this becomes ([Stamina + Athletics] x 2) rounds. erally in the form of horns, or short but sharp claws and
fangs. The one dot version of this Merit allows the char-
Tempered by the Elements (••)—Purchased acter to inflict lethal rather than bashing damage with
Due to her upbringing, the character is at home navigating either unarmed decisive strikes or decisive savaging
a certain harsh environment, selected when this Merit is attacks during a grapple (the latter represents fangs). The
taken. The character is able to cross one type of difficult four-dot version of this Merit grants larger, more danger-
terrain (such as deep snow, thick jungle, or broken ruins) at ous natural weapons, allowing the character’s strikes or
normal speed. While this Merit can be taken more than bites to both inflict lethal damage when savaging, and to
once, very few characters ever do so, as it takes years of in- be treated as a medium weapon for withering attacks.
timate familiarity to cultivate—a mere few months spent in
a swamp or on the tundra is inadequate to foster such skill. Drawback: Natural weaponry granted by the four-dot
version of this Merit imposes a -1 penalty on disguise at-
Toxin Resistance (•••)—Purchased tempts.
Prerequisite: Stamina or Resistance •••
Enhanced Sense (•••)—Innate
Perhaps the character is a poison taster, or perhaps she is One of the character’s senses becomes preternaturally
simply hardier than most. Regardless, she adds two dice acute, like that of a wild animal. The character adds two
to rolls to resist poisons (see p. 232-233). dice to all Perception rolls related to that sense.

Drawback: The character’s body can’t tell the difference Drawback: This Merit is physically obvious in unusual eye
between recreational toxins and intentional ones. It’s very color or shape, large ears, an elongated nose, or some other
difficult for her to become intoxicated. similar mutation.

Supernatural Merits Exalted Healing (•••••)—Innate


These Merits bestow supernatural capabilities, and may The character heals quickly and perfectly, with no risk of

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lingering complications. Only the most grievous of inju- used decisively, and anyone attempting to initiate a clinch
ries leave any hint of scarring, and the character’s healing against the character automatically loses one point of Ini-
is like a slow form of regeneration, flawlessly mending tiative per round of grappling.
severed muscles and nerves, torn ligaments, and shattered
bones. Unless a body part is completely severed or de- Drawback: Disguise attempts suffer a -5 penalty, and close
stroyed, it is restored to perfect working condition once physical contact with others—of any sort—becomes dif-
healed. Finally, the character’s wounds never become in- ficult at best.
fected. For more detail on healing from injuries, see page
173. All Exalted possess this Merit at no cost. Spirits Subtlety (••)—Innate
also universally possess this Merit, as do the Fair Folk. Prerequisite: Another physically obvious Supernatural
Merit, such as claws, quills, or extra limbs.
Extra Limbs (•••)—Innate
The character possesses more than the normal allotment This Merit may be purchased as many times as desired.
of limbs—generally in the form of extra arms or legs, but
stranger manifestations are possible, such as prehensile Subtlety must be attached to another already-purchased
tentacles or even an extra head. In all cases, the result is Supernatural Merit; it makes that Merit non-obvious to
the same—when the character performs a flurry, one of observers when not in use. Examples might include fully
her actions (of the player’s choice) suffers only a -1 rather retractable claws, extra limbs which fold up into easi-
than a -3 penalty. ly-concealed pouches or cavities on the character’s body,
or gills that close up tight enough to be invisible when not
Gills (0 or •••)—Innate in use. The Wyld is rarely kind enough to bestow this
The character possesses visible gills somewhere on his Merit on those who feel its touch; it is most commonly
body, and may breathe comfortably underwater. The free granted as a blessing of the Fair Folk to their human ser-
version of this Merit causes the character’s lungs to vants, though some sorcerers have also studied the art of
atrophy, preventing him from breathing air; out of water, infusing subtlety into the works of the Wyld.
he begins suffocating after (Stamina x 5) minutes. The
three dot version makes the character amphibious, able Tail (• to ••)—Innate
to breathe equally well above or below the water’s surface. The character has a tail, which might be scaly, furred,
tufted, or fleshy like a rat. For one dot, the tail adds two
Poisoned Body (•, ••, or •••••)—Innate dice to attempts to maintain balance. For two dots, the tail
The character’s body is toxic in some way. This poison is is also prehensile, and may act as a fully functional limb,
equivalent to snake venom (p. 234), and the character is although it suffers a -1 off-hand penalty. The tail may be
naturally immune to his own toxin. hidden under clothes, although this negates its benefits.

For one dot, the character’s blood is poisonous, and must Thaumaturgist (••••)—Innate
be ingested to inflict damage. The character is able to wield a certain small magic, possi-
bly as part of an ancient tradition, possibly as a unique prodigy
For two dots, all of the character’s bodily fluids are poison- of the world. No one can quite say why one individual is
ous, and can be applied through ingestion or intimate contact. gifted with thaumaturgy while tens of thousands aren’t;
perhaps the character is the seventh son of a seventh son,
For five dots, the character’s blood becomes a contact poison. was blessed in the womb by a powerful god, or was simply
Anyone inflicting two or more levels of lethal damage on born under a confluence of auspicious (or inauspicious…)
the character with a single attack, or grappling him when signs. For more information on thaumaturgy, see pgs 490-
he has suffered lethal damage during the scene, must make 491. Exalted characters who take the Charm Terrestrial
a difficulty 3 (Wits + Dodge) roll to avoid being poisoned. Circle Sorcery (see pgs. 360-361) gain this Merit at no cost.

Drawback: This Merit tends to be its own drawback, since Unusual Hide (• to •••••)—Innate
it can’t be turned off. One of the most common mutations bestowed by the Wyld,
this Merit grants an unusually resilient hide of some sort.
Quills (•••••)—Innate The character gains additional points of natural soak equal
The character’s body bristles with sharp quills in the to the Merit’s value. One or two dots generally represents
manner of a porcupine. Her unarmed decisive attacks fur, feathers, leaves, or light scales. Three dots indicate
inflict lethal damage, her withering savage becomes a flesh far beyond the human norm—the leathery hide of a
medium weapon and likewise inflict lethal damage when rhino or crocodile, or the exoskeletal carapace of an insect,

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