Professional Documents
Culture Documents
By: Tavelgorge
Changelog
● 2017/04/17: Added the Social system, it works, Limit is unfinished at the moment, Good Luck!
● 2017/04/05: White Reaper has been redone.
● 2017/04/03: Snake and Righteous Devil Style has been improved as the originals were one the first styles written up. Tiger
Style completed.
● 2017/02/15: Changed 1.14 to remove the dividing of Celestial Shards into elements. It was unnecessary bookkeeping.
● 2017/02/04: Updated how Attributes and buying them with xp is described for clarity.
● 2017/01/31: Liminals, Dragonblood, and Infernals have been overhauled. Liminals are less complex while still retaining
versatility. Dragonblood got a desperately needed update and boost. There's one more major change for dragonblood but
it is dependant on the “Word Supplement” book being released by Sine Nomine. Infernal Shintai got a cleanup and
Infernals went back to Words of creation as Yozi Words were not distinct enough to really matter. XP cost overhaul brings
module more in line with Godbound progression after playtesting. Updated Solaroid Caste abilities. Updated Abyssals to
Mirror Solars more and dropped Patron system as it was too much of a direct Dominion for power system.
● 2017/01/28: Completed Golden home of Wanderers style (Forgot to include Sidereal/Getimian bonuses).
● 2017/01/13: Decided to hold on Liminal Aspect mechanics until we know more of them. Not enough information to make a
call on what it should look like.
● 2017/01/09: Revamped Liminals to have clearer wording and a new approach to Corpse Trophies. Makes Liminals more
robust. Aspect specific powers are still a work in progress.
● 2017/01/03: Alchemicals have gotten a cost overhaul to make Charms more plentiful but Slots scarce to play into the
playstyle presented in Exalted 2E. Colossi rules have also been released. We will be beta testing both changes in
upcoming games but they look balanced.
● 2016/12/31: Changed Solar's Anima Bonfire effect to integrate Cold Breath like defence. This is likely the last piece of the
significant distinction Solars need for variety between them and the other 2 Solaroids. Updated Formatting. Deleted legacy
material from Heroic Mortals and Infernals.
● 2016/12/29: Revamped Skill Words and changed how Intrinsic Benefits work. Skil Word characters gain Intrinsic Benefits
from any Major word. They now start with a free Major Word from their Caste. See 3.03 for details. Solars, Abyssals, and
Sidereals updated.
● 2016/11/26: Added the Sorcery System to all Character Types and 1.21. Section 7.00 created for Magic.
● 2016/10/28: Added Effort costs to Ironheart Destroyer.
● 2016/10/22: Complete Gilded Blossoms of Determination. Removed Infernal access to Minor Panoply Words for balance
reasons. Removed Abyssals free miracle of Death for balance reasons. 3 Solar types should be more in line with each
other now. Added 1.20 to clarify Weapons in Exalted.
● 2016/10/15: Complete Octarine Angles of Impossibility.
● 2016/10/09: Added rules for starting Alchemicals Word and Gift loadouts.
● 2016/09/29: Added clarification for “Effort of the Word” costs to 1.12. Added language to Exigents so that they can receive
Word Intrinsic Benefits from their Major Words.
● 2016/09/19: Typo fixed in Obsidian Shards of Infinity (Credit to Cornstall)
● 2016/09/16: Separated Sidereal Martial Arts from Martial Arts for purpose of layout. Removed Integrate Martial Arts from
Sidereal/Getimian because their Supernal Martial Art gives it for free.
● 2016/09/12: Buffed White Reaper style. Complete Obsidian Shards of Infinity style.
● 2016/09/11: Solars had been underclassed by recent Abyssal/Infernal fixes. To remedy removed all word limits save for
the elemental ones from its selection. The Skill Word limit on powers that are obviously non human should keep it in
check. Changed Getimians to be bound by Time instead of Fate for a more distinct and symmetrical build. Snake and
White Reaper are now done.
● 2016/09/07: Abyssals updated to now have Skill Words and Patronage abilities. Infernal wording updated to clarify that
Yozi Word choices go beyond the core 5.
● 2016/09/03: Fixed 1.07 wording and added Legacy/Inherited Prowess to it as a fix for Heroic Mortal balance. Adjusted XP
costs for Heroic Mortal Talents as further balance.
● 2016/09/02: Added Martial Arts from V1. Little change was needed. 90% [WIP]. Added Talents rules to Heroic Mortals.
Clarified which character types count as Free Divinities. Cleaned up formatting. Added Lesser Strife language to 1.13
Martial Art rule (as per Cornstall pointing it out).
● 2016/09/01: Document Public
To Do List
● Finish social system.
● Add in the Great Curse rules for Exalt Types.
● 19 Martial Arts are WIP. Lower that.
● Edit for clarity the advancement tier.
● Redo all measurements in the same scale.
● Add note about VATS charm fixing Col HP.
Table of Contents
7.00 Magic
7.01 Sorcery
7.02 Necromancy
7.03 Protocols
7.04 Low Magic Traditions
7.05 Artifacts
1.00 Universal Rules
Character Sheet
1.01 People Love BP/XP!
Characters in this conversion are built using point buy experience. This experience system, or XP, is used to buy almost every
facet of the character: BAB, HP, Words, Gifts, Saves, etc.
1.15 Artifacts
Unless specified in the Artifacts description all such treasures require the presence of an Effort pool to use. As per the standard
construction rules: Every artifact requires at least one celestial shard, plus one more for every six full points of Dominion it took to
build it. As a further requirement all Artifacts that have a Dominion cost of 10-19/20-29/30+ require a respective minimum Demesne
Hearthstone of rating 1/2/3 to function.
1.16 Demesnes
The rating for these resources are now 1/2/3, this rating represents a pool of Effort that refreshes each day. A character may spend
from this pool as if it was their own Effort. It never counts as Subtle Effort.
1.17 Manses
These towers of the mighty remain largely unchanged. They are built on a Demesne and often have a Hearthstone. Using the rules
for Dominion spending and Artifact creation is an excellent way to install features and special properties to this resource.
1.18 Hearthstones
These now can count as Word sources for learning and justifying Artifact creation based on the flavouring of the essence aspect it
is formed from. They also can have special properties as per Artifacts. Some existing Artifacts may require a Hearthstone to
properly function, some may require one that comes from a Demesne of appropriate power. Any Hearthstone that has been
socketed into an Artifact/Warstrider are completely inert while in use and no effort or internal powers can be used.
Assumption of Brigid [Greater] [Constant] - Upon purchasing this Gift you gain mastery of the two other sorcerous practices up
to the highest level of the Adept Gift you have bought within the limits of your character type.
2.00 Social System (By: ThePiachu)
Every character’s mind is represented by a Faction. It has a Power rating equal to Exalt’s rank - 1 through 5. The faction only has
two things: Intimacies and Limit. The Intimacies fall into three strengths - Minor, Major and Defining.
Upon character creation, the character starts with at least four Intimacies, of which one must be Defining, one must be Major, and
one must be in some way negative, and one must be positive.
The Faction’s Limit determines how close the Character is to Limit Breaking. When Limit reaches Faction’s Action Die, the
character breaks, acts out their Limit, then returns to zero Limit. Alternatively, the Limit can be lowered by taking faction actions and
rolling under their current Limit.
A character can always create new, Minor Intimacies for free that are logical to their situation. A character finding a dragon’s
hoard might suddenly turn a bit greedy. Removing such Intimacies or altering Intimacy’s Strength isn’t so easy - it requires more
time and care.
Under extreme circumstances a character may gain a new Major or Defining Intimacy, but those situations should be rare. Being
betrayed, witnessing loved one’s death or the like would be an appropriate reason for gaining stronger Intimacies. As appropriate,
they may also replace existing Intimacies - being backstabbed by your close friend could turn your positive Intimacy towards them
into a negative Intimacy in that situation.
All characters grow and change, either by themselves or through the people around them. Every time a character faces a Decision
Point, an important or emotional moment in their life they can self-reflect and change. The Decision Points are usually triggered by:
● Limit Breaking - a character leaving the Limit Break can automatically look back at what they have done and reach a
Decision Point.
● Meditation and self-reflect - if a character is able to find peace in their life, they should usually be allowed to reach a
Decision Point of self-reflection
● Pilgrimage and self-fulfilment - if a character completes a pilgrimage or fulfils an important life goal, the character reaches
a Decision Point - figuring out what to do with their life next
● Major events - event that has a major impact on the character triggers a Decision Point
When the character reaches a Decision Point, they get to perform half of your rank’s worth of actions (rounded up) on themselves
(1, 1, 2, 2, 3). Those are limited to:
● Enact Change
○ Target one of your Intimacies. You attempt to increase or decrease its Strength, or remove a Minor Intimacy
altogether.
○ You have to have a justification for the change - either some recent events must push the change, or you need to
utilize another Intimacy of equal or greater strength to enable the change.
○ Roll over Limit. On success, the change happens. On a failure, no change occurs.
● Remove Limit
○ Use an Intimacy to focus on bettering oneself. If there is no Intimacy that can help the character focus on
something positive they can accomplish, they can’t Remove Limit.
○ Roll UNDER Limit. On success, one Limit is removed. On a failure, no change occurs.
You roll a die appropriate to your rank - D6 through D20. GMs should modify the roll as seems fit.
The majority of the roll’s success chance is determined by character’s Limit, and that’s thematic. Being on the edge makes you
want to act, not reconsider your statements. Being straight off a Limit Break gives you a perfect opportunity to reflect and change
before you’re pissed off again.
Types of Tasks
The following is a list of tasks and minimum Intimacy required to convince someone to undergo those tasks. These will be used in
Social Actions, below.
● Relatively trivial and risk free actions: begging a coin from a passing stranger is about the limit.
● Inconvenient Tasks: Characters who have an appropriate Minor Intimacy can be convinced to perform tasks that pose
some mild danger or hindrance to them, as long as it is not severe enough to seriously disrupt their life or livelihood—the
prospect of a severe injury, an angry superior, or heavy financial loss is still more than they will allow. With this level of
Intimacy, you can persuade people to do things that take longer than a scene to complete, if the amount of time needed is
not so long as to disrupt the target’s life.
● Serious Tasks: Characters who have an appropriate Major Intimacy can be convinced to perform even tasks that carry
the risk of extreme harm or impediment. At this level, a farmer could be convinced to join your personal militia despite the
risk of dying on the battlefield, while an apothecary might provide you with poisons even though he faces imprisonment or
corporal punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain. Tasks that take
extended amounts of time are possible at this level, even if they require a long term commitment such as joining an
organization.
● Life-Changing Tasks: Characters who have a Defining Intimacy can be made to do almost anything. At this level, you
could convince a devoted follower to hold off a Wyld Hunt long enough to buy time for your escape, or make a wealthy
noble donate the better portion of his fortune to your personal cult. Only in cases where death or utter ruin are absolutely,
unavoidably certain will they balk, and even then the Storyteller might decide they’re willing to do it despite all odds.
Social Actions
During a Social confrontation, characters will use their Intimacies to get one another to act in a certain way. This can be done with a
heated debate, a casual conversation, or even with shouting in the middle of a combat as an Action.
Rolls:
● Attacker and Defender both roll their Faction’s Power Die
● Add appropriate modifiers:
○ Subtract Limit from your roll - when you are on edge, you have problems making cohesive statements
○ Add Charisma modifier for Attacker, Wits modifier for Defender
○ If the defender has one or more Intimacies supporting the action, pick the most powerful of the relevant
Intimacies.
○ Similarly, if the defender has one or more Intimacies hindering the action, pick the most powerful of the relevant
Intimacies
○ Attacker applies a positive (for Intimacies supporting the action) and negative modifier (for Intimacies hindering
the action) proportionally to the Strength of the two Intimacies in question:
■ Minor - 2 modifier
■ Major - 4 modifier
■ Defining - 6 modifier
○ An Attacker getting a total Roll higher than the Defender indicates a success.
Overall:
● Attacker: Power Die + Charisma Modifier + positive Intimacy Modifier - negative Intimacy Modifier - Limit
● Defender: Power Die + Wits Modifier - Limit
Every character is driven by Intimacies. When a character chooses or is forced to act against their Intimacies, they have a chance
to gain Limit. Roll your Action Die, add the appropriate modifier for the strength of the Intimacy being suppressed (+2 to +6). If the
character rolls OVER their current Limit, they gain a point of Limit.
Limit Break
● Mortals
○ Mortals are unable to Limit Break. They keep accruing Limit that they need to remove by reaching Decision
Points.
○ When a Mortal has reached their maximum Limit, they cannot take actions that would result in them gaining more
Limit - they can’t suppress their Intimacies or gain Limit to defend against a Social Action.
● Solar
○ When a Solar Limit Breaks, they need to act out their frustrations. At the least opportune time they snap. The
Limit Break should be acted out based on the current situation, Solar’s Intimacies and what lead to the Limit
Break.
● Abyssals
○ WIP
○ Abyssals have Resonance instead of Limit.
○ Resonance checks - TODO
○ Venting Resonance - Abyssals can’t choose to Remove Limit during their Decision Points. Instead, they need to
vent it through Resonance Bleed
● Infernals
○ WIP
○ Infernals start the game with an Unwoven Coadjutor
○ The Coadjutor has its own wants. Those take form of two separate Intimacies - their Nature and Personality.
○ The Infernals are able to reach extra Decision Points each time they make great progress towards Coadjutor’s
Intimacies
● Dragonblooded
○ WIP
● Alchemical
○ Clarity
■ WIP
■ Don’t Limit Break
■ Clarity gives bonuses to defensive Social rolls in-line with Alchemical’s functions (productivity, law, order,
etc.), but adds penalties to other rolls
■ Perhaps make Limit and Clarity separate?
○ Dissonance
■ WIP
● Sidereal
○ WIP
● Lunars
○ Eh, just use Solars, it don't matter.
● Liminals
○ Nothing.
● Getimians
○ Nothing.
● Exigents
○ Nothing.
3.00 Rules for Characters
3.01 Anima Bonfire
All Exalts posses a visual representation of their expenditure of essence. This is triggered by: committing Effort to a Gift, Saving
throw or Miracle. The Anima Bonfire exists in three tiers represented by a commensurate amount of Effort expended. Effort 1 is
obvious to those within close range and generally is paired with the appearance of caste marking or aspect markings. Effort 2
makes mundane stealth impossible and corresponds to a bonfire of energy coruscating around the Exalt. Effort 3 unleashes the
totemic anima and is noticable from up to a mile away depending on conditions. The Anima Bonfire dissipates at the end of the
Scene.
Withering - Focuses on accuracy, closing the distance between weapon and foe, removing obstacles, locking down a foe’s escape.
Decisive - Hurting and dispatching foes. Doing massive damage, leaving crippling injuries, overwhelming force, going for the kill.
Parry - Blocking attacks, creating obstacles, using your weapons to shut down foes assaults.
Notice - Being aware of the area around you, seeing subtle details, investigating mysteries, finding clues.
Stealth - Being unseen, hiding from notice, infiltrating, stealing, breaking and entering..
Hardiness - Resisting bodily afflictions, enduring physical damage, feats of stamina, surviving harsh conditions, being mighty.
Husbandry - Breeding superior familiars, empowering mounts, enhancing animals.
Pilot - Using travel machines, making them more efficient, vehicle combat, managing a fleet, being a captain.
Administration - Running bureaucracies, managing businesses, making trade deals, ruling kingdoms.
Entertainment - Manipulating others with creativity and expression. Poetry, dance, music, performances, storytelling.
Charisma - Using an array of social skills and presence to sway the hearts of others.
Doctorate - Being an academic professional, scholar of lore, a scientist, or a physician.
Thaumaturgy - The knowledge and application of the supernatural principles of the world. The ability to resist the effects of
mystical forces. Cultivation of the esoteric sorceries.
War - Commanding soldiers for battle, training warrior, enacting battlefield strategies, being a general.
Craft - Creating artifacts, building civic infrastructure, outfitting entire companies, commissioning towers of the mighty.
Agility - Nimbleness, speed, reflexes, and hand-eye coordination. The ability to dodge out of harm's way. Performing parkour.
● Cannot bind Apotheosis and do not gain the self-generating Dominion of a free divinity.
3 60 14 4 -6 6 14
4 80 18 5 -8 8 16
5 100 22 6 -10 10 20
4.02 Solar Exalted - The Lawgivers
Solars have the following abilities:
● Have the following Traits: Anima Bonfire, Skill Words, Subtle Effort.
● Upon the Solar's Anima Bonfire reaching level 3 they gain the benefit of a power similar to Cold Breath (pg.164) until
their Anima Bonfire resets. Opponents wishing to fight the Solar must commit Effort to overcome this defense before
they can commit Effort for any other purpose. If multiple allied entities have this, or a similar, power then only the
strongest must be overcome. The amount of Effort that must be committed by an opponent increases based on the
Solar’s Tier level. At Tier 1-2 an opponent must commit 1 Effort to overcome, at Tier 3-4 an opponent must commit 2
Effort to overcome, and at Tier 5 an opponent must commit 3 Effort to overcome.
● Not able to bind Gifts or Intrinsic Benefits from Earth, Fertility, Fire, Sea, Sky, Shapeshifting, or Time.
● Solars count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
● Have access to the following sorcery: Terrestrial, Celestial, Solar, Shadowland, Labyrinth.
4 80 36 12 -8 8 16
5 100 45 15 -10 10 20
Solar Skill Words
Dawn: Decisive, Hardiness, Parry, War, Withering
Zenith: Charisma, Entertainment, Hardiness, Husbandry, War
Twilight: Administration, Craft, Doctorate, Notice, Thaumaturgy
Night: Agility, Notice, Parry, Stealth, Withering
Eclipse: Administration, Charisma, Husbandry, Pilot, Thaumaturgy
Zenith - Can purify slain bodies in such a way that they cannot rise as zombies and hungry ghosts will not form. Once per scene
may force all dematerialized spirits in the area to take material form.
Twilight - Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to
immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or
area with a round's attention. At any moment a Twilight can undo themselves from reality and become one with the leylines of
power. They disappear without trace and reappear at next sundown in the heart of the nearest center of essence.
Night - Their caste power is the ability to go where they are not permitted; locks and seals open instantly for them, whether
mundane or low magical. They have no chance to fail humanly-possible attribute checks related to stealth or agile movement
unless actively opposed by a worthy foe. When their Anima Bonfire is at level 3 their identity is concealed from non magical
deduction.
Eclipse - Can sanctify oaths under the authority of heaven. Breaking one of these oaths causes the breaker to fall under a terrible
curse for a year and a day. Has diplomatic immunity from the domains in and out of creation when acting on legitimate business:
shades, spirits, the demon princes of Hell, and the Fair Folk may not attack the Eclipse or her companions without just cause, and
such creatures must observe the local rules of hospitality.
4.03 Abyssal Exalted - The Deathknights
Abyssals have the following abilities:
● Have the following Traits: Anima Bonfire, Skill Words, Subtle Effort.
● Upon the Abyssal's Anima Bonfire reaching level 3 they gain the benefit of a power similar to Cold Breath (pg.164) until
their Anima Bonfire resets. Opponents wishing to fight the Abyssal must commit Effort to overcome this defense before
they can commit Effort for any other purpose. If multiple allied entities have this, or a similar, power then only the
strongest must be overcome. The amount of Effort that must be committed by an opponent increases based on the
Abyssal’s Tier level. At Tier 1-2 an opponent must commit 1 Effort to overcome, at Tier 3-4 an opponent must commit 2
Effort to overcome, and at Tier 5 an opponent must commit 3 Effort to overcome.
● Not able to bind Gifts or Intrinsic Benefits from Earth, Fertility, Fire, Sea, Sky, Sun, Shapeshifting, Fate, or Time.
● Abyssals count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
● Have access to the following sorcery: Terrestrial, Celestial, Shadowland, Labyrinth, Void.
4 80 36 12 -8 8 16
5 100 44 15 -10 10 20
Abyssal Skill Words
Dusk: Decisive, Hardiness, Parry, War, Withering
Midnight: Charisma, Entertainment, Hardiness, Husbandry, War
Daybreak: Administration, Craft, Doctorate, Notice, Thaumaturgy
Day: Agility, Notice, Parry, Stealth, Withering
Moonshadow: Administration, Charisma, Husbandry, Pilot, Thaumaturgy
Midnight - As an action may slay any single non heroic lesser mortal with a touch. Once per day may raise the nearby dead as the
12HD Undead Horde on pg 153. At sunrise the Horde collapses into corpses unless this power is invoked again.
Daybreak - Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action
to immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object
or area with a round's attention. At any moment a Daybreak can undo themselves from reality and become one with the
Underworld. They disappear without trace and reappear at next sundown in the heart of the nearest Abyssal Manse or Shadowland.
Day - Their caste power is the ability to go where they are not permitted; locks and seals open instantly for them, whether mundane
or low magical. They have no chance to fail humanly-possible attribute checks related to stealth or agile movement unless actively
opposed by a worthy foe. When their Anima Bonfire is at level 3 their identity is concealed by non magical deduction.
Moonshadow - Can sanctify oaths under the auspex of the Neverborn and their domain of Oblivion. Breaking one of these oaths
causes the breaker to fall under a terrible curse for a year and a day. Has immunity from the denizens of the Underworld in such
that they cannot attack the Moonshadow or her companions without being assaulted first.
4.04 Infernal Exalted - The Green Sun Princes
Infernals have the following abilities:
● Infernals count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
● Have access to the following sorcery: Terrestrial, Celestial, Solar, Shadowland, Labyrinth.
4 80 36 12 -8 8 16
5 100 44 15 -10 10 20
Infernal Caste Abilities
Slayer - Take 1 fewer point of damage from all incoming sources of damage. This power is active as long as the Slayer is missing
at least 1 hit point due to damage. Demons are invigorated by the Slayers presence and as long as they fight alongside the exalt in
battle they count as Worthy Foes for the purpose of Gift effects and being allowed to make Saving Throws.
Malefactor - Once per day can kill a living mortal in a Yozi ritual, this summons an unbound first circle demon of the characters
choosing. Once per scene may free all bound first circle demons in the area from their binding.
Defiler - Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to
immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or
area with a round's attention. At any moment a Defiler can undo themselves from reality and become one with the powers of Hell.
They disappear without trace and reappear at next sundown in the heart of the nearest Infernal Manse or Place of Desolation.
Scourge - Their caste power is the ability to go where they are not permitted; locks and seals open instantly for them, whether
mundane or low magical. They have no chance to fail humanly-possible attribute checks related to stealth or agile movement
unless actively opposed by a worthy foe. When their Anima Bonfire is at level 3 their identity is concealed by non magical
deduction.
Fiend - Can subvert sanctified oaths by transferring the curse for transgressions onto the Yozis, as long as the oath maker stays in
the Infernals good graces they are free from consequences. Has diplomatic immunity from the forces of Hell, the Fairfolk, and the
Underworld. Such entities may not attack the Fiend or her companions without just cause, and such creatures must observe the
local rules of hospitality.
Shintai Form
Shintai is an innate power of the Infernal. Once activated the Infernal becomes a new creature that draws it power from its Yozi
portfolio and the Infernals essence. This new form has its own statistics and abilities separate from the Infernal.
Upon assuming Shintai Form the following rules come into play:
● It takes one action to assume the shintai form, along with Committing Effort for the day.
● You can end Shintai Form by spending all your shintai's actions for a round.
● Being reduced to zero hit points or having zero uncommitted effort ends your Shintai Form.
● If the Shintai drops to zero Hit Points it turns back into you, but your current hit points are halved, rounded up.
● The Shintai has 6 Hit Points multiplied by your Tier.
● Starting at Tier 4 the Shintai is able to perform two actions per turn.
● It possesses 2 Attacks per action.
● The attacks of a Shintai can deal Straight Damage based on Tier - Tier 1-2 1d6 / Tier 3-4 2d4 / Tier 5 2d6
● Movement is the same as the PC in whatever mode seems appropriate.
● You get no benefits from any non-shintai Gifts in this form, including Constant ones.
● Shintai can't produce miracles or offensively dispel without using Gifts that allow it. They can defensively dispel.
● While in Shintai Form you still spend from your own Effort pool.
● It's treated as having Bound all the Words you've added to it.
● You use your Infernals BAB, Saves (without armor penalty), AC, and Attributes while in this form, they may be modified by
the Words the Shintai has Bound.
● You are still able to attune to artifacts and use equipment while in Shintai form.
● Lunars count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
4 80 36 8 -8 8 16
5 100 44 10 -10 10 20
Lunar Caste Words
Full Moon: Might
Changing Moon: Shapeshifting
No Moon: Knowledge
4.06 Sidereal Exalted - The Viziers
Sidereals have the following abilities:
● Have the following Traits: Anima Bonfire, Skill Words, Subtle Effort, Supernal Martial Artist.
● Not able to bind Gifts or Intrinsic Benefits from Earth, Fertility, Fire, Sea, Sky, Shapeshifting, or Sun.
● Cannot spend Influence/Dominion on creating changes without acting through an allied or subordinated figure. The
control or influence that is created always rests with that figure rather than the Exalt though they may have control over
them in turn.
● Sidereals count as Free Divinites as per Godbound pg. 133. They cannot bind Apotheosis.
3 60 28 6 -6 6 14
4 80 36 8 -8 8 16
5 100 44 10 -10 10 20
Sidereal Skill Words
Journeys: Hardiness, Husbandry, Pilot, Withering
Serenity: Charisma, Craft, Entertainment, Husbandry
Battles: Charisma, Decisive, War, Withering
Secrets: Doctorate, Notice, Stealth, Thaumaturgy
Endings: Administration, Agility, Decisive, Parry
Chosen of Serenity - Upon reaching the totemic anima level all allies within the area gain a +4 bonus to performance based
actions. This bonus fades away if the recipient leaves the area or becomes an opponent.
Chosen of Battles - Upon reaching the totemic anima level all allies within the area gain a -1 bonus to AC. This bonus fades away
if the recipient leaves the area or becomes an opponent.
Chosen of Secrets - Upon reaching the totemic anima level all allies within the area gain a +1 bonus to Saving Throws. This bonus
fades away if the recipient leaves the area or becomes an opponent.
Chosen of Endings - Upon reaching the totemic anima level all allies within the area gain a +1 bonus to damage post chart. This
bonus fades away if the recipient leaves the area or becomes an opponent.
4.07 Terrestrial Exalted - The Dragonblooded
Dragonblood have the following abilities:
● Once Anima reaches level 3, as long as characters are in melee range, they take 1 energy damage per round.
Terrestrials have an Invincible Defense to this damage. This damage is considered an environmental effect.
● Count as Free Divinites as per Godbound pg. 133. They cannot bind Apotheosis.
● Can only invoke miracles, mimic lesser Gifts, offensively or defensively dispel relevant effects with a bound Aspect
Word. These Words are Fire, Sky, Sea, Earth, Fertility.
● Can only bind Greater Gifts from bound Aspect Words. These Words are Fire, Sky, Sea, Earth, Fertility.
● Terrestrials cannot use Influence or Dominion to create Impossible changes in the world.
3 60 28 6 -6 6 14
4 80 36 8 -8 8 16
5 100 44 10 -10 10 20
Terrestrial Aspect Words
Air Aspect: Sky
Wood Aspect: Fertility
Earth Aspect: Earth
Fire Aspect: Fire
Water Aspect: Sea
4.08 Alchemical Exalted - The Champions
Alchemicals have the following abilities:
● Start with a Caste Word of their choice bound. This Word is innate to the character and can’t be removed.
● Alchemicals count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
● Binding Words or Gifts require the creation of Charms that are then installed into Charm Slots.
● If a Word allows different choices with its intrinsic Gifts the character can choose anew each time the Word is slotted.
● The Gifts that are slotted must be linked to the Words the Alchemical currently has installed.
Starting Loadout:
All Alchemicals start with a pool of 20 Dominion and 10 Shards for the sole purpose of purchasing their beginning loadout of
Words and Gifts. Excess Dominion and Shards are lost.
Words and Gifts that do not have available Charm Slots are left in storage at a lore friendly location until the Alchemicals wishes
to go and access them.
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Alchemical Caste Words
Support Facilities
Building a Vats Facility has a bunch of Exalted lore tied to it, here's the mechanical notes:
● It requires 3 Shards and equivalent access to: Sorcery, Health and Artifice.
● You will need at least a hundred trained technicians, workers, and architects.
● Charms must be constructed at a Vats Facility and are only compatible with the Alchemical they were designed for.
● Vats Facilities can instantly transport Charms between each other when that Alchemical is serviced there.
Once these requirements are met the Alchemical can begin being outfitted with the Word of Colossi. This retrofitting requires
rebuilding the alchemical from the ground up and installing his pupating vital systems into a much larger frame similar to a
warstrider. This process takes a month of uninterrupted labor at a Vats facility. Once this Word has been bound to the Alchemical
they can begin accepting Colossi Gifts. These Gifts bridge the gulf between exalt and infrastructure and can be installed at a cost of
only 2 Celestial Shards.
Word of Colossi
The Word of Colossi functions differently from the normal Alchemical Word and Gift rules. It cannot be used for Miracles, nor can
non Alchemical characters ever duplicate the effects of its Inherent bonus or Gifts. Once built and installed it and its Gifts become a
permanent part of the character and do not occupy Charm Slots. Beyond the massive size the Alchemicals frame assumes they
gain the following benefits: The Colossi gains a bonus HP pool equal to Tier*2. This HP is reduced first in combat and can only be
restored by a days retrofitting at a Vats facility. Furthermore their frame can wield and support Warstrider weapons and equipment
gaining Void Slots equal to their Tier. They choose which size of Godwalker they count as at the Vats Facility and can change this
with a day of maintenance upon refit. Colossi cannot make use of the Divine Actuator godwalker components.
Simulcast Sentience Simulacrum - Spend 1 Celestial Shard. You are able to make use of a copy of your character in there non
Colossi form. This copy is identical to your current statistics but without the Word of Colossi bound. It is a drone piloted by the mind
of the character and leaves the Colossi’s form dormant but able to defend itself through autopilot systems. The drone body has a
similar autonomous defence system. Switching perspective between Colossi and Drone takes a full hour. Only one Drone can exist
at a time for any Alchemical. It does not have access to Divine Fury. It takes a month and another Celestial Shard to replace it if
destroyed.
Transcendent Man-Champion Temple Symbiosis - Your internal structure is altered to house an amount of people up to a Power
1 Faction. Your body provides enough resources and amenities for them to live comfortably inside of you, indefinitely if the need be.
Elsewhere technology creates larger space on the inside for them and does not necessarily match the outside proportions of your
Colossi frame. When this Gift is installed you choose a Feature any Faction housed inside of you automatically gains for the
duration of their stay, they do not gain a Consequence in response. You may purchase new Features by spending 1 Celestial
Shard. Only one Feature may be active at a time. Features purchased can be switched out at no additional cost, merely taking a
week of maintenance during which this Gift does not function as the extra space projectors must be disabled.
Vivicating Autochthonian Technology Systems Complex - For this Gift to properly function you require a dedicated support staff
cult. Your interior frame is fitted with the seeds of your Metro/Patro-politan Vats charm. You are able to switch out your own Gifts
with a day of self retrofitting and can accommodate further simultaneous Alchemical Exalts equal to your Tier. By spending 3
Celestial Shards you can force the evolution of this Gift to draw the blessing signals of the Great Maker who will anoint Demiurges
from the worthy of your support staff. This allows the fabrication and designing of wholecloth Gifts as well as Coining new
Alchemical Exalted inside your life giving factory. (creation of new Alchemicals is a conversation of required Shards, Challenges,
and Session between GM and Player)
All Purpose Fabrication Multiplex - You become a roving source of industry, able to grant an existing Faction a Feature as long
as you make yourself available to them over a period of at least a week. You reduce Improbable Dominion changes related to this
Feature to Probable for the Faction. This Feature may be made permanent as per normal Dominion rules. When this Gift is installed
you choose a Feature. You may purchase new Features by spending 1 Celestial Shard. Only one Feature may be active at a time.
Features purchased can be switched out at no additional cost, merely taking a week of maintenance during which this Gift does not
function. This Gift is designed for use during downtime and Dominion expenditure, it can’t function as intended if you are actively
out adventuring.
War-Populous Community Center - An armory filled with violent machine spirits is installed within your frame. This fleet of
defenders counts as a 20hd Brazen Legion (pg.153). It gains any movement speed you have obtained from currently installed Gifts.
These mindless drones must be commanded by you and cannot stray more than 300 meters without deactivating and being spirited
back into storage instantly. It takes a full day of inactivity in storage for the legion to be cured of all damage. If destroyed it takes a
month for the automatons to be replenished. Commit Effort for the Day to grant it the statistics of a 40HD Brazen Legion for the
scene.
Heroism Advanced Sepulcher - All of your machine flesh and ponderous organs are reinforced transmuting you into a living
fortification. Everyone housed inside of your frame count as being a part of you for the defensive purpose of Gifts and saving
throws. They cannot be targeted or harmed unless your Colossi bonus HP has been depleted and once that occurs they use the
better of their or your AC. By spending 1 Celestial Shard you become a formidable battle station from which allied heroes can rain
justice upon your enemies. Any ally can make an attack using the better result of their or your attack roll, range, and damage. You
can support tactical platforms for these attacks equal to your Tier.
Phantom Zone Projection Array - Commit Effort. Your body is banished into Elsewhere. You, and others inside of you, can act
normally. Everyone inside of Elsewhere has an Invincible Defense against being located. There are no means of perceiving the
outside world while this Gift is active save Simulcast Sentience Simulacrum. No one can leave or enter your pocket of Elsewhere
without you deactivating this Gift and returning everyone at once. Once this Gift is deactivated you return to the point from where
you left when first activating this Gift. The transportation to or from Elsewhere takes a full hour to occur from when the Gift is
activated.
Heaven Stairway Translocation Nexus - This Gift allows you to host a transportation network between yourself and allied Vats
Facilities. Any person may make use of specially installed man sized arches inside yourself and Vats Facilities to transport
themselves to any other arch in the network through an Elsewhere tunnel that takes a day to commute them. This allows the
sharing of resources and staff between the linked sites. You may further upgrade this Gift by spending 2 Celestial Shards. This
enhances the arches into starry gateways that can accommodate two oxen carts side by side and transmits travellers instantly.
Transforming to Patropolis
COMING SOON
4.09 Liminal Exalted - The Chernozem
Liminals have the following abilities:
● Choose an Aspect. In the future Liminals will likely have an Aspect based mechanic but we do not know enough at this
time so it is a matter of flavour and presentation.
● Liminals cannot bind Greater Gifts. They acquire Greater Gifts by harvesting trophies from corpses. See Below.
● Liminals are tenacious and will eventually return from death if slain. Destruction of the brain prevents this.
● Count as Free Divinites as per Godbound pg. 133. They cannot bind Apotheosis.
● Liminals cannot use Influence or Dominion to create Impossible changes in the world.
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Liminal Aspects
Aspects of Blood are born of creators driven by “possessive” passion—lust, greed, and ambition. Blood represents the heat of passion and the
wonder of emotion. Blood is a carrier as well as a fulcrum; it can be a river of plagues or a font of virginal purity with which to attract and bind the
foulest of horrors and bid them whip. Blood Aspects are sanguine, passionate, outgoing creatures.
Aspects of Breath are born of creators driven by despair, or even nihilism. Breath represents the gift of life, the cycle of lethe, the power of
possession, and the flow of Essence. Breath is an unceasing tide, drawing in from the world and flowing out to meet it; properly harnessed, it calls
the storm and sets it free. Aspects of Breath are reflective beings, often shaping themselves to meet the expectations of others.
Aspects of Flesh are born of creators driven by “savage” passion—vengeance, rage, madness. Flesh represents lust, hunger and thirst, madness
and rage. Flesh is the core of identity and the vector of metamorphosis. It is the currency of those caught between life and death. Flesh Aspects are
choleric, active, and often aggressive.
Aspects of Marrow are born of creators driven by curiosity, obsession, and hunger for knowledge. Marrow represents secrets buried deep within
the flesh, the power of dark and hidden places, the strong sheathe of bone around the innermost workings of the heart. Marrow Aspects are
reserved and analytical individuals.
Aspects of Soil are born of creators driven by sorrow, regret, yearning. Soil represents the seminal urge, the lure of life and jealousy for the living,
the power of decay and the hungry whispers that wait on the threshold between life and death. It is the final tomb awaiting the dead, and the cradle
in which seeds sprout new life. Soil Aspects are introspective and given to consideration of signs and omens.
Corpse Trophies
● Liminals gain Greater Gift access by attaching supernatural limbs and organs that are harvested from the dead.
● Only one Trophy can be harvested from an individual source. Once a corpse is harvested it is rendered inert to
additional harvestings.
● Each Corpse Trophy is associated with a single Word and can only contain Greater Gifts from that Word.
● When made the Trophy has all the Greater Gifts the donor had from its chosen Word inside of it but locked.
● A Trophy costs a base of 4 Dominion. Each Greater Gift unlocked costs 3 Dominion.
● For esoteric Word users like Skill or Panoply Words the Corpse Trophy becomes aligned with the standard Word linked
to the Gift, or Gifts, the Liminal chooses to create. (I.E: A Solar who has several Gifts from the Word of Sword bound
across several Skill Words would produce a Corpse Trophy aligned to Sword with those Gifts linked to it)
● Once attached the Liminal has access to the Gifts bound within as if they were natively bound, and loses access by
removing the Trophy.
● A Liminal can only integrate a Trophy that has Gifts linked to a Word he has bound with XP.
● Liminals can remove and replace Trophies, this takes an hour regardless of number of Trophies exchanged.
● Liminals must retain a human body pattern and cannot have redundant limbs or organs attached as Corpse Trophies.
● Liminals have 6 Slots to install appropriate Trophies into. These slots are: Head, Torso, Arms and Legs.
4.10 Getimian Exalted - The Undestined
Getimians have the following abilities:
● Not able to bind Gifts or Intrinsic Benefits from Earth, Fertility, Fire, Sea, or Sky.
● Cannot spend Influence/Dominion on creating changes without acting through an allied or subordinated figure. The
control or influence that is created always rests with that figure rather than the Exalt though they may have control over
them in turn.
● Getimians count as Free Divinites as per Godbound pg. 133. They cannot bind Apotheosis.
● Getimians use the special External and Internal Effort rules detailed below.
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Internal External
Gain back 1 HP. Gain a -1 Bonus to AC for the rest of the Scene.
Gain a +1 to all Saves for the rest of the Scene. Gain a +1 Bonus to post chart damage for the rest of the Scene.
Double all movement types for the Scene. Gain a +1 Bonus to attacks for the rest of the Scene.
4.11 Exigent Exalted - The Fire of the Gods
Exigents have the following abilities:
● Can only invoke miracles, mimic Gifts, offensively or defensively dispel relevant effects with their Major Word.
● Exigents count as Free Divinites as per Godbound pg. 133. This is no longer the case upon binding Apotheosis.
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Exigent Panoply Words
These words are built around the theme of the divinity that used its essence to catalyze the fire of exigence to create the exaltation.
An Exigent will gather up more panoply words as the exaltation ages and goes through various hosts while changing hands
amongst divinity. New inheritors of the exaltation will often have to spend time refining their essence to unlock these latent panoply
words.
5.00 Martial Arts
5.01 Snake
5.02 Righteous Devil
5.03 Tiger
5.04 Flame and Stone [WIP]
5.05 Black Tide [WIP]
5.06 Dagger Wind [WIP]
5.07 Shadow Hunter [WIP]
5.08 Eye of Heaven [WIP]
5.09 Thousand Wounds Gear [WIP]
5.10 Live Wire [WIP]
5.11 Ironheart Destroyer
5.12 White Reaper
5.13 Dreaming Pearl Courtesan [WIP]
5.14 Black Claw [WIP]
5.15 Single Point Shining Into the Void [WIP]
5.16 Ebon Shadow [WIP]
5.17 Steel Devil [WIP]
5.18 Crane [WIP]
5.19 Silver-Voiced Nightingale [WIP]
5.20 Cobra [WIP]
5.01 Snake
Lithesome Coil Meditation (Constant): You are wired and always ready to lash out. The first attack of combat does maximum
damage. Your Ac is reduced by 3 (Minimum AC 0) as this style makes you supernaturally flexible. This technique counts as a Fact
for checks dealing with acrobatics and contortion.
Armor-Penetrating Fang Strike (Action): Make an attack against AC of 9. This attack does not deal damage but an opponent of
your choice must make a Hardiness Save. Failing this save means characters targeting this opponent gain a +2 bonus to do so for
the remainder of the scene. This does not stack against the same target. Only Worthy Foes are able to save against this.
Snake Strikes the Heel (Instant): This technique can only be activated when an opponent has attacked and done damage to you
during their turn. Commit Effort for the scene to do your Tier in damage to that opponent. This technique does not require Effort
when fighting non Worthy Foes.
The Serpent Uncoils (Constant): Essence hardening and fluid movements grant your weapons or unarmed attacks a damage
minimum of 1d10 and is considered magical. Your fray die increases to 1d0. You gain an immunity to natural and supernatural
venoms and poisons.
Countless Coils Evasion (Instant): Commit Effort for the Scene. Negate the damage of a single attack.
Essence Venom Strike (Smite) (Action): Commit Effort for the Day. An opponent of your choice takes damage equal to their
maximum Effort. At the start of every turn they take half of this damage rounded down again, halving each turn until it reaches zero.
An opponent can only be afflicted by this once per day. Non worthy foes simply perish.
5.02 Righteous Devil
Armor: Righteous Devil style is compatible with light and medium armor
Weapons: Righteous Devil style uses firewands, as well as any other flame-discharge weapons.
Instrument of Retribution (Constant): Your attacks with flame weapons are now magical and do 1d10 damage. You never run out
of ammunition, instantly reload, and can choose to use Charisma, Dexterity, or Wisdom as the bonuses to hit and damage for using
Flame weapons.
Kiss of the Sun Concentration (Action): Commit Effort for the Scene. You make an attack roll that rolls twice and takes the best
result if it hits. If the target is a Creature of Darkness the damage is read straight.
Righteous Devil Revelation (On Turn): Commit Effort. As long as this Effort remains committed a single opponent cannot escape
your attacks. You automatically hit this foe, and can do so from any range. This manifests as a burning crosshair on their brow.
Burning Judgment Halo (Action): Commit Effort for the scene. You create a circle or semi-circle of fire that does your tier in
damage to foes who cross it. Worthy foes can make a Hardiness save to resist. The circle can have a maximum radius of 50ft.
Dancing Devil Trigger Finger (Action): Commit Effort for the scene. Every opponent within 100ft you have successfully hit within
the last day takes 1d10+Attribute (Dex/Wis/Cha) damage.
Caress of 1,000 Hells (Action): Commit Effort for the Day. Attack an opponent. If the attack successfully hits then this attack does
no damage and the opponent is branded as a Creature of Darkness. The opponent may choose instead to forgo this branding by
taking the damage you normally deal with a firewand attack maximised and read straight. The Brand of this technique fades when
you choose to revoke it or after a year and a day, whichever comes first.
5.03 Tiger
Striking Fury Claws (Constant): Your armed and unarmed attacks now do 1d12 damage and are considered magical. You can
only use Strength for attack and damage rolls that benefit from this Technique. Damage from your attacks leave conspicuous
amounts of scar tissue if they heal.
Raging Tiger Pounce (On Turn): Commit Effort. You are able to make melee attacks against any target within 300ft as long as
they are not at full health. While this Technique is active injured opponents that target you must roll twice for attacks and take the
worst result.
Celestial Tiger Hide (Constant): This Technique is only active and usable when you are missing at least 4hp due to damage. Your
AC is reduced by 3 (Minimum 0). You may Commit Effort for the Scene as an Instant action to reduce damage from every attack by
2 until your next turn. This effect cannot be stacked with itself.
Spine-Shattering Bite (Action): Commit Effort for the Scene. An opponent of your choice must succeed at a Hardiness Save or
else all movement speeds they posses are set to 20ft per move action for the rest of the scene. This affects all modes of movement
regardless as you employ supernaturally brutal joint, pressure point, and chakra rending. Effort only has to be committed against
Worthy Foes.
Undying Predator’s Roar (Action): Commit Effort for the Scene. All opponents must make a Morale check, suffering the
consequences of failure as normal. Though fleeing is the most common reaction. Non Worthy Foes test at a +2 penalty to the
check.
Angry Predator Frenzy (Smite) (Action): Commit Effort for the Scene. An opponent that is currently injured from one of your
attacks must make a Hardiness Save. Failure means the opponent can only Move or take an Action on their turns, but not both, for
a number of rounds equal to your Tier.
5.04 Flame and Stone [WIP]
knock over
krogan charge
strong punch
shield smash
soak
more soak
leg smash
Ending The Chase(Constant): As long as you move in a straight line without ceasing you destroy all hindrances and barricades in
your way. Non magical structures break under your battle charge. You must make an attack against an opponent or structure at the
end of this charge.
Unbroken Stone Stance (Constant): You reduce the damage from non magic weapons by 1. Commit Effort for the Scene as an
Instant action to sunder every non magic weapon that has struck you in the turn this has been activated.
Stone Ignites Flames (Action): Commit Effort for the Scene. The force of your charge is such that it detonates the ground beneath
you leaving a trail of destruction in your wake and causing a calamity like an angry comet where you strike. As an action attack as a
charge using Ending The Chase. You leave a trail of melted stone and fire behind you. This persists for a scene and does 1
damage to characters wishing to cross the wall of fire and melted rock. When you attack at the end of your charge opponents in
melee with you must make a Reflex Save or suffer the damage you deal to your target at the end of the charge. Only Worthy Foes
get a save.
5.05 Black Tide [WIP]
Black tide weapons: black tide may be practiced with unarmed attacks and tridents. Any unarmed attack that is enhanced by a
black tide charm can always be stunted to deal lethal damage.
Armour: black tide style may be practiced in up to medium armour.
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
fast swing
halt turn
gears as melee
Homing attack
Nail to sky
run up to target
moar dmg
atk again if miss
Blind!\
homing gear becomes explody
super attack
5.10 Live Wire [WIP]
Live wire weapons and armour: live wire style is fully compatible with armor. It is practiced exclusively with braided steel cables
(treat as whips) and their artifact equivalents the direlash, which are generally dual-wielded. The style is not compatible with natural
unarmed attacks.
The Techniques of
talk down
disarm/sunder melee
range defense
mobility?
grapple
double atk
stunner
more awesome
5.11 Ironheart Destroyer
2E Version
Armour: This style may be practiced in any armour, including human form Warstriders.
Weapons: This style is compatible with Flame Weapons (Flamepiece, Flamewand), Essence Weapons (Holdout Cannon, Essence
Cannon), and Missile Weapons (Bow, Crossbow). As well as all Artifact variations such as: Flametongue Repeater, Dragonsigh
Wand, Purifier, Fire Lance, Powerbow, Implosion Bow, Fuel Bolt Launcher, Sun Fist Chakram, and others including warstrider
variations. This style cannot be practiced unarmed.
Missile
Unceasing Barrage Technique [Action] - This Technique requires not moving during the turn you activate it. This Technique
enhances a ranged missile attack. You make a series of ranged missile attacks so numerous that it blots out other attacks and
shoots down projectiles. Yourself and your allies all gain an Invincible Defence versus ranged attacks until your next turn.
Shrapnel Seared Battlefield Realization [On Turn] - Commit Effort. This Technique enhances a ranged missile attack. The force
of your missiles is devastating, destroying all areas of cover that are not made of magically enforced material within 300 yards of
you. The attack this Technique enhances gets to roll twice for its attack and damage and keep the preferred results.
Flame
Malicious Undying Inferno [Action] - This Technique enhances a flame weapon attack. A reckless overcharge creates a zone of
conflagrating essence within a 10 yard radius of the initial target. This zone does 1 damage to anything that does not posses an
Invincible Defence vs Fire. Creatures immune to this Technique who are within range when it is activated agitate the conflagration
and cause its range to extend to 100 yards. You may apply additional uses of this Technique to increase the damage by 1 each
time. This conflagration is magical and lasts a scene.
Flames-as-Water Technique [On Turn] - Commit Effort. This Technique enhances a flame weapon attack. The barrel of your
weapon gives forth to crashing waves of fire, allowing the enhanced attack to target everyone within a 50 yard cone. This attack
now does Straight damage to creatures of vegetation and wood, as well as detonating foliage caught in the blast.
Essence
Essence Overcharge Method [Action] - This Technique requires not moving during the turn you activate it. This Technique
enhances a ranged essence weapon attack. Your weapon essence dynamos overlclock and let forth a searing beam of essence
that has a range of sight and does straight damage to lesser foes. The essence wash intermingles with your anima bonfire creating
a protective barrier that reduces your AC by 3 (Minimum 0) until your next turn.
Zero-Point Singularity Blast [On Turn] - Commit Effort. This Technique enhances a ranged essence weapon attack. The build up
of essence in your weapon's barrel creates a gravity well: this collects everyone within 100 yards, except you, into a crowd. You
may then deposit this crowd anywhere within the 100 yards before firing at a target in this crowd. Worthy foes can make an Evasion
saving throw to not be gathered up by the gravity well and thus cannot be targeted by an attack enhanced by this Technique.
Bonus
Full Barrage of the Destroyer (Smite) [Action] - This Technique is not purchased but unlocked by meeting certain requirements.
To use this Technique you must: Commit Effort for the Day, Have learned all previous Techniques of Ironheart Destroyer, Have
currently equipped an Artifact version of each of the three sub tree’s weapons. You unleash the unchained bombardment of the
Ironheart, allowing you to make 3 separate attacks, one for each weapon type, using each Technique for its type from this style. You
may target one opponent or different ones. You must follow the restrictions of the Techniques of this style to make use of this Smite.
5.12 White Reaper
Armor: All Armor.
Weapons: Scythes, Spears, and unarmed attacks using sweeping and culling motions.
Enemies Like Grass (On Turn): Commit Effort. A number of Mobs equal to your Tier are forced to attack you exclusively for as
long as Effort is committed.
Revolving Crescent Defense (Constant): You have an invincible defence to Mob Overwhelms.
Flickering Corona Barrier (Constant): Your armed and unarmed attacks do 1d10 damage and are considered magical. Each time
you defeat an individual opponent or whole mob you become Charged for the scene. While Charged your fray die effects all valid
opponents in melee with you.
Greatest Killer Attitude (On Turn): Commit Effort. Mobs focused on you from Enemies Like Grass are treated as having AC 9 for
your attacks. Additionally if you are Charged from Flickering Corona Barrier then, as an Instant Action, may choose to no longer
be Charged to launch an automatically hitting melee attack on every Mob under the effects of Enemies Like Grass.
Impenetrable White Shroud (On Turn): Commit Effort. Your AC is reduced by 3 (Minimum 0). Additionally while Effort is
committed to this Technique if you are Charged from Flickering Corona Barrier then all damage done to you by Mobs is reduced
by 1.
Snow Follows Winter (Action): Commit Effort for the Day. You regain 3d6 hit points of damage. Additionally if you are Charged
from Flickering Corona Barrier then you are no longer considered Charged but opponents must make a Morale check
immediately. This Technique can only be used once per scene.
5.13 Dreaming Pearl Courtesan [WIP]
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
The Techniques of
Gilded Blossoms
The physical representation of an emotion or relationship that plays a major role in your or an opponent's life, or is a defining
intimacy to another. It can also be a communal relationship, feeling, or intimacy you and the opponent share.
Blossoms of Infinite Passion [On Turn] - Commit Effort. Each turn, as a free action, you may manifest a Blossom from a valid
target. This Blossom is a weapon that has a range of 100ft and does 1d10 magical damage. Blossoms last until consumed by an
effect from this style or until the Effort to this Technique is reclaimed. Reclaiming Effort from this Technique wipes away the users
collection of Blossoms and must be built up again. An individual Blossom can only be drawn upon once per Scene.
Dreams Never Die [Instant] - Sacrifice a Blossom. For every Blossom sacrificed you negate 2 damage from an incoming attack.
Sidereals/Getimians can substitute Blossoms for Effort to automatically succeed at failed Saves.
Dream Eater’s Hunger [Instant] - Sacrifice a Blossom after slaying a Worthy Foe. Reclaim a point of Effort that has been
committed for Scene to your Effort Pool. An individual slain in this way has its soul entrapped within your essence pattern until the
next Calibration, after which it moves onto Lethe. Sidereals/Getimians can reclaim Effort committed for the Day.
Kill or be Killed Reality Marble [Action] - Commit Effort for the Scene. For the rest of the Scene you project an altered reality up
to a 100 ft radius. Your AC is reduced by 3 (Minimum 0). Opponents within this field that have had a Blossom drawn from them
have an effective AC of 9 when you target them. Sidereals/Getimians can substitute Blossoms for Effort to activate this Technique.
This is My World (Smite) [Action] - Commit Effort for the Day. This Smite targets every opponent within the borders of Kill or be
Killed Reality Marble. For every Blossom you sacrifice all targets take 3 damage. Worth Foes may make a Spirit Save for half,
rounded up.
Hopes And Dreams Apotheosis [On Turn] - Commit Effort for the Day. You must have at least 7 Blossoms drawn out and active
to use this Technique. You assume the form of the Hateful Tyrant of Emotions. This form is highly reflective of yourself and your
emotions. You must sacrifice a single Blossom every turn after the first you wish to maintain this form. While in this form you use a
provided stat block that replaces your own. You have access to only your Bound Gifts, and Techniques of this style. You cannot
user Miracles or offensively dispel. If you drop to 0HP in this form then you return to your own statblock and cannot assume the
form of the tyrant for the rest of the day. If you choose to return to your own form willingly then you cannot assume the form for the
rest of the Scene. Sidereals/Getimians have access to a superior statblock and can stay in this form Indefinitely without paying
Blossoms.
Sutra of Determination
Once, there was a soulless maiden...
But you already know her story, don't you?
You just wanted to see her suffer again.
The maiden looked at you,and said,
"You think you're so special, but you're not.
In this world, it's kill or be killed."
So she killed her mother and her father
She killed her friends and her enemies
She killed everything there was to see in this world.
She even killed herself. And because she killed herself,
She was safe from herself,
Forever
6.03 Coruscant March of Constellations [WIP]
https://docs.google.com/document/d/1_pGIIDKGSxbrLl8XRKtoTjKZYbnYN7jmKYzqwpU2m0I
The Lesser Strife
Initiate:
Disciple:
Master:
The Techniques of
Angular Time Displacement (On Turn): Commit Effort. Your Movement actions can instantly reach any location without having to
cross the intervening distance or having line of sight. Other abilities that enhance your Movement can increase the distance of this
Technique. Your weapon or unarmed attacks have an attack range of 100ft and Foes cannot benefit from cover.
Gaze of the Blind God (Action): Commit Effort for the Day. The practitioner chooses 2 of the 4 cardinal directions to be Taboo. for
the rest of the scene if the target takes a movement action using the chosen directions then they automatically receive 1 Damage
per action for each Taboo Direction violated (Max 2). This damage can be prevented by avoiding using the Taboo directions or by
having an appropriate Invincible Defense versus Primordial, Curse, or Space damage.
Door to Nowhere (Action): Commit Effort for the Scene. The Target is thrown out of space and time until your next turn. The
Target can take no action and no action can be taken against them, for all intents and purposes they have ceased to exist. Worthy
Foes get a Spirit Save to prevent this. Every turn you may Commit additional Effort for the Scene to keep the target suspended out
of spacetime, they do not get an additional Save. Sidereal/Getimians may Commit Effort to tag successful targets of this technique
with an invisible bond that allows the target to be treated as the practitioner for the purpose of the focal point of Angular Time
Displacement, Gaze of the Blind God, Wearing the Light Fantastic, and Door to Nowhere. The Tag endures until Effort is reclaimed.
Wearing the Light Fantastic (On Turn): Commit Effort. Your Anima Banner, Caste Mark, and personal identity are impossible to
discern: providing you an Invincible Defense against such attempts. Each round your Fray die effects every non worthy foe target
within a 100ft radius. Non-magical structures in the radius begin to crumble and dismantle. Sidereal/Getimian target all Worthy Foes
with their Fray die as well.
Lost City Labyrinth Stance (On Turn): Commit Effort. An area with a radius of 500ft is transformed into a curated reality. Entering,
Exiting, or passing communication through the border requires a Spirit Save. Opponents inside the Reality Marble must make an
Evasion Save each time they attempt a movement. Failure means they take 1 damage, this damage can be prevented having an
appropriate Invincible Defense versus Primordial, Curse, or Space damage. Line of sight with the practitioner is impossible while
the Labyrinth is deployed, reducing their AC by 3 (Minimum 0).
Beyond the Gate (Constant): You assume a form of immortality. If you are slain you reappear, at full Health and Effort, inside a
pocket reality that acts as Lost City Labyrinth, costing no Effort to maintain. Your body leaves behind a glowing tear in reality that
lasts for an hour. Anyone with the ability to penetrate spirit sanctums may enter through this scar and confront you. Death inside
your sanctum will slay your permanently. After a day you enter reality again at a random safe location. Sidereal/Getimians may
choose a location they have previously visited or a tagged victim of Door to Nowhere as a reemergence point.
The Techniques of
The Techniques of
Ripple in the Silvered Glass (Instant): Commit Effort for the scene. Completely negate the damage from a single attack.
Sidereal/Getimian can redirect this attack to another target on the battlefield with the same to-hit circumstances. This attack looks
intentional, Worthy Foes get a Spirit save to see through the deception.
Reaching Through The Mirror (On Turn): Commit Effort. Your weapons or unarmed attacks do a minimum of 1d10 damage. You
have an attack range of 200 feet by striking through mirrored surfaces. Foes cannot benefit from cover. Sidereal/Getimian have a
range of one mile for mirror attacks.
Draw Forth One Shard (Action): Commit Effort for the day. Summons a mirror duplicate of a combatant using the statblock
provided. The duplicate posses all the Gifts of the target. The duplicate acts on the martial artist's turn and ceases to exist at the
end of the scene. This technique can only have one active duplicate at a time. Sidereal/Getimian use an improved statblock
provided.
Obsidian Shards of Infinity Form (On Turn): Commit Effort. AC is reduced by 3 (Minimum AC 0). As long as Effort is committed
to Reaching Through The Mirror gain you take 1 fewer point of damage from all incoming sources of damage, whether physical or
magical.
Draw Forth Every Shard (Action): Commit Effort for the day. Summons a small mob of Trained Soldiers for the scene that acts
when you do. Sidereal/Getimian summon a small mob of Brazen Legion. This technique can only have one active duplicate at a
time.
Breathing on the Black Mirror (Instant): Commit Effort for the day. Upon slaying a target they are wiped from memory both living
and historical. This is absolutely thorough and leaves no traces. The memory of the world and facts of history shift to accommodate
this change but it does not alter time in any way. Worthy Foe characters with an intimate connection to the victim gain a Spirit Save
to retain the feeling that something is wrong but nothing concrete. Sidereal/Getimian are able to direct and control the
circumstances of the accommodation and may even step in and replace the victim which has such far reaching consequences as to
shape the victim's descendants to look like the martial artist's progeny.
Unrestrained Wanderer Method (On Turn) - Commit Effort. You are able to traverse difficult terrain, move up slopes, and walk
across walls and ceilings as if it was normal ground as this Technique loosens your connection to the fate that ties two destinations
together.
Cutting to the Chase (Constant) - You gain the ability to compress space between yourself and opponents. Attacks with this
style’s weapons gain a range of 200ft and do 1d10 Magic damage. Your movement speed is doubled.
Walking A Thousand Roads (On Turn) - Commit Effort. You create glowing platforms of Essence under each step, allowing you to
walk in three dimensions. These platforms vanish once effort is uncommitted and are insubstantial for anyone but you. Commit
Effort for the Scene as an Instant action to allows these platforms to support your allies such that they can take advantage of the
trail of steps you leave behind for the remainder of the scene or until you uncommit Effort, whichever comes first.
Caravan Self Mastery (Action) - You summon forth five potential travelling version of yourself. These duplicates stick close and
obscure your true identity reducing your AC by 3 (Minimum 0). You can Commit Effort for the Scene when struck by an attack to
shift places between yourself and a duplicate to ignore the damage dealt. The duplicate fades away. You can only use this part of
the ability once for each of the five duplicates and once they are gone this Technique ends, including the AC reduction, and cannot
be reactivated for the remainder of the scene.
Journey Launching Blow (Action) - Commit Effort for the Scene. This supplements a successful attack made with the style’s
weapons. The target is banished to any location, in any spiritual realm, that you have partial or full ownership of. This can be a
manse in Yushan, a family estate on the Blessed Isle, or a camp in the desert of Cecelyne. This cannot be used to send a target to
The Demon city itself. The target travels swiftly at impossible speed phasing through obstacles before landing suffering only the
damage of the supplemented attack. Worthy foes require the Effort be committed to the end of the day and are allowed a Hardiness
saving throw to resist.
Inescapable Psychopomp Stride (Constant) - You become permanently out of sync with concepts of Origin and Destination
causing you to visually clip and stutter as Creation attempts to render your approximate location. This allows you to both see
dematerialized spirits and sanctum entrances as well as always being able to physically attack dematerialized spirits. Commit Effort
for the Day as an Action to gain a 20% miss chance for the scene against all attacks.
7.00 Magic
7.01 Sorcery
7.02 Necromancy
7.03 Protocols
7.04 Low Magic Traditions
ARACHNOMANCY [Sachiel]
A recovered science of the Black Academies of Raktia, Arachnomancy draws on the mythform and powers of the spider.
Practitioners become obsessed with spiders and usually keep them as pets. A Taboo against killing spiders is upheld by all
practitioners lest they lose their powers until proper contrition to the Spider Gods is made. Spells from this school can be cast
spontaneously and a few spells can be cast from preparation, usually poisons harvested from spiders or little "worry spider"
sculptures common throughout Raktia as a ward against evil.
Apprentice - at this level the practitioner is a scholar of the spider, their physiology, life cycle, myths and legends. They know how
to keep spiders as pets, how to milk their venom without harm to themselves and how to kill arachnid monsters efficiently if need
be. Spiders are much less likely to bite or even notice the Apprentice.
Adept - Leap up to 60 ft horizontally or half that vertically, stick to walls and ceilings, carry a "worry-spider" that bites you as trouble
approaches, brew enhanced spider-venoms, cast out a sticky net-like web or see through a spider's eyes.
Master - Plant a prepared "worry spider" on an opponent and track them unerringly as long as they still have it, talk to mundane
arachnids, command a mundane spider, turn into a mundane spider or grow a venomous bite.
Archmage - Turn into a giant spider or a whole Mob of spiders, or command a whole Mob of spiders or a spider monster, or
breed/build/summon spider monsters of your own.
7.05 Artifacts
0.5xp: Attribute
Social Combat for Godbound, simplified
Every character’s mind is represented by a Faction. It has a Power rating equal to Exalt’s rank - 1 through
5. The faction only has two things: Intimacies and Limit. The Intimacies fall into three strengths - Minor,
Major and Defining.
Upon character creation, the character starts with at least four Intimacies, of which one must be Defining,
one must be Major, and one must be in some way negative, and one must be positive.
The Faction’s Limit determines how close the Character is to Limit Breaking. When Limit reaches Faction’s
Action Die, the character breaks, acts out their Limit, then returns to zero Limit. Alternatively, the Limit can
be lowered by taking faction actions and rolling under their current Limit.
A character can always create new, Minor Intimacies for free that are logical to their situation. A character
finding a dragon’s hoard might suddenly turn a bit greedy. Removing such Intimacies or altering Intimacy’s
Strength isn’t so easy - it requires more time and care.
Under extreme circumstances a character may gain a new Major or Defining Intimacy, but those situations
should be rare. Being betrayed, witnessing loved one’s death or the like would be an appropriate reason for
gaining stronger Intimacies. As appropriate, they may also replace existing Intimacies - being backstabbed
by your close friend could turn your positive Intimacy towards them into a negative Intimacy in that situation.
● Limit Breaking - a character leaving the Limit Break can automatically look back at what they have
done and reach a Decision Point.
● Meditation and self-reflect - if a character is able to find peace in their life, they should usually be
allowed to reach a Decision Point of self-reflection
● Pilgrimage and self-fulfilment - if a character completes a pilgrimage or fulfils an important life goal,
the character reaches a Decision Point - figuring out what to do with their life next
● Major events - event that has a major impact on the character triggers a Decision Point
When the character reaches a Decision Point, they get to perform half of your rank’s worth of actions
(rounded up) on themselves (1, 1, 2, 2, 3). Those are limited to:
● Enact Change
○ Target one of your Intimacies. You attempt to increase or decrease its Strength, or remove a
Minor Intimacy altogether.
○ You have to have a justification for the change - either some recent events must push the
change, or you need to utilize another Intimacy of equal or greater strength to enable the
change.
○ Roll over Limit. On success, the change happens. On a failure, no change occurs.
● Remove Limit
○ Use an Intimacy to focus on bettering oneself. If there is no Intimacy that can help the
character focus on something positive they can accomplish, they can’t Remove Limit.
○ Roll UNDER Limit. On success, one Limit is removed. On a failure, no change occurs.
You roll a die appropriate to your rank - D6 through D20. GMs should modify the roll as seems fit.
The majority of the roll’s success chance is determined by character’s Limit, and that’s thematic. Being on
the edge makes you want to act, not reconsider your statements. Being straight off a Limit Break gives you
a perfect opportunity to reflect and change before you’re pissed off again.
Types of Tasks
The following is a list of tasks and minimum Intimacy required to convince someone to undergo those tasks.
These will be used in Social Actions, below.
● Relatively trivial and risk free actions: begging a coin from a passing stranger is about the limit.
● Inconvenient Tasks: Characters who have an appropriate Minor Intimacy can be convinced to
perform tasks that pose some mild danger or hindrance to them, as long as it is not severe enough
to seriously disrupt their life or livelihood—the prospect of a severe injury, an angry superior, or
heavy financial loss is still more than they will allow. With this level of Intimacy, you can persuade
people to do things that take longer than a scene to complete, if the amount of time needed is not so
long as to disrupt the target’s life.
● Serious Tasks: Characters who have an appropriate Major Intimacy can be convinced to perform
even tasks that carry the risk of extreme harm or impediment. At this level, a farmer could be
convinced to join your personal militia despite the risk of dying on the battlefield, while an
apothecary might provide you with poisons even though he faces imprisonment or corporal
punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain.
Tasks that take extended amounts of time are possible at this level, even if they require a long term
commitment such as joining an organization.
● Life-Changing Tasks: Characters who have a Defining Intimacy can be made to do almost
anything. At this level, you could convince a devoted follower to hold off a Wyld Hunt long enough to
buy time for your escape, or make a wealthy noble donate the better portion of his fortune to your
personal cult. Only in cases where death or utter ruin are absolutely, unavoidably certain will they
balk, and even then the Storyteller might decide they’re willing to do it despite all odds.
Social Actions
During a Social confrontation, characters will use their Intimacies to get one another to act in a certain way.
This can be done with a heated debate, a casual conversation, or even with shouting in the middle of a
combat as an Action.
Rolls:
● Attacker and Defender both roll their Faction’s Power Die
● Add appropriate modifiers:
○ Subtract Limit from your roll - when you are on edge, you have problems making cohesive
statements
○ Add Charisma modifier for Attacker, Wits modifier for Defender
○ If the defender has one or more Intimacies supporting the action, pick the most powerful of
the relevant Intimacies.
○ Similarly, if the defender has one or more Intimacies hindering the action, pick the most
powerful of the relevant Intimacies
○ Attacker applies a positive (for Intimacies supporting the action) and negative modifier (for
Intimacies hindering the action) proportionally to the Strength of the two Intimacies in
question:
■ Minor - 2 modifier
■ Major - 4 modifier
■ Defining - 6 modifier
○ An Attacker getting a total Roll higher than the Defender indicates a success.
Overall:
● Attacker: Power Die + Charisma Modifier + positive Intimacy Modifier - negative Intimacy Modifier -
Limit
● Defender: Power Die + Wits Modifier - Limit
Limit Break
● Mortals
○ Mortals are unable to Limit Break. They keep accruing Limit that they need to remove by
reaching Decision Points.
○ When a Mortal has reached their maximum Limit, they cannot take actions that would result
in them gaining more Limit - they can’t suppress their Intimacies or gain Limit to defend
against a Social Action.
● Solar
○ When a Solar Limit Breaks, they need to act out their frustrations. At the least opportune time
they snap. The Limit Break should be acted out based on the current situation, Solar’s
Intimacies and what lead tot he Limit Break.
● Abyssals
○ Abyssals have Resonance instead of Limit.
○ Resonance checks - TODO
○ Venting Resonance - Abyssals can’t choose to Remove Limit during their Decision Points.
Instead, they need to vent it through Resonance Bleed
● Infernals
○ Infernals start the game with an Unwoven Coadjutor
○ The Coadjutor has its own wants. Those take form of two separate Intimacies - their Nature
and Personality.
○ The Infernals are able to reach extra Decision Points each time they make great progress
towards Coadjutor’s Intimacies
● Dragonblooded
○ ...
● Alchemical
○ Clarity
■ …
■ Don’t Limit Break
■ Clarity gives bonuses to defensive Social rolls in-line with Alchemical’s functions
(productivity, law, order, etc.), but adds penalties to other rolls
■ Perhaps make Limit and Clarity separate?
○ Dysonanse
■ ...
● Sidereal
○ …
○ Limit Break gives them a new Intimacy of arrogance towards their goal?
○ For every Sidereal in the vicinity, they get a negative point to social / Limit related stuff?
○ Replace Limit with Paradox? Fate whiplashes them for messing about too much?
● Lunars
○ ....
○ http://forum.theonyxpath.com/forum/main-category/exalted/103039-what-is-the-inner-struggl
e-curse-for-the-lunar-exalted
○
● Liminals
○ ...
● Getimians
○ …
○ Make it something like Paradox?
○ If they Limit Break, Fate whiplashes them and tries to erase them - they become more
forgotten?
○ Lower other people’s intimacies towards them? If they are gone, so is the memory of them?
● Exigents
○ …
○ Always have a Defining Intimacy towards the purpose they were made for?
○ They can’t weaken that Intimacy
○ If they Limit Break they start to obsess about their Intimacy for some time?
https://forum.rpg.net/showthread.php?799438-Exalted-3-Hidden-Horse-Style&p=20884942#post20884942
Unseenlibrarian
Initiate: Initiates treat their knowledge as a useful fact for all ability checks involving horses. They gain
a 1d6 fray die as long as they're mounted.
Disciple: Disciples treat any horse they ride, even the most flea-bitten, broken down nag, as a fully
trained warhorse that uses the Big Hunter animal statblock. When mounted and using style-compatible
weapons, they treat them as one class higher- light weapons do d8 damage, medium weapons do d10,
and a lance does d12
Masters: Are always treated as mounted, even when they aren't. Unless they are. It's all very
confusing.
This strife is compatible with armor and shields and uses traditional mounted weaponry; whips, spear,
lances, and the one-handed sword, both light and medium.