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Wyld Exposure Houserules

This document contains rules and mechanics for exposure to and questing in the Wyld, both of
which have been considerably altered by houserules. For the default versions of these rules,
please consult Compass of Celestial Directions Vol. 2 - The Wyld chapter 7. This reference
also includes a summary of options available to characters who wish to better protect
themselves from Wyld energies.

For contact information, other houserules and links to other reference documents, please refer
to our houserules document.

Wyld Exposure
Wyld Resistance
Difficulty, Frequency and Results
Mutations and More
Hubris
Wyld Questing
Vision Questing
Examples
Question: Where's the princess?
Question: Why isn't my immortality potion working right?
Question: Where is the Scarlet Empress?
Bonus Dice
Navigation
Power Questing
Treasure Questing
Example
Bulwarks Against Chaos
Avoiding Exposure
Standing Firm
Wyld Exposure
Wyld Exposure occurs when a character is exposed to the raw mutagenic chaos of the Wyld.
A character rolls their Wyld Resistance dice pool to determine if they suffer a Wyld mutation
(and of what severity, if any). The frequency and difficulty of this roll increases the deeper one
travels into the Wyld.

Certain powerful magics—such as the Solar Charm Chaos-Repelling Pattern and the
moonsilver tattoos of the Lunar Exalted—provide blanket ongoing protection against the
ambient chaos of the Wyld. These allow characters to forgo the necessity of making Wyld
Exposure checks at all, without ever rolling Wyld Resistance.

Please note, however, that neither Chaos-Repelling Pattern nor moonsilver tattoos are defense
against all Shaping-keyword effects. As such, the Fair Folk or other hazards of the Wyld might
yet alter a character protected thus.

Characters who are of the Wyld, including Fair Folk, beings with the Wyld Assimilation
abomination and Lunar Chimera are not subject to Wyld Exposure. The Wyld knows its own.

Wyld Resistance
Wyld energies are insidious, and seep into through the weakest bulwarks of a soul’s defenses.
The default Wyld Resistance pool is the sum of an entity’s two lowest Virtues, plus the lower of
Integrity or Survival. The Destiny background, if possessed, may always be applied (though this
does not bypass the normal one-per-scene limit on invoking Destiny). Various thaumaturgical
wards and talismans, as well as spirit blessings (through direct application of spirit Charms or
modeled with the Taboo background) may also provide bonus dice.

With greater mastery of Essence comes greater mastery of self, and greater defenses against
the corruptive influence of the Wyld. Essence users may calculate their Wyld Resistance pool
as the sum of their Permanent Willpower and Essence, +2 per every circle of sorcery or
necromancy they are capable of but not yet initiated into. (Initiation requires an opening of one’s
self, a tearing down of spiritual barriers). Some examples include:

Entity Possible Initiations Bonus Wyld Resistance Dice


Terrestrial, Celestial, Solar,
Solar, Green Sun Prince +10
Shadowlands, Labyrinth
Terrestrial, Celestial,
Abyssal +10
Shadowlands, Labyrinth, Void
Terrestrial, Celestial,
Lunar +8
Shadowlands, Labyrinth
Entity Possible Initiations Bonus Wyld Resistance Dice
Terrestrial, Celestial,
Sidereal +6
Shadowlands
Dragon King Terrestrial, Shadowlands +4
Dragon-Blooded, Demihuman,
Terrestrial OR Shadowlands +2
Enlightened Mortal
Example bonus dice for various types of characters, assuming no initiations into sorcery or
necromancy. This is not an exhaustive list.

Potential initiations one might qualify for with the Mantle of Brigid, Mantle of Soot, or by
becoming an akuma do not apply—not until one actually owns the artifact or takes the
investiture (so for example, a Lunar akuma would qualify for Solar Circle Sorcery, and raise her
maximum possible bonus dice to +10).

To reiterate, an Essence user may calculate their Wyld Resistance as either:

Default Dice Pool = (two lowest Virtues) + (lower of Integrity or Survival) + (Tools) + (Spirit
blessings)
OR
Dice Pool for Essence Users = (Willpower) + (Essence) + (Potential Initiations x2)

whichever is preferred when the roll is made. The former approach represents consciously
engaging the surface logic of the environment, using skills, knowledge and tools to navigate the
ephemeral and ever-changing landscape. The latter represents wrestling with Essence flows
directly on a more instinctive level—a character bludgeoning through with raw spiritual power
and leaving Illusions less real than herself to churn in her wake. (To modern sensibilities, the
difference between playing the game, or pushing past to engage the code underneath).

For example, does a character decide not to eat some berries because she recognized they
were poisonous, or did the berries decide to be poisonous, because she made it part of her
story to be wise about such things and refrain from eating them? In practical terms, which
method is used impacts what stunts may be appropriate.

By these rules, a mortal peasant from the Exalted corebook with no additional protections has a
Wyld Resistance of Conviction 1 + Valor 1 + Integrity 0 - Ability Zero Penalty 2 = 0. On the other
hand, a starting Solar has a default pool of Willpower 5 + Essence 2 + Possible Initiations Bonus
10 = 17. Many starting characters may have an even larger pool, as permanent dots of
Willpower cost only 1 BP each. This makes Wyld Exposure a real and immediate peril for the
peasant, while the exalt, even without Charms or other protections, has more leeway—so long
as he does not accrue too many penalties and the difficulty and frequency of his rolls do not rise
too high.
Difficulty, Frequency and Results
When exposed to Wyld energies, a character rolls their Wyld Resistance at the interval and
difficulty specified in the table below:

Failure (Points of What counts as a


Terrain Difficulty Interval
mutations added) Botch?
Bordermarches 2 Monthly (+1) No successes
Middlemarches 3 Weekly (+2) 1 success or less
Deep Wyld 5 Daily (+4) 2 successes or less
Pure Chaos 7 Per Minute (+6) 3 successes or less

Todo: explain when botches occur more clearly (Maybe a sidebar) as the "botch threshold" thing
hasn't been clear to several readers.

A character is unaffected if they succeed and suffers positive mutation(s) of the listed point
value on a failure. A botch produces the same results as a failure, plus a number of negative
mutation points equal to the number of 1s showing. If this number is more than the point value
of positive mutations that would have been gained, the character gains no positive mutations.
Any mutations gained from Wyld Exposure are considered Wyld mutations.

Example: Failing a Wyld Resistance roll in the bordermarches would normally apply a pox, a
1-point positive mutation. A botch with a single 1 showing applies a 1-point positive mutation
and a 1-point negative mutation (a deficiency). A botch with two 1s showing applies two 1-point
negative mutations or one 2-point negative mutation (a debility), and no positive mutations at all.

Automatic botches, such as those imposed by the Eclipse anima power, should be treated as
showing as many ones as the Storyteller deems appropriate, up to the entire dice pool.

Please note characters do not generally choose what mutation is gained by failing a Wyld
Exposure roll, though their players may have input (and a mutation a player may find interesting
is not necessarily what their character will enjoy). Storytellers are encouraged to avoid
mutations that are genuinely uncomfortable for a player, or to select those that somehow
interestingly interact with a character’s established themes and story arc, and to discuss these
issues with their players. This does not mean you should select Wyld mutations that are
universally beneficial or advantageous.

Gaining or losing Wyld mutations as a result of failing a Wyld Exposure roll are
Shaping-keyword effects. Shaping defenses are applicable against this transformation.
Mutations and More
For characters who do suffer mutations as a result of Wyld Exposure, consider referring to the
Mutation Reference. This provides a general primer on mutation mechanics, including the point
scale, the different degrees of mutations (Temporary, Wyld, Naturalized and Germline),
experience costs, and viability in Creation. It also includes a list of many mutations to choose
between, all in one centralized location, with houserules patching the fractured implementation
of many of the RAW versions.

Hubris
Hubris is a persistent internal penalty that impacts all rolls for vision quests (discussed in the
next section) and, more significantly, the Wyld Resistance dice pool. Once accumulated, Hubris
dissipates at a rate of point per month spent outside the Wyld.

Hubris is most commonly accumulated by failing (or attempting to force the outcome of) vision
quests. As an optional rule, points of Hubris may also be awarded to characters in the Wyld
who perform or engage in an action that could reasonably be considered foreshadowing to a
tragedy (the Wyld is the stuff of stories—one must be wary not to run afoul of narrative pitfalls
when traveling there). It is recommended these points be awarded by group consensus and
spontaneous nomination, similar to three-die stunts, rather than the sole judgment of the
Storyteller.

Wyld Questing
Vision-Questing is searching the Wyld for information or secrets, Treasure-Questing for Wyld
artifacts or other treasures, and Power-Questing for specific mutations, attempting to control the
changes thrust upon oneself (most commonly, Wyld savants seek the Enlightened Essence
blight or Awakened Essence abomination, or they seek to remove negative Wyld mutations
gained earlier). A character does not require Essence, Charms or even thaumaturgy to attempt
questing in the Wyld—even mortals can make the attempt.

All three variants of Wyld Questing utilize the same basic mechanics. Much like artifact crafting,
it is a matter of accumulating successes over time. Every time a character makes a Wyld
Exposure roll, note the number of threshold successes. These threshold successes are banked
in the character’s Wyld questing pool. Failing or botching a roll for Wyld Exposure does not
reduce the number of banked successes, it simply does not contribute any.

Characters who do not make Wyld Exposure rolls (such as those protected by Chaos-Repelling
Pattern or moonsilver tattoos) cannot accumate success or otherwise make progress on a
quest, as they are not engaging in the Wyld’s narrative fabric.
Characters who would activate reflexive Shaping-keyword defenses (such as
Integrity-Protecting Prana) must declare so before rolling Wyld Resistance (similar to combat,
where the defender must declare defenses in Step 2, before an attack is rolled). Characters
cannot roll Wyld Resistance and pocket threshold successes if they roll well, and reflexively
apply Shaping defenses against mutation if they roll poorly. This too, is not engaging in the
narrative of the Wyld. The Wyld Exposure roll itself is a Shaping effect, and a character must
choose to either take a chance letting it affect her, or block it entirely.

After returning to Creation, accumulated successes dissipate at a rate of one success per
moonless night spent fully inside Fate (there are 3 such nights every month, and 5 during
Calibration). Gaining a dot of Permanent Essence, purchasing an initiation Charm in sorcery or
necromancy or observing a lunar eclipse resets the accumulated successes to zero.

At any point while actively questing, the aspirant may channel Temperance in order to spend
these banked successes on something useful (Vision Questing, Power Questing or Treasure
Questing). The results may not appear immediately, but the Wyld will almost always begin to
respond starting with the next scene. A single quest may produce any combination of results
the character can afford to purchase with pooled successes.

Vision Questing
Vision-questing costs one banked success. Ask a question, roll (Perception + Occult) and
consult the table below. While it is technically possible to enhance this roll with Charms, this is
often counterproductive. Each mote spent or committed to enhance this roll generates a point
of Hubris.

This means yes, a Solar who commits motes to Infinite Occult Mastery in order to make a
zero-mote excellency activation still gains points of Hubris equal to the motes he committed to
Infinite Occult Mastery. Primordial Titans and Infernal Exalted are perhaps the best suited to
exploiting the roll for vision quests, as enough subsequent uses of Effortless (Yozi) Dominance
can result in zero-mote excellency activations for no committed motes at all.

Result Outcome
What the quester sees is maddeningly uncomfortable, impossibly disturbing or
otherwise terrible. It may be relevant to the question, but it provides no answer.
Botch Instead, the character develops derangements of the Storyteller’s choice (2
points worth if the character quested in the Bordermarches, or 4 points worth
in the Middlemarches or deeper). He gains 6 points of Hubris.
The quester grows ever closer to the answers he needs but they stay
continually out of reach. He gains derangements of the Storyteller’s choice (1
Failure
points worth in the Bordermarches, 2 points worth in the Middlemarches, or 4
points worth in the Deep Wyld or worse). He gains 4 points of Hubris.
Result Outcome
The vaguest clue the Storyteller can dream up that's not outright redundant or
1 success
misleading, plus reminders of what the character already knows.
Enough in-character insight to negate retry penalties for otherwise-valid
2 successes actions, such as reopening a cold trail, or perhaps restarting a stalled research
program.
Clear directions. If the quester is lucky, a street address for someone who
knows the answer. In other cases it may be something less direct, or more
3 successes
circuitous, but a lead is provided that will eventually lead to the answer sought
if pursued, even if the character does not initially understand how.
An actual answer in itself, key information directly relevant to the core of what
the quester wants to know... but probably incomplete, flawed, or otherwise
4 successes needing to be unpacked from oracular distortions. Mundane follow-up
research to confirm "lucky guesses" might be able to reach beyond ordinary
limits.
A good answer, equivalent to a page or two from a dense textbook on the
subject, or the sort of report a competent intelligence agency might compile, or
a wikipedia article. Still not guaranteed accurate, particularly if powerful
supernatural forces are actively trying to conceal or distort relevant facts, and it
5 successes
might count as little as one success toward the design for an entirely new
artifact or suchlike, but the character has indisputably learned something.

Further successes spill over into related subjects.

For characters with complex, open-ended or multifaceted conundrums, players may opt to
distribute rolled successes between subjects on a list, rather than solving one sub-topic
completely before moving onto the next.

If an aspirant is asking the wrong question (for instance, trying to solve a crime that never
actually occurred, such as the murder of someone who was still alive, or searching for the
political agenda behind a genuinely random tragedy) a character might potentially get useful
hints towards discovering this with as little as two successes, but more typically, as spillover in
excess of 5 successes.

Multiple vision quests poking at the same subject don't add successes together directly like an
extended roll. If a character rolls for a hundred vision quests asking the same question, scoring
between one and three successes each time, he might accumulate a lot of new clues and leads
and rule out a lot of misconceptions, but it'll never quite add up to even a single four-success
partial answer.

If the question asked is directly relevant to a cosmic and/or plot-central mystery (such as “where
is the Scarlet Empress”) which should be at at least as difficult a project as crafting an artifact
from scratch, any given five-success “full answer” supplies a small relevant adventure’s worth of
progress. Another layer off the figurative onion, rather than skipping all the way to the end.
When the “complete answer” would be an entire comprehensive strategy guide or walkthrough,
a successful vision quest can only supply a page or two at a time. There’s a reason every deep
mystery of Creation hasn’t already been solved by an exalt with an afternoon in the Wyld.

Examples

Question: Where's the princess?


One success: “Held against her will.” Technically new information, might narrow down the
possibilities, but near useless for actually finding her.

Two successes: Exact location of a clear hoofprint made by the horse carrying her off—good
starting point for a competent tracker.

Three successes: Name of a shady merchant, well-known in town. Left unsaid? He doesn't
have the princess, or even know she's missing yet, but the kidnappers plan to use him as a
middleman for ransom negotiations. But, if you get there first, keep an eye on who comes and
goes, you might be able to follow one of them back to the lair.

Four successes: Approximate location of the actual lair where she's being held, close enough to
spot (or be spotted by) the perimeter guards.

Five successes: Exact location and layout of the lair, complete with patrol schedules.

Six successes: ...and the bandit gang's motto, hinting at their larger objectives.

Seven successes: ...and a slightly out-of-date set of recognition passwords.

Question: Why isn't my immortality potion working right?


One success: "Treachery carved in Cinnabar." A reference to the story of the Quicksilver
Queen, Lesser Elemental Dragon of Earth (Books of Sorcery Vol. 4 - Roll Of Glorious
Divinity p. 100-102).

Two successes: If the character had an otherwise-valid thaumaturgical research project, but
botched a roll, this could highlight the error enough to allow him to resume making progress
without first needing to increase one of the traits involved.

Three successes: Directions leading toward a god or demon capable of granting relevant boons.

Four successes: Fragments of a more correct formula. Building an otherwise impossible


wonder might be treated as major repairs rather than designing from scratch. Definitely doesn't
stack with other cap-breakers, and overuse is a fast track to Wyld addiction.
Five successes: Partial progress (one success’ worth, unless the Storyteller is feeling generous)
toward a design for an artifact, or possibly a complete ready-to-use thaumaturgical procedure or
manse blueprint—ingredients sold separately, inconvenient side effects likely. Manses
“designed” this way tend to have the same types of problems as unguided use of Raise the
Puissant Sanctum: one desired feature held constant, all else mindlessly optimized according to
factors other than human convenience.

Question: Where is the Scarlet Empress?


A cosmic or plot-central mystery too large to answer in a single vision quest.

Five-success vision quest on the subject of “Where is the Scarlet Empress” might start by
showing her sharing a meal and flirting with someone inside an Ivory Orchid Pavilion, detail the
interior layout, sketch a schedule of her activities over the past few days, then zoom out a bit to
show cliffs of black stone below the conjured palace and swirls of pale windblown particulates.
After seeing all that, the character knows much more than he did before about where she is and
what she's up to, but the problem's big enough, a random page from the answers mostly raises
further questions. Why is she there? Who's that other person? Does the place have a name,
can it be found on maps? Is that... a beach on some coastline, snowfield, sandy desert? A
remote part of Creation, the Underworld (is she alive?), the Wyld, the Demon Realm, something
else entirely?

If the Scarlet Empress wasn't missing, the question “where is she” could have a very short
satisfactory answer, such as “in the swimming pool of her winter palace in Arjuf.” Someone
who's already familiar with that particular palace, or can recognize a bird's eye view of Arjuf,
would have no trouble interpreting an equivalently detailed vision of such a thing.

Bonus Dice
The less lucid a character is in the waking world, the more receptive he is to the sight of his third
eye. Penalties incurred from fatigue and hallucinogenic drugs count as dice-adding bonuses for
the purposes of the vision quest’s (Perception + Occult) roll.

This approach is not without peril. These penalties still count as penalties for Wyld Exposure,
and in all other applicable contexts—and the Wyld is a dangerous place to not be at one’s best.
Furthermore, time is flexible in the Wyld. From a narrative, acasual perspective, a character
who uses Charms or other magics to trivially remove these penalties immediately following a
vision quest counts as using magic to interfere with the vision quest. This generates Hubris
proportional to the motes expended (or [Rating x4] of the hearthstone used, as there are several
stones capable of purging or otherwise neutralizing drugs).

If players attempt to exploit these “bonuses”, it is recommended Storytellers ensure the vision
quest takes more than one scene to reach an answer, or for even a complete answer to require
some time to “unlock” or “unpack” once acquired. This leaves wiggle room to downgrade the
results of the vision quest if characters employ magic to remove or offset penalties. In addition,
being forced to cope with the penalties over a length of time provides an offset to the benefit,
and a risk-reward scenario for players to navigate.

Navigation
Locating pockets or islands of stable reality in the Wyld is a navigation or tracking action, and
cannot be accomplished by directly spending banked successes. However, Vision Quests may
be used to seek clues or directions that may aid in navigation.

Power Questing
Power questing allows a character to modify their own mutations. Wyld mutations may be
added or removed at a rate of two banked successes per mutation point. Wyld mutations may
be converted to naturalized mutations (or vice versa) at a rate of two banked success and 2 XP
per mutation point. Naturalized mutations may be converted to germline (and vice versa) at a
rate of two banked successes per mutation point. As a reminder, naturalized and germline
mutations do not count against viability in Creation, and some Wyld mutations (subject to
Storyteller discretion) may simply be too biologically absurd to be stabilized in this manner.

See also: Mutations and More

Treasure Questing
When treasure questing, outcomes equivalent to Wyld-Shaping Technique may be purchased
at a rate of three banked successes per one Wyld-Shaping Technique success. As a reminder,
this can never produce real or permanent products in the manner of Wyld Caldron Technology.

Example
A mortal stranded in the Western Middlemarches has accumulated 25 questing successes, and
gathering her resolve, channels Temperance. She spends 1 success on a Vision Quest and
gets exceptionally lucky on the (Perception + Occult) roll—ten successes, providing the missing
40% of an incomplete artifact design she’d discovered previously on a crumbled mosaic. The
now-complete design is for a one-dot House of Refuge (Compass of Celestial Directions Vol.
2 - The Wyld p. 142) with a miniature obelisk incorporating a bit of jade buried beneath the floor
as the exotic ingredient.

The lost mortal assigns her remaining 24 banked questing successes towards treasure
questing—the equivalent of a Solar Exalt rolling 8 successes when using Wyld-Shaping
Technique. Her player assigns the first of these Wyld-Shaping successes on land, yielding a
quarter-acre desert island, with a tiny building for shelter and a lone, mediocre fruit tree worth
Resources 1 together. Two Wyld-Shaping successes are spent on portable wealth: literal buried
pirate treasure on the island worth Resources 2. Five nuggets of jade, one of each color,
averaging about two ounces apiece—enough for the exotic ingredient required by the artifact
design. (As a reminder, Wyld-Shaping Technique cannot produce arbitrary exotic ingredients,
but the magical materials can be purchased with land or wealth, and the Storyteller rules that
“jade found or created by Wyld questing” is sufficiently thematic for a House of Refuge designed
in a Vision Quest).

Finally, the remaining 5 Wyld-Shaping successes are spent on magical things—the actual
artifact construction. Building a one-dot wonder normally requires 10 crafting successes, but
half of that is the design, which has already been accounted for. While a Solar using
Wyld-Shaping Technique might directly and visibly cause formless chaos to coalesce into the
desert island and shelter, a character treasure questing is much more likely to simply come
across or discover the treasure—unclear if the Wyld had steered her to an existing place, or
shaped itself into something new.

Bulwarks Against Chaos


As discussed earlier, there are several classes of magics that protect against Wyld energies.
Characters can apply magics to avoid Wyld Exposure checks all together. If characters are
unable to do so, or wish to engage in Wyld Questing, they can instead attempt to boost their
Wyld Resistance dice pool as high as possible. An overview of both approaches is provided
below.

Avoiding Exposure
Certain magics create a bubble around the character which imposes the laws of Creation or
some other realm. The character is therefore protected from Wyld Exposure because he is no
longer technically standing in the Wyld, but rather in a personal island of not-Wyld. Charms
such as Solar Chaos-Repelling Prana, Alchemical Thermionic Orthodoxy Array and the spirit
Charm Fortress of Creation all function in this manner. Certain Artifacts, such as Jade Obelisks,
Houses of Refuge (Compass of Celestial Directions Vol. 2 - The Wyld p. 27-28 and 142,
respectively) and Wondrous Globes of Precious Stability (Books of Sorcery Vol. 1 - Wonders
of the Lost Age p. 71) create or protect similar safe bastions. These magics are not, however,
general-purpose nor absolute Shaping defenses, and may not protect against Shaping effects
that do not passively originate from the environment, such as the incursions of Wyld storms or
the depravations of the Fair Folk.

Abyssal Dream-Slaying Defense, the mirror of Chaos-Repelling Prana, notably does not create
a region which imposes the laws of the Underworld, but rather shuts down all Shaping effects
within the radius of effect.

Results May Vary


In case it needs to be said, these are just broad summaries of similar-but-different magics. The
exact implementation and mechanics of each may differ in important ways—please refer to the
actual text of the Charms, artifacts and other effects discussed here before using them in play!
This overview may also not cover every option for defending against the Wyld.

The Hand of the Great Maker (Dreams of the First Age - Book 2 (Lords of Creation)
[revised] p. 144-145), among other benefits, increases the duration of Chaos-Repelling Prana
to Indefinite. It is possible this artifact, or similar variants, could also reinforce the equivalent
Abyssal and Alchemical Charms.

Lunar moonsilver tattoos serve a dual purpose, reaffirming a character’s very identity in order to
provide blanket protection against Wyld Exposure and immunity to all physical Shaping-keyword
effects from any source (this is discussed in more detail in the Lunar Shapeshifting Reference).
The Solar Charm Chaos-Resistance Preparation similarly provides immunity to Wyld Exposure
and Shaping when active, and lingering benefits afterwards, but it can only be applied to
objects.

Sidereal Duck Fate is applicable against Wyld Exposure. While Instant in duration, this Charm
needs to be applied only once against ongoing continuous effects. This means a single
successful Duck Fate will protect a character from Wyld Exposure as long as he stays within a
specific depth of the Wyld.

The Adorjani Charm Fond Remembrance of Adrián deserves special note as a Shaping defense
that both counterattacks the source of the effects and has an Indefinite duration, although it
must be activated separately for different sources.

Most remaining magics that can negate Wyld Exposure fall into a broad category of Shaping
keyword defenses—magics that shut down Shaping effects (or some subset thein) targeting
characters. Solar Integrity-Protecting Prana, Abyssal Undying Stagnation Defense and
Dream-Slaying Defense, Lunar Laughing into the Teeth of Madness, Malfean Purity of Madness
Defense and Devil-Tyrant Avatar Shintai, Cecelynian Counter-Pronouncement of Enthymemic
Law, Pyrian Ego-Infused Pattern Primacy, Kimberian Sea Dissolves Herself, the repurchase of
Metagaoiyn Digestion Without Distinction, Heretical Emerald Angel Unfurling, Dragon-Blooded
Chaos-Warding Prana, and Sidereal Creation-Preserving Will are all examples of Charms in this
category. The main downside of applying these magics against Wyld Exposure is typically
duration: short lived or instant effects will need to be applied again and again each interval a
character suffers exposure. This can become prohibitively expensive deep into the Wyld.

Standing Firm
The most straightforward means to increase one’s Wyld Resistance dice pool is to train up
relevant traits: purchasing dots of Virtues, Integrity, Survival, permanent Willpower, permanent
Essence and the Taboo background. Characters can also avoid purchasing sorcerous and
necromantic initiations.

The most direct option for mortals to improve Wyld Resistance might be to obtain Enlightened
Essence, as the formula available to Essence channellers generally provides more dice than the
default pool available to mortals. This provides a “magic feather” or “the power was inside you
all along” moment where protective talismans and Taboos abruptly become no longer
necessary… which has its own risks. This provides ample opportunity to generate Hubris, or to
lead other mortals (who still do need those very real protections) astray by example.

Many means exist to further increase the traits used to calculate the Wyld Resistance dice pool.
The Art of Alchemy can produce drugs that temporarily increase Virtues. There are a variety of
hearthstones that alter Virtue scores, several that enhance Survival rolls, and the Twice-Striking
Lighting Prism momentarily inflates permanent Essence. Artifacts exist that provide equipment
bonuses to various abilities, including Integrity and Survival. The Charm Cosmic
Transcendence of (Virtue) can be used to convert Virtue dice into Virtue successes, and an
ally’s Terrestrial (Ability) Reinforcement could improve one’s Integrity or Survival score.

Excellencies may be applied to the Wyld Resistance roll, but this is more useful for some
character types than others. Ability Excellencies can be applied to the Integrity or Survival roll,
but the solaroid dice cap of (Ability + Attribute) is reduced to (Ability) with no Attribute in the dice
pool. The Dragon-Blooded dice cap of (Ability + Specialty) has a higher potential return for
Wyld Resistance. Infernal Excellencies can be applied to either version of the dice pool.
Notably, Lunar and Alchemical Attribute Excellencies cannot apply, as no attribute is present in
either version of the Wyld Resistance Dice pool.

The Art of Enchantment can create Talismans against the Wyld (Compass of Celestial
Directions Vol. 2 - The Wyld p. 142), which provide bonus dice to the default Wyld Resistance
pool. Other thaumaturgy, such as Good Luck Charms (Exalted p. 379) and the Wyld Blessing
ritual in the Art of Geomancy can offset the worst outcomes of a Wyld Exposure check.

Spirit Blessings can be modeled with dots in the Taboo background (where impractical
observances translate into protections and bonus dice), or can be applied directly with spirit
Charms. Many Blessings (Books of Sorcery Vol. 4 - Roll Of Glorious Divinity p. 144-148)
might be used to provide bonus dice or other protections, as might certain specialized anti-Wyld
Charms (Compass of Celestial Directions Vol. 2 - The Wyld p. 143-144).

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