Specialties
Awareness
Dodge
Investigation
Martial Arts
Occult
Artifact - Heavenly Typhoon (Blue Jade Infinite Chakram, Artifact 3)
Artifact - Midnight Thorn (Green Jade Chain Shirt, Artifact 3)
Artifact - Wings of the Raptor (Moonsilver Artifact 4)
Backing - The Immaculate Order: 2
Hearthstone: 2 - Stone of Resilient Bamboo (Wood, Standard)
Languages: 2 - High Realm, Low Realm, Firespeak
Martial Arts: 4 - Air Dragon Style
Resources: 2
--Allowance from House Mnemon, with some money diverted to the Immaculate Order as a tithe.
By spending one mote, a Dragon-Blood may use one of the following effects:
• She may perform minor manipulations of her Aspect’s element: cooling herself with a light breeze, igniting a fire without flint or tinder, causing a flower to blossom early at her touch. These never carry mechanical effects, but provide minor utility and can be incorporated into stunts.
• Once she’s joined a Sworn Kinship (p. 104), she may sense the direction and approximate distance to another member of it.
Air Anima Effects
• For five motes, the Air Aspect can use her reflexive move action to leap an entire range band vertically or horizontally without needing to roll, and suffers no falling damage for the rest of the round. At bonfire, this power is free.
• For three motes, the Air Aspect may deflect projectiles with a gust of wind, imposing a −1 environmental penalty on all ranged attacks against her until her next turn.
• Once per day, when the Air Aspect takes a nonextended social or mental action to uphold a Principle, she adds (Intimacy) non-Charm bonus dice on the roll.
The Great Curse
Air Aspects: An Air Aspect’s Great Curse can lead her to react with excessive anger, frustration, or despair when the world fails to live up to her idealistic visions of it. She may become so caught up in her high-minded idealism that she ignores the consequences it has for others or the suffering that it causes, or hold such confidence in her intellect and vision that she’ll brook no insult without retribution, or take truly foolish risks not believing that she could be wrong.
Awareness
Cost: 1m per die or 2m per success; Mins: Awareness 1, Essence 1
Type: Supplemental
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
The serenity of earth focuses and heightens all of the senses. The Exalt may add dice to an Awareness roll for one mote each, or automatic successes for two motes each.
Brawl
Cost: 1m per die or 2m per +1 Parry; Mins: Brawl 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Uniform, Water
Duration: Instant
Prerequisite Charms: None
Force flows through the Dragon-Blood with every strike. She may add bonus dice to a Brawl or Martial Arts attack or the control roll of a clinch for one mote each, and deals lethal damage unarmed. She rerolls 6s on the damage roll until they cease to appear.
Alternatively, she may raise her Brawl- or Martial Arts based Parry by two motes per point, and block lethal damage unarmed.
Dodge
Cost: 2m per +1 Evasion or success; Mins: Dodge 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s body is as light as flames, skimming over the ground as she moves to evade. She may raise her Evasion for two motes per point, or add automatic successes on a Dodge roll for two motes each. She ignores environmental penalties to her Evasion or to the Dodge roll.
Investigation
Cost: 2m per success; Mins: Investigation 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Water
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood refines her attention to the pristine clarity of water, washing away false leads and red herrings. She may add automatic successes on an Investigation roll for two motes each. She rerolls 6s until they cease to appear.
Cost: 1m; Mins: Investigation 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: None
Even the slightest disturbance at the scene of a crime can have consequences that ripple throughout an entire investigation. Success on a case scene roll reveals whether any attempt has been made to conceal evidence (Exalted, p. 224), although not the identity of the character responsible.
Alternatively, this Charm can be used when the Dragon-Blood examines an item for signs of tampering. She can automatically tell if any character has used Larceny to interfere with that object in the last (Essence + Investigation) hours — picking a lock, forging credentials, hiding contraband inside a barrel, and so on. This reveals the nature of the tampering, but not the perpetrator’s identity or the time it occurred.
With Investigation 4, Essence 3, the Dragon-Blooded can detect tampering that has occurred in the last (Essence + Investigation) days.
Cost: 4m; Mins: Investigation 3, Essence 1
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: None
Deceit, lies, and obfuscation won’t avail fugitives from the Dragon-Blood’s justice. Their sins are pellucid as crystal in her eyes. She adds (Essence) non-Charm dice on a roll to profile a character (Exalted, p. 225). If she succeeds, she gains a temporary Investigation specialty in the profiled character. She retains the specialty indefinitely, but may only have one specialty granted by this Charm at a time.
Cost: 4m; Mins: Investigation 3, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Permeating Insight
Even if a murderer washes the blood from his hands, the smell of iniquity that clings to his heart draws the magistrate to him. The Dragon-Blood doubles 9s on an Awareness, Investigation, or Survival roll to detect the presence of a character that has made a Larceny roll in the last (Essence) hours. She can determine whether or not a given individual is the source of the guilt by successfully profiling him.
Cost: 5m; Mins: Investigation 3, Essence 2
Type: Supplemental
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Scent-of-Crime Method
Criminals surround themselves with cronies, accomplices, and hirelings like a bonfire wreathes itself in cast-off embers, leaving behind a trail for an intrepid Dragon-Blood to follow. She rolls an additional non-Charm die for each 10 on an Investigation roll. If she successfully uncovers evidence of crime, she experiences a sensation of flashing heat. Based on the intensity of this heat, she can gauge roughly how many individuals were involved — a lone offender’s crime barely registers as heat at all, while a conspiracy of hundreds roars like a bonfire.
With an Investigation 5, Essence 3 repurchase of this Charm, the Dragon-Blood can detect that a character is connected to the crime with a successful profile character roll enhanced by Revelation-of-Associates Hunch, recognizing an all-too-familiar heat rising off of the suspect. This doesn’t reveal the role he played in the crime.
Cost: 4m, 1wp; Mins: Investigation 4, Essence 2
Type: Simple
Keywords: Water/Wood
Duration: (Essence) days
Prerequisite Charms: Scent-of-Crime Method
The Dragon-Blood smells the sin on a criminal’s back, pursuing him through city and wilderness alike by the scent of his iniquity. She makes a case scene roll with double 9s to investigate a piece of evidence. The base difficulty of this roll is 3, although the Storyteller may increase the difficulty based on the length of time since the object was left, any exposure to the elements, or supernatural concealment. On a success, the Dragon-Blood is able to pick up the scent of the character who left the evidence. If she’s already familiar with that individual, she identifies him immediately.
The Dragon-Blood doubles 9s on rolls to track that character by smell, and can recognize his scent without needing an Awareness roll upon coming within medium range of him. In addition, the Storyteller may inform her player, through the Exalt’s keen sense of smell, whenever a case scene or profile character roll would turn up information relevant to that character.
Cost: 5m; Mins: Investigation 3, Essence 2
Type: Simple
Keywords: Water
Duration: One scene
Prerequisite Charms: Tampering-Detection Technique
Attuning her senses to the ebb and flow of truth and lies, the Dragon-Blood can solve even the most challenging cases. She ignores (Essence) points of penalties on rolls to case a scene, as well as on Awareness rolls opposing Larceny.
In Water Aura, the Exalt also adds an automatic success on all rolls that benefit from this Charm.
Linguistics
Cost: 2m per success; Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s brush scatters calligraphy across the page like leaves on the wind. She may add bonus successes to a Linguistics roll for two motes each. Each 10 on her roll rerolls a non-1 failed die.
Lore
Cost: 2m per success; Mins: Lore 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
Breathing deep of the world’s Essence, the Dragon-Blood pronounces her wisdom with impeccable clarity. She may add automatic successes to a Lore roll for two motes each. In addition, if she adds 2+ successes on a roll to introduce or challenge a fact (Exalted, pp. 237-238), she doubles 9s on the roll.
Occult
Cost: 4m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: Air, Balanced
Duration: One scene
Prerequisite Charms: None
Drawing back the veil between worlds, the Dragon-Blood makes invisible spirits and phantasms visible within the glass. To use this Charm, she must be touching a mirror or a similar reflective surface, such as the blade of a well-polished daiklave. The Exalt can see the reflections of dematerialized characters in that mirror, and can even hear what they say in the form of whispers that rise up from the mirror’s surface. Only the Exalt is capable of seeing the reflection — to others, even the spirit itself, it doesn’t appear in the mirror.
This doesn’t allow the Dragon-Blood to physically interact with spirits, but it can be used in conjunction with magic that does. Using reflections to pinpoint a foe is somewhat awkward — instead of fully negating the −3 penalty for attacking a dematerialized spirit one
can’t see, it reduces the penalty to −1.
An Occult 5, Essence 3 repurchase of this Charm lets the Dragon-Blood pay one Willpower to make the spirit reflections visible and audible to her allies as well. Their attacks against it still take a −1 penalty.
Cost: 3m; Mins: Occult 3, Essence 1
Type: Reflexive
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Spirit-Detecting Mirror Technique Attuned to subtle currents of spiritual wind, the Dragon-Blood can hear a demon’s whispers or a ghost’s tread. When a dematerialized entity comes within long range or closer of the Exalt, the Storyteller informs her player that she may activate this Charm. She rolls (Perception + Awareness) with (Occult) bonus dice opposing its (Dexterity + Stealth) roll to pinpoint his location.
A failed roll still reveals the presence of a dematerialized being nearby. However, that entity uses the result of his Stealth roll to establish concealment against the Dragon-Blood until the scene ends or he breaks concealment, escaping her notice even if she later uses Spirit-Detecting Mirror Technique. She cannot use this Charm against the same spirit for the rest of the scene.
Cost: 3m; Mins: Occult 2, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Uniform
Duration: Instant
Prerequisite Charms: Spirit-Detecting Mirror Technique
Rending the air with a fierce kiai, the Dragon-Blood strikes that which cannot be struck. She can strike a dematerialized character with an attack made with any Ability. If the Exalt is unable to see her target, her attack roll suffers a −3 penalty.
If the Exalt uses this Charm on her next turn to attack the same enemy, its mote cost is lowered by one. This discount can be stacked, to a minimum cost of zero. Attacking another character or going a round without attacking that spirit resets the discount to zero.
Cost: 4m; Mins: Occult 3, Essence 2
Type: Simple
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Spirit-Grounding Shout
Dragging a spirit halfway into the material realm with her attack, the Dragon-Blood exposes it to her allies. She rolls a gambit using any combat Ability against a dematerialized foe, adding (Essence/2, rounded up) bonus successes on the attack roll. Spirit-Grounding Shout enhances this attack for free. The difficulty of the gambit is equal to (the target’s Essence). A successful gambit weaves gossamer threads of wind through the spirit, binding it partly to the material world. While it doesn’t become fully materialized, it’s visible to all Dragon-Blooded characters in the scene, and can attack or be attacked by them as though it were material.
This lasts for one round, plus an additional round for every two threshold successes the Exalt rolled on the gambit’s Initiative roll.
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any four Occult Charms
The Dragon-Blood steps across the threshold of the Emerald Circle, and is forever changed. She gains the ability to cast spells of the Terrestrial Circle, and learns one shaping ritual (Exalted, p. 466) and one Terrestrial Circle spell, which becomes her control spell.
The Talisman of Ten Thousand Eyes
A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.
Shaping Rituals
The sorcerer may hone her senses through the talisman to open her inner eye, paying a point of Willpower whenever she makes an Awareness roll to Join Battle or notice a hidden threat while wearing the talisman. She gains one sorcerous mote for every two successes on this roll. These motes last
for the duration of the scene, and can be spent towards any spell she casts. If she is joining battle against or searching out malevolent sorcerous forces—enemy sorcerers, bound demons, strange beings created by sorcery—she also adds her Occult in bonus dice to the roll.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit can only be received once per scene. Stunts to enhance the sorcerer’s control spell do not count against the once per scene limit.
A sorcerer with an Essence pool may spend a scene in meditation to commit ten motes to the talisman. Once she begins shaping a spell while wearing the talisman, she may draw on the power she’s invested, contributing up to (Essence + 2) sorcerous motes towards the spell until the full commitment of ten motes has been converted into ten sorcerous motes, or the spell is cast (or countered). Committed motes are converted to sorcerous motes on a one-to-one basis normally, but are converted into two sorcerous motes when casting the sorcerer’s control spell. The sorcerer must wait until she’s had a full night’s sleep before she can charge the talisman again.
Cost: 15sm, 1wp
Keywords: Decisive-only, Perilous
Duration: Instant
Sculpting Essence into volant black glass, the sorcerer unleashes a cascade of obsidian butterflies. She rolls (Perception + Occult) as an undodgeable decisive attack applied in a line against enemies out to medium range. This line is wide enough to strike all opponents within the width of a single range band and reaches high enough to strike aerial enemies who are at short range to the ground (medium range enemies in the air can still be targeted by directing the butterflies to fly along an upward path, rather than a horizontal one). Battle groups are especially vulnerable to being cut down by this spell, taking a -2 penalty to Defense against it.
The attack deals raw damage equal to the sorcerer’s (Essence + extra successes), or (Essence + Occult + extra successes) against a battle group. It does not reset the sorcerer to base Initiative. Scenery made of wood, glass, or other fragile materials is generally destroyed. After this spell has been cast, the obsidian butterflies fall to the ground and shatter, creating terrain that may be hazardous for barefooted characters to traverse—treat as an environmental hazard inflicting two dice of lethal damage, difficulty 2 to resist with a (Dexterity + Athletics) roll, and if the character is barefoot, difficult terrain as well. Any character wearing armored boots can generally ignore the debris.
A sorcerer who knows Death of Obsidian Butterflies as her control spell gains (Essence) bonus dice to the spell’s attack roll. When her emotions run hot, butterfly silhouettes rise from her shadow. When she is angry, her fingernails turn to sharp volcanic glass, making it possible to cut cloth or paper, rend wood or flesh and other similar stunts.
Air Dragon Style
To practice Air Dragon style is to be the wind: elusive, intangible, omnipresent, and devastating in its fury. Its students train in acrobatics to cultivate an intuitive awareness of their body’s own movements, and master breath control to lighten the body and walk silently. Unlike the other Immaculate styles, Air Dragon stylists strike from afar, throwing chakrams to claim their foes’ heads.
Air Dragon Weapons: Air Dragon unarmed attacks are chops and spinning kicks. They also use the chakram, which can either be thrown as a ranged weapon or wielded at close range as a light weapon. Unarmed attacks enhanced by Air Dragon Charms can be stunted to deal lethal damage.
Armor: This style is compatible with light armor.
Complementary Abilities: Occult is used for battling spirits, while Dodge and Stealth are used to evade and outmaneuver foes.
Cost: 1m, 1i; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: None
Reading her foe’s movements through the slight disturbances they create in the air, the Immaculate could dodge his attacks blindfolded. She ignores (Perception/2, rounded up) total points of onslaught penalties or environmental penalties to her Evasion. Additionally, surprise attacks (Exalted, p. 203) inflict no penalty to her Evasion, though she can’t dodge ambushes.
In Air Aura, the Immaculate ignores (Perception) points of penalties instead.
Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Air, Mute
Duration: Instant
Prerequisite Charms: None
Following in Mela’s footsteps, the Immaculate walks paths closed to her earthbound brethren. She ignores (higher of Essence or 3) total points of penalties from moving through difficult terrain, moving in concealment, or any other environmental penalties on a movement action. She can traverse surfaces that couldn’t normally bear her weight, such as tree branches or rice paper, although she must end her movement on stable footing.
In Air Aura, the Immaculate may walk over liquid or any vapor other than thin air, such as the smoke from a campfire. She must still end her movement on solid ground.
Cost: 5m; Mins: Martial Arts 3, Essence 2
Type: Reflexive
Keywords: Air
Duration: Instant
Prerequisite Charms: Cloud-Treading Method
The Immaculate moves with wind-rivaling grace, striking and instantly regaining her balance and composure. She may flurry a disengage with an attack, ignoring the usual flurry penalties. If she successfully disengages and ends her movement at short range or further from all enemies, not counting crashed foes or trivial characters, she doesn’t lose Initiative for disengaging.
In Air Aura, the Immaculate may flurry a disengage with an aim action. This allows her to move and aim on the same turn, but only benefits Air Dragon attacks.
Cost: 4m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Air, Decisive-only
Duration: Instant
Prerequisite Charms: Air Dragon’s Sight
The Immaculate forces the air from her enemy’s lungs, denying him Mela’s precious gift. To use this Charm, the Immaculate must have Initiative 12+. She makes a decisive attack against an enemy. Before rolling decisive damage, she rolls (her weapon’s Overwhelming) dice of unsoakable withering damage. She doesn’t gain Initiative from this damage roll; if she crashes her enemy, the Initiative Break is added before she rolls decisive damage and resets to base. Beings that don’t need to breathe, such as zombies and automatons, are unaffected. If an enemy that takes withering damage from this attack is holding his breath (Exalted, p. 232), the total number of rounds he may do so for is reduced by one.
Essence is the breath of spirits, rendering them especially vulnerable to this technique. They lose motes equal to the withering damage they suffer.
Cost: 8m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Air, Form, Mute
Duration: One scene
Prerequisite Charms: Breath-Seizing Technique,
Wind Dragon Speed
The Immaculate’s hands cut through the air as she executes a rapid kata and draws a deep cleansing breath, respiring the Essence of the Air Dragon. Her withering chakram attacks are treated as made from close range to determine their Accuracy bonus, regardless of the actual distance. She gains +1 Evasion, and adds an automatic success on disengage rolls and Stealth rolls.
Special activation rules: When the Immaculate deals enough withering damage to lower a foe’s Initiative from a rating higher than her own to a lower rating, she may reflexively enter this Form.
Cost: 4m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Air, Mute, Perilous
Duration: Instant
Prerequisite Charms: Air Dragon Form
Silent and light on her feet, the Immaculate moves unseen. She adds (Essence) dice on a Stealth roll, or (Essence) successes at Initiative 12+. With an appropriate stunt, such as throwing a flash bomb or handful of blinding powder, she may roll Stealth even if there’s no place to hide.
In Air Aura, the Immaculate adds successes instead of dice as long as she isn’t crashed, and needs no stunt to enter concealment, vanishing into thin air.
Many among the Scarlet Dynasty have heard of Heavenly Typhoon, but few know its true story. The common tale in House Ledaal is that the magnificent chakram was forged in a bygone era by an ancient Dragon-Blood who used it to cut down Anathema through the ages. Inspired by a summer gale, the artisan made a weapon to strike down the unjust like a thunderbolt and cut down the wicked as a storm tears down trees and buildings. Heavenly Typhoon’s real origin is more complex.
In truth, Heavenly Typhoon dates back to the First Age, when the Lawgiver Sees-in-Shadow forged it for her spymaster (and sometimes lover), the Dragon-Blood Rising Storm. Together they uncovered plots, hunted the corrupt, and slew infernalists and blasphemers.
Rising Storm passed her drive for retribution unto her lineage. In the Usurpation, Rising Storm’s granddaughter took up Heavenly Typhoon and struck
down Sees-in-Shadow, grown wicked in the centuries since Rising Storm’s death, at the cost of her life. Over a thousand years later, it would be discovered by a distant descendant and scion of House Ledaal, drawn to the Anathema-slaying weapon by their shared lineage.
Heavenly Typhoon is a blue jade infinite chakram. Orichalcum inlay on its cloudy, marbled surface resembles a jagged bolt of lightning. Viewed from another angle, the pattern looks like bared dragon fangs.
Attunement: 5m; Type: Light (+10 DMG, 3 OVW)
Tags: Lethal, Thrown (Medium), Cutting, Special
Hearthstone slot(s): 1
Era: The Midnight Century
Evocations of Heavenly Typhoon
An Exalt who attunes to Heavenly Typhoon awakens Righteous Enemy-Slaying Strike at no cost.
Cost: 3m; Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: None
The golden etchings upon Heavenly Typhoon glow with righteous fury and snap with lightning. An enemy damaged by a decisive attack is condemned by the weapon’s wrath. Condemnation is permanent unless revoked by Heavenly Typhoon’s wielder, although new wielders don’t gain the benefit of past wielders’ condemnations. Heavenly Typhoon adds (Essence/2, rounded up) withering damage and +1 Overwhelming against condemned foes.
Resonant: A character resonant with jade waives this Evocation’s cost against creatures of darkness.
This chain shirt of green jade links — treated with the mystical inks certain far-Eastern barbarian tribes use to camouflage themselves with occult tattoos — is worn atop a hooded tunic of soft black velvet, made with silk spun by rare worms that inhabit deep places beneath the Imperial Mountain. Completing the set is a pair of bracers made from the stripped bark of ironwood trees, carved with symbols representing Sextes Jylis and Mela, with a hearthstone socket set in the left bracer. Midnight Thorn was forged by the Dragon-Blooded artificer Iselsi Uja, and was among the arsenal of artifacts House Iselsi employed in their disastrous rebellion against the Scarlet Empress. She stripped it away from the House and bestowed it on her elite spies, the All-Seeing Eye. Its last known bearer, sent by the Empress herself to infiltrate Lunar bases on the Caul, wore Midnight Thorn to conceal him in the jungles, but he never returned to report his findings, and the armor was presumed lost.
Evocations of Midnight Thorn
Midnight Thorn’s wearer adds a non-Charm success on all Stealth rolls she makes while concealed by forests, jungle, or other plant-based concealment.
While it’s said that Teremi Salo cut the first Wings of the Raptor from a wind dragon’s hide, these feathered cloaks were usually sewn with moonsilver thread from the skins of hybroc or strix. The cloak’s moonsilver clasp has a socket for a single hearthstone. Attuning the cloak commits one mote.
Evocations of the Wings of the Raptor
Unless the Exalt is dissonant with moonsilver, she unlocks Raptor Takes Flight for no experience cost when she first attunes to the Wings of the Raptor.
Cost: 10m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Dissonant
Duration: Indefinite
Prerequisites: None
The cloak unfurls into feathered wings with a 20-foot span. As long as the wearer has sufficient clearance, she can fly as though she had the five-dot version of the Wings Merit (Exalted, p. 167). For each of the following Charms the Exalt knows, reduce the cost of Raptor Takes Flight by two motes:
Soaring Crane Leap, Unbound Eagle Approach, Eagle-Wing Style. A Lunar with a flying form reduces the cost by five motes.
Treat Raptor Takes Flight as Eagle-Wing Style for purposes of activating Bonfire Anima Wings.
Dissonant: The wings’ precision and maneuverability are equivalent to the Merit’s three-dot version.
Keywords: None
This stone gleams the pale green of young bamboo leaves. When its bearer sockets it in an attuned artifact and commits one mote, it helps shrug off minor injuries. She adds two to her soak, can parry lethal attacks unarmed without a stunt, and halves healing times for bashing damage.
Health Levels
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
I [ ]
Intimacies
Defining Principle: Law and Order Must Prevail.
Defining Principle: Serenity in all things.
Major Tie: House Mnemon (loyalty).
Major Tie: The Immaculate Philosophy (devotion).
Minor Tie: The Scarlet Empire (devotion).
Minor Tie: Anathema (hatred).
Minor Tie: Awed Respect for Mnemon Xandra
When Larissa was in middle school, a fellow student that was a friend of hers was accused of a crime: the theft of a large amount of money from another member of the school. Her friend proclaimed his innocence, but was still facing expulsion and dishonor to both himself and his family. It was at this time that Larissa took up the task of proving that her friend did not commit the crime, and was able to find the true perpetrator. The hunt for the truth was as addictive to her as any drug, and so she dove into the world of criminal investigation.
Moving onto the Cloister of Wisdom, Larissa began her studies of the Immaculate arts of combat, and soon after, thanks to the reputation she had earned in her role of investigator, she was assigned to the prestigious position of Magistrate by the Empress herself! She now splits her time between traveling about Creation, teaching the truth of the Immaculate Philosophy and passing down justice for those accused of crimes.
Trait / Experience Cost
Attribute increase / current rating x4
Non-Aspect, Non-Favored Ability increase / current rating x2
Aspect/Favored Ability increase / (current ratingx2) − 1
New Ability / 3
Specialty / 3
Purchased Merit / new rating x3
Willpower / 8
Dragon-Blooded Charm / 10 (8 if in an Aspect/Favored Ability)
Martial Arts Charm / 10 (8 if Martial Arts is an Aspect/Favored Ability)
Spell / 12 (10 if Occult is an Aspect/Favored Ability)
Evocation / 12
Resource: Sponsor and allowance by the Ledaal family, investing in his career as a warstrider pilot.
By spending one mote, a Dragon-Blood may use one of the following effects:
• She may perform minor manipulations of her Aspect’s element: cooling herself with a light breeze, igniting a fire without flint or tinder, causing a flower to blossom early at her touch. These never carry mechanical effects, but provide minor utility and can be incorporated into stunts.
• Once she’s joined a Sworn Kinship (p. 104), she may sense the direction and approximate distance to another member of it.
Air Anima Effects
• For five motes, the Air Aspect can use her reflexive move action to leap an entire range band vertically or horizontally without needing to roll, and suffers no falling damage for the rest of the round. At bonfire, this power is free.
• For three motes, the Air Aspect may deflect projectiles with a gust of wind, imposing a −1 environmental penalty on all ranged attacks against her until her next turn.
• Once per day, when the Air Aspect takes a nonextended social or mental action to uphold a Principle, she adds (Intimacy) non-Charm bonus dice on the roll.
The Great Curse
Air Aspects: An Air Aspect’s Great Curse can lead her to react with excessive anger, frustration, or despair when the world fails to live up to her idealistic visions of it. She may become so caught up in her high-minded idealism that she ignores the consequences it has for others or the suffering that it causes, or hold such confidence in her intellect and vision that she’ll brook no insult without retribution, or take truly foolish risks not believing that she could be wrong.
The Dragon-Blood labors with hands steady as stone. She may add bonus dice to a Craft roll for one mote each. If she’s awarded a stunt on the supplemented roll, she gains one silver craft point, maximum one per scene.
Threshold Warding Stance
Cost: 2m per +1 Evasion or success; Mins: Dodge 1,
Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s body is as light as flames, skimming over the ground as she moves to evade. She may raise her Evasion for two motes per point, or add automatic successes on a Dodge roll for two motes each. She ignores environmental penalties to her Evasion or to the Dodge roll.
Fire fills the Dragon-Blood’s body, suffusing her with power. She may add automatic successes to an Athletics roll for two motes each, and rolls an additional non-Charm die for every 10.
Breathing deep of the world’s Essence, the Dragon-Blood pronounces her wisdom with impeccable clarity. She may add automatic successes to a Lore roll for two motes each. In addition, if she adds 2+ successes on a roll to introduce or challenge a fact (Exalted, pp. 237-238), she doubles 9s on the roll.
Stoking Bonfire Style
Cost: 1m per die or 2m per +1 Parry; Mins: Melee 1,
Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s aggression stokes her Essence hotter and higher as she strikes relentlessly at her opponent, until he finally falls before her onslaught. She may add bonus dice on a Melee attack roll for one mote each, or raise her Parry for two motes per +1. When she lands an attack against an enemy or blocks one with this Charm, the cost of using this Charm against him is cumulatively lowered by one mote on subsequent rounds. Missing an attack or failing to parry resets the discount, as does attacking or blocking against another enemy, or going a round without using this Charm.
Attuned to the subtle winds of the spiritual, the Dragon-Blood draws forth sublime truths. She may add bonus dice to an Occult roll for one mote each. Each 10 rerolls a non-1 failed die.
The Dragon-Blood darts forward with an explosive burst of speed to pursue her foes. She rolls an additional non-Charm die on a rush for every 1 that appears in the rushed character’s opposing roll.
With Athletics 5, Essence 3, the Dragon-Blood may expend her Fire Aura when she reflexively moves to pursue an enemy after successfully rushing him with this Charm to ignite a fiery trail behind her, an environmental hazard with difficulty 3 and Damage (Essence/2, rounded up)L/round. It burns until the end of the round unless the Dragon-Blood crossed over a flammable surface such as a wooden floor or grass, which ignites until extinguished or end of scene.
Honing her skill with a gem-cutter’s precision, the Dragon-Blood perfects her handiwork. She rerolls (Essence) non-1 failures on a supplemented roll. For each rerolled die that shows a success, the DragonBlood gains one silver craft point in addition to any rewards from the project itself. Rerolled dice that show 10s grant gold craft points instead.
Flaw-Finding Examination
Cost: 1m, 1wp; Mins: Craft 3, Essence 1
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s careful scrutiny discerns any flaw that undermines the harmony of a project’s design. She undertakes either a basic or major repair project (Exalted, pp. 242-243) or a feat of demolition, making a (Perception + applicable Craft) roll before doing so. She multiplies the rate at which she works by her successes, and gains a temporary Craft or Athletics specialty that lasts until the task is completed, which she adds to her total Strength to determine what feats she may attempt. If she already has an applicable specialty, she converts the die it adds to a non-Charm success. If she also uses Stone-Carving Fingers to speed a repair project, her total speed is multiplied by (her Essence + rolled successes).
The Dragon-Blood knows where each fragment of a broken object belongs. After using Flaw-Finding Examination on a damaged object, she may use this Charm to supplement each roll of a repair project with (Essence/2, round down) non-Charm successes.
The Dragon-Blood dances like a flame around the flaws in her enemy’s attack. (Essence) 1s on her enemy’s attack roll allow her to ignore that many points of penalty to her Evasion.
The Dragon-Blood’s feet strike sparks from the ground, finally igniting in an explosive leap When she dodges an attack that misses her Evasion by at least two successes, she may move one range band in any direction.
The Dragon-Blood twists to interpose herself between an ally and an incoming attack to guide it off course. When an ally within close range of her is attacked, she may interpose her Evasion against that single attack as though with a defend other action (Exalted, p. 196). When used to protect one of the Dragon-Blood’s Sworn Kin, this Charm costs only two motes.
In Wood Aura, the Dragon-Blood may protect an ally within short range once per round, reflexively moving one range band to cover him. This doesn’t count as her movement action for the round.
Melee
Burning Fury Wreath
Cost: 3m; Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Balanced, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s superheated edge cuts through armor as though it were ice. She ignores (Strength/2, rounded up) points of Hardness, plus an additional point for every 10 on her attack roll.
The Dragon-Blood channels the fury of the flame to strike a devastating blow. She adds (higher of Essence or Strength) to the raw damage of a withering attack, or doubles (Strength) 10s on a decisive damage roll.
Flames wreathe the Exalt’s weapon, burning brighter with each blow that it deflects. She gains +1 Parry until her next turn. This increases by one each time she blocks an attack. This bonus resets if the Dragon-Blood is hit by an attack, or defends using an Ability other than Melee.
Drawing back the veil between worlds, the DragonBlood makes invisible spirits and phantasms visible within the glass. To use this Charm, she must be touching a mirror or a similar reflective surface, such as the blade of a well-polished daiklave. The Exalt can see the reflections of dematerialized characters in that mirror, and can even hear what they say in the form of whispers that rise up from the mirror’s surface. Only the Exalt is capable of seeing the reflection — to others, even the spirit itself, it doesn’t appear in the mirror.
This doesn’t allow the Dragon-Blood to physically interact with spirits, but it can be used in conjunction with magic that does. Using reflections to pinpoint a foe is somewhat awkward — instead of fully negating the −3 penalty for attacking a dematerialized spirit one can’t see, it reduces the penalty to −1.
An Occult 5, Essence 3 repurchase of this Charm lets the Dragon-Blood pay one Willpower to make the spirit reflections visible and audible to her allies as well. Their attacks against it still take a −1 penalty.
Rending the air with a fierce kiai, the Dragon-Blood strikes that which cannot be struck. She can strike a dematerialized character with an attack made with any Ability. If the Exalt is unable to see her target, her attack roll suffers a −3 penalty.
If the Exalt uses this Charm on her next turn to attack the same enemy, its mote cost is lowered by one. This discount can be stacked, to a minimum cost of zero. Attacking another character or going a round without attacking that spirit resets the discount to zero.
Fivefold Resonance Sense
Cost: 5m; Mins: Occult 3, Essence 2
Type: Simple
Keywords: Air/Earth/Fire/Water/Wood
Duration: One scene
Prerequisite Charms: None
Closing her eyes and stilling her mind, the Dragon-Blood reaches out to the Essence of the world. She may spend up to a scene in meditation, during which she can sense the presence of the five elements — weather patterns, rock formations and geology, fires, bodies of water, living plants, and similar elemental manifestations — out to (the higher of Essence or 3) range bands. Their presence is revealed to her without a roll. In addition, she adds a single non-Charm bonus die on any Awareness, Investigation, Occult, or Survival rolls to detect or track jade, elementals, elemental demesnes and manses, or other form of elemental magic for the duration.
An Occult 5, Essence 3 repurchase waives the meditation requirement, allowing the Dragon-Blood to benefit from this Charm while acting normally
Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any four Occult Charms
The Dragon-Blood steps across the threshold of the Emerald Circle, and is forever changed.
She gains the ability to cast spells of the Terrestrial Circle, and learns one shaping ritual (Exalted, p. 466) and one Terrestrial Circle spell, which becomes her control spell.
Sorcery
The Talisman of Ten Thousand Eyes
A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.
Shaping Rituals
The sorcerer may hone her senses through the talisman to open her inner eye, paying a point of Willpower whenever she makes an Awareness roll to Join Battle or notice a hidden threat while wearing the talisman. She gains one sorcerous mote for every two successes on this roll. These motes last
for the duration of the scene, and can be spent towards any spell she casts. If she is joining battle against or searching out malevolent sorcerous forces—enemy sorcerers, bound demons, strange beings created by sorcery—she also adds her Occult in bonus dice to the roll.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit can only be received once per scene. Stunts to enhance the sorcerer’s control spell do not count against the once per scene limit.
A sorcerer with an Essence pool may spend a scene in meditation to commit ten motes to the talisman. Once she begins shaping a spell while wearing the talisman, she may draw on the power she’s invested, contributing up to (Essence + 2) sorcerous motes towards the spell until the full commitment of ten motes has been converted into ten sorcerous motes, or the spell is cast (or countered). Committed motes are converted to sorcerous motes on a one-to-one basis normally, but are converted into two sorcerous motes when casting the sorcerer’s control spell. The sorcerer must wait until she’s had a full night’s sleep before she can charge the talisman again.
Spells
Unslakable Thirst of the Devil-Maw
Cost: 15sm, 1wp
Keywords: None
Duration: Instant
The flesh of one of the sorcerer’s hands splits to reveal a monstrous gaping mouth with fangs of tourmaline and a squirming viridian tongue. The maw leeches away at water, condensing vapor from thin air and desiccating plants or living flesh. She rolls (Intelligence + Occult) as an unblockable decisive attack against all characters, including allies, in a ninety-degree arc out to medium range. Against battle groups, it’s unblockable and undodgeable. Each character hit suffers ([sorcerer’s Intelligence + extra successes] − [lower of target’s Stamina or Resistance])A dice of decisive damage, minimum one die. This doesn’t include the sorcerer’s Initiative or reset her to base Initiative. Enemies with no body moisture whatsoever, such as fire elementals or bonesiders, are immune. Conversely, enemies primarily made of liquid, such as water elementals, don’t subtract anything from the damage. Trivial plant life within range is completely desiccated, dying instantly.
Moisture siphoned by this spell is gathered into a sphere of solid water that floats above the sorcerer’s hand for up to a few minutes after casting this spell. The sorcerer may direct it into a container for storage, or it can be drawn on with Charms such as Elemental Sheath (p. 225). Even if there are no victims of her spell, she may gather water with it in all but the most arid environments.
A sorcerer with this as her control spell has a devil-maw permanently opened on one of her palms. Unarmed attacks with that hand deal aggravated damage and gain the Piercing tag (Exalted, p. 586) against enemies that have any body moisture, draining it through their armor. Against water elementals and similar enemies, her unarmed attacks deal an additional die of withering or decisive damage.
Evocations
Emerald Chevalier is a quadrupedal warstrider, giving it an improved Speed bonus compared to most, and allowing the pilot to add its Speed bonus on any rolls to maintain its balance. In addition, this makes Emerald Chevalier more difficult to take out with the disable leg gambit (p. 143). It is capable of wielding lances one-handed and can make impaling attacks (Exalted, p. 203).
The vital power of Wood Essence courses through Emerald Chevalier and its pilot, suffusing both with unyielding vigor. Piloting Emerald Chevalier, even over extended periods, doesn’t cause the pilot to grow tired or accrue fatigue penalties — on the contrary, she treats time spent piloting the warstrider as though it were time spent sleeping, gaining the usual benefits of rest (Exalted, p. 169).
Special activation rules: As long as the pilot isn’t dissonant with jade, she awakens Eternal Cataphract Empowerment upon attuning to the warstrider.
Resonant: The pilot also adds the higher of (Essence or 3) bonus dice on any rolls she makes to resist poison, disease, fatigue, or similar physical ailments.
Emerald Chevalier builds force with every hoofbeat, charging down a foe with an unstoppable strike. This Evocation enhances an impaling attack (Exalted, p. 203). A withering impaling attack adds the bonus dice to post-soak damage rather than raw damage. A decisive impaling attack ignores Hardness and doubles 10s on the damage roll. If her attack crashes the enemy or deals 3+ levels of decisive damage, the force of the blow sends him flying back one range band to fall prone.
Resonant: This Evocation’s mote cost is waived if used to enhance the warstrider’s devastating action (p. 141).
Slashing sword
Chain Shirt
Hearthstones:
Spirit-Grounding Stone (Earth, Greater)
Keywords: Wild-Born
This gold-speckled brown stone abhors the evanescence of the spiritual world. All spirits that find themselves within one mile of the stone become material at no cost and cannot dematerialize, though Essence 4+ spirits may pay a Willpower point to remain immaterial while they remain in range.
Health Levels
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
I [ ]
Intimacies
Defining Principle: Shadow Crusade (Devotion)
Major Tie: First Age (Wonder)
Major Tie: House Ledaal (devotion)
Major Tie: The Legions (Respect)
Minor Tie: Inter-House Politics (Annoyance)
Minor Tie: Immaculate Philosophy (tepid devotion)
Minor Tie: Ragara Satori (Lust)
It all started when he was a child, seeing a Warstrider in a Legion parade for him to know what he wanted in life. In his early years, he was fascinated with the first age and its wonders. Its wonders and its dangers. Interests that served him well as it was the dangers of the First Age that his family specialized in. Anathema. Wyld. Demons. The very things that caused the first age to come to an end. And like his family, Fel took to heart his families role in the Shadow Crusades.
When Fel exalted, he was already devoting himself to protecting the Realm. And when the chance came to enlist in a secondary school, he had the chance to combine both interest and devotion. The Heptagram was a font of knowledge he wanted to take advantage of. While sorcery itself interested him little, it was only a minor facet of what could be offered. He poured his efforts into history and the workings of ancient artifacts. Learning the materials and how to combine them. Studying first hand First Age Tomes and ancient diagrams. He learned from master craftsman and made his first artifact in its esteem halls, the very Talisman he uses today for his sorcery.
But it wasnt all studying. What he wanted required more than just knowledge. He had to work, then work even harder. Because he was here for one thing. He wanted to pilot a warstrider. With permission from the Ledaal House, Fel gained entry into the warstrider training program in the House of Bells. And from there learned combat and other things from actual warstrider pilots. As well as an excruciating physical improvement regime.
At graduation, only the best among them was to be granted clearance to use a warstrider, and thanks to his hard work, it was Fel that graduated at the top of the program. His family was quite proud of this achievement and his mother organized the investment. Ledaal Fel was going to be a great asset of the family and realm. Having a warstrider pilot in the Shadow Crusades would be just what the realms needs. This were getting worse… and they needed to be ready.
Trait / Experience Cost
Attribute increase / current rating x4
Non-Aspect, Non-Favored Ability increase / current rating x2
Aspect/Favored Ability increase / (current ratingx2) − 1
New Ability / 3
Specialty / 3
Purchased Merit / new rating x3
Willpower / 8
Dragon-Blooded Charm / 10 (8 if in an Aspect/Favored Ability)
Martial Arts Charm / 10 (8 if Martial Arts is an Aspect/Favored Ability)
Spell / 12 (10 if Occult is an Aspect/Favored Ability)
Evocation / 12
Xp Total: 10
Xp Banked: 2
7 - Evocation(1)
3 - Specialty polearms
Dragon Xp Total: 5
Dragon Xp Banked: 0
5dxp - evocation (1)
Name: Cynis Manato Aspect: Fire Age: 27 Secondary School: The Spiral Academy
Lineage
Mother-Cynis Lyrina (102, Wood Aspect, Business Magnate)
Lyrina is a former minister of the Thousand Scales, eschewing politics after two decades of service to pursue financial ventures domestically and abroad in the Threshold. Having her retirement timed shortly after Nerina spurned her mother's pleas to attend the Spiral Academy caused ceaseless arguments that lasted almost as long as her service in the Imperial Bureaucracy. Now, both mother and daughter run a joint enterprise, inspired by then child Manato. Up until his graduation, they assembled a pharmaceutical company that drove two-thirds (close to seventy percent) of the household's net income. Now it accounts for a little under forty percent with the wine business climbing to catch up. Their clientele for medicines is primarily the Legions, though the expectation of civil war threatens their sales volume drastically.
Lyrina now maintains a dignified, but interested, relationship with all of her children, though deathly concerned for Silani after Sojiro's passing in the battle of Futile Blood.
Intimacies
Defining-Whoever claims the throne will not overthrow this house.
Major-Why do these morons have to ruin good business?
Minor-The Bull has become too strong to leave alone
Minor-I don't want to lose any more to those devils
Father-Tepet Sojiro (Deceased at 98, Fire Aspect, Dragonlord of the First Tepet Legion, House of Bells)
Sojiro was a man that, despite his love of pranks, humor, tall tales, and worldly distractions, upheld his duties before all else. Still, Sojiro carried a jovial spirit from his marriage to his post. Before his passing, he strove to instill his values in each of his offspring. That they existed to serve the Realm and not the Realm to serve them. It was one thing to work hard to earn one's place, it was another to do so and leave behind something greater than what one found. His were not grand profound ideals but the surviving family still holds them to heart in their own ways.
Much of his legacy was left behind with Manato as a compromise for attending the Spiral Academy. Since his graduation from Secondary School, the young Fire Aspect took pride in his martial training under a Tepet Dragonlord. Sad to say that much of the academic aspect of his study was cut off with his loss. Many ties that the household once had to House Tepet fell at Futile Blood. Some few still recognize the surviving children from the house records but too many storms surge around Tepet to make proper inroads with old connections that plot their own ascensions in secret.
Intimacies
Defining-Duty before privilege. Blood before benefit. Breath before blade.
Major-My family is mine to enjoy
Minor-We shall not suffer a devil to live
Minor-Few things are more satisfying than a well-executed bamboozle operation
Manato was born the fourth child to an industrious, unassuming couple nested in the manicured heart of Pangu prefecture. He was a gentle, mild-mannered spirit in his early days, marked as an easy case to manage by his nan, tutors, and early childhood friends. Like most Dynastic scions, time with blood relatives was scarce, but precious. To this day, he looks back on the household gatherings with rose-tinted glasses, despite being made aware of what rifts had been opening before his transition to secondary school. Though, the house has grown close with the loss of his father. Suddenly, the veiled war of tension between children and parents meant nothing before a fresh grave and looming civil war. Not having Sojiro's pranks fanning the flames surely had nothing to do with it... probably.
Before the age of nine, Manato exhibited aptitude in music, history, and numbers but the transition to primary school proved daunting. The second breath was a deep one for the young Dynast, finding a knack at swordplay in a host of temper flares. Bad influences and essence fever only fed the flames to greater heights. After two years of self-recognized misery, Manato inspired enough fear in Teresa, a classmate and childhood playmate, to recognize it was time to find help.
Even with his old tutors, Manato found his explosive wrath and swelling ego hard to tame. He was the first of his siblings to bear Hesiesh's fire after all. With his older sisters, Lyrina could advise them with much greater ease, nurturing their strengths while pruning weaknesses. It was Sojiro, the source of his aspect, that helped him calm the flames and harness them into productive outlets. By the time the old Manato had resurfaced from a spiritual, and sometimes literal inferno, the end of his primary school studies was on the horizon.
Now having the foundation of self-mastery at hand, Manato urged his mother and their matriarch to permit him to continue his practice at the House of Bells. His request was quickly shut down by Lyrina, pleading that this would be the fourth consecutive child to spurn her legacy. Seeing her pain riddled him with guilt. A compromise was struck. Manato would consent to attend the Spiral Academy to help with the growing burden of managing financial interests for the house. In exchange, he would be free to follow his own path if his earnings could cover Hiro's tuition "donation" in time for his admission. A task that has now been completed.
The move to the Spiral Academy included the return of an old irritant. V'Neef Merina, an old classmate from primary school, continued to exploit Manato's baser instincts. It was his second year in school when he came across the Garden of Unheard Whispers. Upon starting his third year, Manato's study of espionage led him to uncover Merina's plans. While an aggressive, ruthless profiteering campaign was not out of the ordinary for the dynasty by any means, Manato had no intent to become her personal slave master to feed her wine empire. He wanted to burn the bridge and never look back. However, earning the ire of a great house's founding matriarch was the type of mistake even a foolish teenager knew better than walk into, regardless of how young that house was.
Following his break into new social circles, Manato studied the art of negotiating and the integral trade of spycraft. Some were more cloak and dagger types. Manato was more a cloak and tankard type. Casual conversation, emptying casks of alcohol, and tall tales were his favored tools. No one expects an information inquisition from the other side of a bar, diner, or teahouse. Not after kicking back a few drinks at least.
Innocent secrets in tow, Manato bound contract after contract to acquire the land and labor he needed to prepare the launch of his enterprise. By the time he graduated everything he needed to meet his deadline was in place. He brought all his lessons to bear for his venture, even bringing on Teresa as his secretary. So it was that Manato set off to prove that he could make his fortune following his ideals. One that left the earth better than he found it.
Resources ●●●●● Income from vinyards and wineries owned
Contacts ●●● Cynis Mercantile Interests
Artifact ●●● Seething Drake
Well Bred ●●
influence ●●
Languages ●●● (High Realm, Riverspeak, Flametongue, Low Realm)
Bureaucracy
Cost: 2m per success; Mins: Bureaucracy 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Water
Duration: Instant
Prerequisite Charms: None
The Essence of a bureaucracy is flow — the flow of a leader’s orders to her subordinates, the flow of wealth in and out, the flow of information, the flow of progress and delay. The Dragon-Blood may add automatic successes to a Bureaucracy roll for two motes each, and rerolls 6s until they cease to appear.
Cost: 2m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s understanding of bureaucracies is vast, encompassing the myriad ways in which mercantile and administrative tasks pool and eddy like water. She rolls (Intelligence + Bureaucracy) to introduce a fact (Exalted, p. 237) about a bureaucratic or mercantile organization that she belongs to or is familiar with.
Integrity
Cost: 2m per +1 Resolve or success; Mins: Integrity 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
Taking on the stoicism of stone, the Dragon-Blood stands unmoved by honeyed words or ferocious threats. She may raise her Resolve or add automatic successes to an Integrity roll for two motes each. In addition, she ignores a single point of penalty from wounds, deprivation, or poison.
Larceny
Cost: 2m per success; Mins: Larceny 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Mute, Water
Duration: Instant
Prerequisite Charms: None
Adept at criminal ways, the Dragon-Blood moves effortlessly within criminal underworlds. She may add automatic successes to a Larceny roll for two motes each.
Cost: 1m; Mins: Larceny 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: None
No one can follow the sinuous, fluid motions of the Dragon-Blood’s hands as she enacts her sleight. She rerolls 6s until they cease to appear on a roll to steal an object, pick a lock, poison a meal, cheat at cards, or any other use of Larceny that involves manual dexterity or sleight of hand.
Lore
Cost: 2m per success; Mins: Lore 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
Breathing deep of the world’s Essence, the DragonBlood pronounces her wisdom with impeccable clarity. She may add automatic successes to a Lore roll for two motes each. In addition, if she adds 2+ successes on a roll to introduce or challenge a fact (Exalted, pp. 237-238), she doubles 9s on the roll.
Cost: 3m; Mins: Lore 2, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: None
Speaking a sagely aphorism, the Dragon-Blooded calls up the winds of knowledge to disperse whatever miasma closes a student’s mind to learning. She makes a special instill roll with ([Charisma or Intelligence] + Lore) to induce a state of supernatural receptivity in a single character, treating him as though he had a Major Principle of “I must seek out education” for one scene. If the Dragon-Blood exploits this Intimacy with a persuade or bargain roll to convince the target to study with her, the cost of resisting increases by one Willpower.
Cost: 3m, 1wp; Mins: Lore 3, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Opening the Mind’s Gates
The Dragon-Blood clears her mind, drawing upon the clarity of the upper air to enter a receptive trance. To use this Charm, she must spend at least (10 - Intelligence) hours studying under a teacher or consulting a library, archive, or similar repository of information. She gains a temporary Lore specialty in a single topic possessed by her mentor or covered by the materials she had access to. She retains the specialty indefnitely, but may only have one specialty granted by this Charm at a time.
Linguistics
Cost: 3m; Mins: Linguistics 1, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood speaks into the wind, sending her voice afar on subtle currents of air. She may send a spoken message of no more than a few sentences to a chosen target within (Essence) miles. Messages sent with this Charm cannot be overheard or intercepted by any mundane means. Magical attempts to do so must overcome a difculty of (the Dragon-Blood’s Essence + Linguistics).
This Charm’s range extends to (Essence x5) miles at Linguistics 3, and (Essence x10) miles at Linguistics 5. With Linguistics 5, Essence 4, the Terrestrial may pay one Willpower to extend it to (Essence x100) miles.
Cost: 3m, 1wp; Mins: Linguistics 3, Essence 2
Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: Wind-Carried Words Technique
The Dragon-Blood is privy to backroom dealings and covert assignations, drawing hushed whispers to her ear on currents of air. She adds (Linguistics/2, rounded up) bonus dice on rolls to eavesdrop on conversations. If she reads a character’s intentions while eavesdropping on him from medium range or further, he takes the -2 Guile penalty for being unaware of her even if he can see her.
Melee
Cost: 1m per die or 2m per +1 Parry; Mins: Melee 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s aggression stokes her Essence hotter and higher as she strikes relentlessly at her opponent, until he finally falls before her onslaught. She may add bonus dice on a Melee attack roll for one mote each, or raise her Parry for two motes per +1. When she lands an attack against an enemy or blocks one with this Charm, the cost of using this Charm against him is cumulatively lowered by one mote on subsequent rounds. Missing an attack or failing to parry resets the discount, as does attacking or blocking against another enemy, or going a round without using this Charm.
Presence
Cost: 2m per success; Mins: Presence 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Fire
Duration: Instant
Prerequisite Charms: None
The blazing power that radiates from the DragonBlood’s every word and gesture is enough to humble those who stand before her. She may add automatic successes to a Presence roll for two motes each, and rolls an additional non-Charm die for every 10.
Cost: 3m; Mins: Presence 3, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood radiates desirability and enchanting allure. She makes a persuade roll to seduce a single target. Overcoming his Resolve also instills him with a Minor Tie of lust or desire toward her unless he spends Willpower to resist.
In Fire Aura, the Dragon-Blood may convert up to (Essence) bonus dice added by her Appearance (Exalted, p. 218) to non-Charm bonus successes.
Performance
Cost: 2m per success; Mins: Performance 2, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Wood
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood drinks in her audience’s appreciative eyes and repays them with her masterful performance. She may add automatic successes to a Performance roll for two motes each and ignores the penalty for targeting multiple characters with a social influence roll (Exalted p. 221).
Cost: 5m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood expresses multiple layers of meaning via an artistic performance, conveying a secret message through nuances of speech and movement. She may embed a message one sentence long into a performance, conveying it only to select members of her audience. This can incorporate social influence. Magical attempts to detect the message must succeed on a roll at difficulty (higher of her Manipulation orPerformance).
Cost: 3m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood draws on practice-honed perfection and creative virtuosity, doubling 9s on a Performance roll to play a musical instrument.
Socialize
Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Mute
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood endears herself to all company with pleasing and faultless manners, She may add automatic successes to Socialize rolls or raise her Guile for two motes each.
Cost: —; Mins: Socialize 3, Essence 1
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: None
The Dragon-Blood ingratiates herself into insular cliques, foreign courts, and barbarian tribes with skillful understanding of their customs and mores. After spending at least an hour being exposed to any culture or social group, she may gain a temporary Socialize specialty in it. She may have up to (Essence) specialties granted by this Charm at a time. If she wishes to gain a new temporary specialty while at the maximum, she must abandon an old one.
Cost: 5m, 1wp; Mins: Socialize 3, Essence 2
Type: Simple
Keywords: Fire/Wood
Duration: One scene
Prerequisite Charms: Friend-to-All-Nations Attitude
Whether it’s freely flowing libations at a Dynastic salon or a ration of rum at a military encampment, alcohol improves moods and eases social friction. When the DragonBlood supplies drinks, she may use this Charm to heighten their potency and quality. Each character who partakes is treated as having a positive Minor Tie for his fellow partygoers — whose context, such as affection or camaraderie, is chosen by his player — and suffers -1 Guile.
However, sweetening the tap also increases the risk of fraying tempers or violent overreactions. If a character botches a social action, the positive Tie towards him created by this Charm inverts into a negative Tie for all inebriated partygoers who witnessed the offense.
Stealth
Cost: 2m per success; Mins: Stealth 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency, Mute
Duration: Instant
Prerequisite Charms: None
As the Dragon-Blood moves through the shadows, the wind itself conspires to conceal her, blowing out torches, flapping curtains, or knocking over objects to create distractions. She may add automatic successes to a Stealth roll for two motes each.
Seething Drake - Red Jade Daiklave (Medium Artifact Weapon)
+3Acc/+12Dam/+1Def/4O/5Att
Intimacies
Defining Tie-Love of music
Defining Principle-People are at their best when they smile
Major Tie-Gratitude to House Cynis
Major Tie-Appreciation of wine
Major Tie-Loyalty to Comrades
Major Tie-Affection for Asuna
Major Tie-Mourning Tepet Sojiro
Major Principle-"I am still a fighter."
Major Principle-"Animals should be given the respect they are due"
Major Principle-"Never let a good party go to waste" Major Tie-Please Dragons, anyone but V'Neef Merina
Minor Tie-Concern for the future of the Empire
Minor Tie-Rivalry with V'Neef wines
Minor Tie-Untrusting of Ragara bankers
Minor Tie-Lust for Asuna
Minor Tie-Respect for Asuna
Minor Tie-Condescension of the Spiral Academy
Minor Tie-Respect for Nellens Mabuka
Minor Tie-Respect for Satori
Minor Tie-Disgust for Anathema
Resistance
Ox-Body Technique
Impervious Skin of Stone
Bureaucracy Geese-Flying-South Administration
Confluence of Savant Thought
Finding the Water's Depths
Testing the Waters
Thoughtful Gift Technique
Seething Firebreak Technique*
Artifact - Pyre of Legions (Red Jade Grand Daiklave, Artifact 3)
Artifact - Dauntless (Orichalcum Lamellar Armor, Artifact 5)
Familiar - 2 (mini dragon named Riku)
Hearthstone - Gem of Incomparable Wellness (Wood, Greater 4)
Languages: High Realm, Low Realm, Riverspeak, Flametongue
Resources: 2
By spending one mote, a Dragon-Blood may use one of the following effects:
• She may perform minor manipulations of her Aspect’s element: cooling herself with a light breeze, igniting a fire without flint or tinder, causing a flower to blossom early at her touch. These never carry mechanical effects, but provide minor utility and can be incorporated into stunts.
• Once she’s joined a Sworn Kinship (p. 104), she may sense the direction and approximate distance to another member of it.
Fire Anima Effects
• For five motes, the Fire Aspect becomes completely immune to mundane environmental hazards based on fire or heat for a scene. She adds (Essence) natural soak and gains Hardness 2 against fire-based attacks like firewands. She gains these benefits for free while at bonfire.
• Once per day, when the Fire Aspect takes a non-extended action to uphold an emotion-based Intimacy, she adds (Intimacy) non-Charm bonus
dice to the roll.
• A Fire Aspect’s anima flux deals (higher of Essence or 3) damage to characters without Hardness instead of one die.
The Great Curse
Fire Aspects: A Fire Aspect’s Great Curse intensifies her emotions and desires to the point of dangerous excess. Depending on the circumstances, she might be overcome with overwhelming zeal for her cause, self-hatred over any imperfection she displays, reckless fury against hated foes or in defense of those she loves, or self-sacrificing despair when those she loves suffer.
Athletics
Cost: 5m; Mins: Athletics 3, Essence 1
Type: Simple
Keywords: Earth
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood reinforces her body with unyielding Earth Essence to accomplish mighty deeds. She gains one bonus dot of Strength as long as she remains standing on the ground or a natural stone surface. This increases her effective Strength to determine what feats of strength she can attempt, as well as adding one bonus die on Strength-based rolls and to withering damage rolls.
Brawl
Cost: 1m per die or 2m per +1 Parry; Mins: Brawl 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Uniform, Water
Duration: Instant
Prerequisite Charms: None
Force flows through the Dragon-Blood with every strike. She may add bonus dice to a Brawl or Martial Arts attack or the control roll of a clinch for one mote each, and deals lethal damage unarmed. She rerolls 6s on the damage roll until they cease to appear. Alternatively, she may raise her Brawl- or Martial Arts based Parry by two motes per point, and block lethal damage unarmed.
Lore
Cost: 3m; Mins: Lore 3, Essence 1
Type: Simple
Keywords: Balanced
Duration: Instant
Prerequisite Charms: None
To use this Charm, the Dragon-Blood must spend a few minutes contemplating an expression of an elements: observing the movement of clouds, meditating beneath a waterfall, staring unblinking into a flame, or so on; this determines the Charm’s elemental aspect. At the end, she makes a ([Mental Attribute] + [Bureaucracy, Investigation, Lore, Medicine, Survival, or War]) roll with a single bonus success. She may roll to introduce a fact as though she has a Lore background in facts that relate to the Charm’s elemental aspect. An Air-aspected use could introduce facts about weather or
music theory; an Earth-aspected use could relate to geology, masonry, or architecture; and so on.
If the Dragon-Blood knows Dragon-Kin Empowerment, she may provide the benefits of this Charm to one of her Sworn Kin, guiding him through meditation.
Cost: 4m (+1a); Mins: Lore 3, Essence 1
Type: Simple
Keywords: Dual
Duration: Instant
Prerequisite Charms: Elemental Concentration Trance
The Dragon-Blood channels elemental Essence into a deadly blast. Air manifests as crackling lightning; Earth as flying stones; Wood as poisoned thorns; and so on. This is a withering or decisive attack with (Dexterity + [Archery or Thrown]) against an enemy within short range, which can be enhanced with Charms of the appropriate combat Ability. The Exalt may spend a level of anima to extend this to medium range.
This Charm’s elemental aspect is the same as the Exalt’s, and it gains additional benefits based on its element.
Fire: The elemental bolt deals lethal damage. Decisive attacks double 10s on damage.
Cost: 1m per die or 2m per +1 Parry; Mins: Melee 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s aggression stokes her Essence hotter and higher as she strikes relentlessly at her opponent, until he finally falls before her onslaught. She may add bonus dice on a Melee attack roll for one mote each, or raise her Parry for two motes per +1. When she lands an attack against an enemy or blocks one with this Charm, the cost of using this Charm against him is cumulatively lowered by one mote on subsequent rounds. Missing an attack or failing to parry resets the discount, as does attacking or blocking against another enemy, or going a round without using this Charm.
Cost: 3m; Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Balanced, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s superheated edge cuts through armor as though it were ice. She ignores (Strength/2, rounded up) points of Hardness, plus an additional point for every 10 on her attack roll.
In Fire Aura, double the Hardness ignored.
Cost: 4m; Mins: Melee 2, Essence 1
Type: Reflexive
Keywords: Balanced, Fire, Uniform
Duration: Until next turn
Prerequisite Charms: None
Flames wreathe the Exalt’s weapon, burning brighter with each blow that it deflects. She gains +1 Parry until her next turn. This increases by one each time she blocks an attack. This bonus resets if the Dragon-Blood is hit by an attack, or defends using an Ability other than Melee.
Cost: 3m (+1a); Mins: Melee 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood consigns an artifact Melee weapon to the elements, banishing it Elsewhere through a dramatic and significant manifestation of an element that is at least as large as her weapon. Her daiklave might become translucent and fluid as she touches it to the surface of a lake, dissolving into the body of water; a direlance plunged into a boulder or stone wall might vanish into it; a goremaul fades away as a strong gust of wind carries it away. She may alternatively recall it from a similar manifestation of the same element.
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may expend a level of anima to banish or recall her weapon. Once banished this way, it may be recalled through a manifestation of her Aspect element.
Cost: —; Mins: Melee 3, Essence 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Elemental Sheath
When the Dragon-Blood recalls a banished weapon with Elemental Sheath, it’s wreathed with the element she summons it forth from (or her Aspect element, if she expends anima to summon it). Alternatively, the Dragon-Blood can use Elemental Sheath to reflexively shape and ready a mundane Melee weapon from an elemental manifestation, drawing the flames of a bonfire into a lance or shaping a sword from the razor-sharp edge of a biting gale. Either way, the weapon gains benefits based on the chosen element:
Fire: Flames wreathe the weapon, granting +1 Overwhelming.
Cost: 3m, 1wp; Mins: Melee 3, Essence 2
Type: Supplemental
Keywords: Dual, Fire
Duration: Instant
Prerequisite Charms: Burning Fury Wreath
The Dragon-Blood channels the fury of the flame to strike a devastating blow. She adds (higher of Essence or Strength) to the raw damage of a withering attack, or doubles (Strength) 10s on a decisive damage roll.
Cost: 3m, 2i; Mins: Melee 4, Essence 2
Type: Simple
Keywords: Fire, Perilous
Duration: One scene
Prerequisite Charms: Flame-Borne Interception
The Dragon-Blood’s gleaming blade flickers into place between her allies and her enemies. She takes a defend other action (Exalted, p. 196) that extends its benefits to one scene, without needing to take the defend other action again on subsequent turns. Her ward must be within close range to benefit, but this Charm doesn’t end if he moves out of range.
In Fire Aura, each time the Dragon-Blood parries an attack against her ward, she adds one bonus die to his next attack roll.
Presence
Cost: 2m per success; Mins: Presence 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Fire
Duration: Instant
Prerequisite Charms: None
The blazing power that radiates from the Dragon-Blood’s every word and gesture is enough to humble those who stand before her. She may add automatic successes to a Presence roll for two motes each, and rolls an additional non-Charm die for every 10.
Cost: 2m; Mins: Presence 2, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: None
Even the meekest hearts are tinderboxes for the flames of outrage the Dragon-Blood stirs. She rolls to inspire a single character with anger. If successful, her target must immediately respond to her with hostility. His player chooses the form this takes — outrage, threats, or even Joining Battle.
In combat, this influence roll instead provokes an enemy into prioritizing attacking the Dragon-Blood instead of any of her allies on his next turn. Even if he does pay the Willpower cost to resist, he loses two Initiative if he attacks any other character that turn.
Resistance
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The blood of the dragons confers incredible resilience. Each purchase of this Charm grants extra health levels based on the character’s Stamina rating.
At Stamina 1 and 2: Two −2 health levels.
3 and 4: One −1 and one −2 level.
5: One −1 and two −2 levels.
This Charm may be purchased (Resistance) times. If the Dragon-Blood’s Stamina increases, her health levels change to reflect her new rating.
Cost: 4m; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Balanced, Earth, Withering-only
Duration: Instant
Prerequisite Charms: None
Bracing herself against a blow, the Dragon-Blood deflects attacks with the force of solid stone. She doubles her Stamina to determine her natural soak against a single withering attack.
In Earth Aura, this Charm can be used after an attack hits the Dragon-Blood, but before damage is rolled.
Cost: 4m; Mins: Resistance 3, Essence 1
Type: Reflexive
Keywords: Wood
Duration: One tick
Prerequisite Charms: Impervious Skin of Stone
The Dragon-Blood wears her armor like a second skin, pliant and yielding as living wood, as she moves with the sinuous grace of a dancing dragon. She lowers her armor’s mobility penalty by 1 for a single tick. If it’s light armor, she instead adds a non-Charm die on rolls to rush or disengage.
In Wood Aura, this Charm’s duration lasts for as long as the Dragon-Blood remains in Aura.
Cost: 4m (+1a); Mins: Resistance 3, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Supple Viridian Scales
The Dragon-Blood can banish artifact armor into one of the five elements, dissolving her hauberk into water or letting the whirling wind divest her of armor piece by piece. She may send attuned jade armor Elsewhere through a significant and dramatic manifestation of the chosen element: it might vanish as she walks through fire, dissolve as she meditates beneath a waterfall, or be drawn beneath a tree’s bark or into the rocky surface of a boulder or stone pillar. She may use this Charm to retrieve the armor from a similar elemental manifestation, donning it as though donning it normally (Exalted, p. 591).
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may expend a level of anima to banish or recall her armor. Once banished this way, it may be recalled through a manifestation of her Aspect element.
Socialize
Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Mute
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood endears herself to all company with pleasing and faultless manners, She may add automatic successes to Socialize rolls or raise her Guile for two motes each.
Thrown
Cost: 1m per die; Mins: Thrown 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s hostile intent stirs up a current of wind that guides her weapon to its victim. A thrown knife might change trajectory in midair to strike an enemy hidden behind a tree, wall, or similar cover. She may add bonus dice on a Thrown roll for one mote each, and ignores the Defense bonus of enemies in light cover.
In Air Aura, if the Dragon-Blood aims before attacking, she may ignore one point of Defense bonus from heavy cover.
Cathak Falu was never well-loved by her comrades or her commanders in the house legions. She was an adequate but unexceptional officer, never equaling the martial glory of her fellow Dragon-Blooded no matter how doggedly she practiced weapon drills with her daiklave or memorized strategies from The Thousand Correct Actions. Perhaps this could have been forgiven, if not for her lack of social graces, her standoffish demeanor, and her taciturn brooding. She was most comfortable on the battlefield, and spent the rest of her time isolated from the women and men of her legion. Her fellow Dynasts often wondered why she hadn’t been married off quietly and never spoken of again, and rarely cared whether or not she was in earshot of their questions.
It was at the Rainbow Scales that Cathak Falu, for once in her life, won the admiration of all in her house. The Dynasty lost a soldier, but the invaders lost a vanguard. House Cathak recovered her blade from the boiling river that had been the Rainbow Scales. Now celebrating the former reject as the pinnacle of soldierly virtue, Cathak elders show the blade called Pyre of Legions to their young heirs in its resting place before Cathak Falu’s tomb, her burning handprint still visible upon its hilt.
Attunement: 5m; Type: Heavy (+1 ACC, +14 DMG, +0 DEF, OVW 6)
Tags: Lethal, Melee, Reaching, Two-Handed
Hearthstone slot(s): 2
Era: Reign of the Scarlet Empress
Evocations of the Pyre of Legions
Falu’s last desperate thoughts were burned into Pyre of Legions when she fell in battle, carved into searing hot jade, and any who wield the blade feel them coursing through their own heart as surely as though they were her own. Its wielder gains a Defining Principle of “I will give anything to protect my comrades” that cannot be weakened or altered so long as she’s attuned to the daiklave.
When Zan the Invincible, Sword of Heaven, stood alone against an army of thirty men, his Circlemates worried. When he stood alone against an army of sixty men, they asked him to wait for them next time. Finally, when he stood alone against an army of one hundred men, they knew they must act. While the Dawn’s back was turned, Arem Bear-Arms, the silent Nightbringer, collected strands of hair from every soldier in the single-handedly crushed battalion in the blink of an eye. He gave them to Zhui the Traveler, the industrious Copper Spider, who used them to fashion arcane fibers that would lash together orichalcum plates in a suit of shining lamellar armor, enchanted with a blessing from the spirit of zeal for the challenge of battle. To this, Zhui added great domed pauldrons etched with Old Realm runes depicting tales of grand triumph, and a hauberk of orichalcum to wear beneath the plates.
From then on, Zan’s Circlemates were assured that though he would continue to leap headfirst into overwhelming odds, he would have their aid even in their absence. An Exalt who revels in the thrill of combat and possesses unparalleled valor finds that this armor amplifies her natural ability to throw herself wholly into strife and emerge victorious.
Dauntless possesses two hearthstone sockets, one on each shoulder.
Medium, Soak +8, Hardness 7, Mobility -1, Attunement 5
Evocations of Dauntless
By paying four extra motes at attunement, Dauntless grants the Solar great strength and ferocity, adding one non-Charm automatic success to any attempt to lift or break an object and treating his Strength as if it were three higher for all such attempts. It also loves to absorb punishment: any decisive damage roll that has at least a single 1 in the result is reduced by a single success; while in full defense, the armor absorbs all the 1s and 2s of attack rolls made by battle groups, adding them to the Solar’s Initiative. The Exalt may gain no more than five Initiative per round in this fashion.
Keywords: Dependent, Linked
This cluster of emerald crystals continually changes shape, with new crystals budding and subsuming the old. Endless vitality suffuses its bearer, mending her wounds with unnatural swiftness. If she commits three motes to the stone, she regains one bashing health level per ten minutes, one lethal health level per hour, and one aggravated health level per day. Fatal diseases or lethal deprivation, such as starvation, dehydration,
or drowning, only render her unconscious. Even dismemberment or cremation merely fills her health track with lethal or aggravated damage, respectively, from which she will eventually regenerate. This power only terminates if the Exalt loses attunement to the stone, or if it becomes inert or is destroyed.
Intimacies
Defining Principle: I will do anything to protect my comrades.
Defining Principle: Hatred of the Lunar Anathema.
Major Tie: The Scarlet Empress (Loyalty).
Major Principle: The Legions are the backbone of the Realm.
Major Tie: House Cathak
Minor Tie: The Immaculate Order (Pious Obligation).
Minor Principle: Underestimate me at your own peril.
Minor Tie: Anti-Anathema Camaraderie with Tahaki
Xandra is the middle child of her parents, a pair of Fire Aspect Dynasts, and Xandra was hoping to join the ranks of the illustrious Princes of Creation like her parents. It was not until her sixteenth birthday that the young girl finally Exalted, but it was hardly a day for celebration.
While out on a picnic lunch with several members of her family to celebrate her birthday in the countryside when disaster struck. The family was riding home when one of the Moon Mad Lunar Anathema attacked the small caravan, sweeping through the mortal retainers like a scythe through wheat. Xandra's father and uncle were both skilled swordsmen, and they both leapt into battle with the fiend. They scored several hits against the Lunar, but in the end, they both were killed by the Anathema.
Now stalking the rest of Xandra's family, the teen girl was the last line of defense between her mother and younger sibling and the Lunar. Even with her own sword training, she was no match for the shapeshifter, and was marked several times with nasty wounds as the Lunar toyed with her. In desperation, she grabs up her father's Daiklave, struggling to lift the massive weapon, and suddenly she exploded in a tower of flames as she Exalted as a Fire Aspect.
With a powerful lunge, Xandra plunges the blade deep into the heart of the Lunar and kills it, avenging the death of her father and uncle and saving the lives of her mother and younger brother. By the time that help had arrived, they found Xandra, badly wounded but alive, grieving over the loss of her beloved father.
House Cathak was both sad at the loss, but they rejoiced in the Exaltation of a new Dynast to the ranks of Exalts of the great House. Xandra was then sent to the House of Bells to begin her military career in the Legions. Serving proudly, she developed herself into becoming a master of the sword, and was given the prize of the Grand Daiklave that she now carries into battle and the fine armor she wears.
Xandra has gone on several Wyld Hunts, and has personally been responsible for the deaths of several of the Solar Anathema, but she still holds a special place of hatred for the Lunar Exalted for taking her father and uncle away from her.
Trait / Experience Cost
Attribute increase / current rating x4
Non-Aspect, Non-Favored Ability increase / current rating x2
Aspect/Favored Ability increase / (current ratingx2) − 1
New Ability / 3
Specialty / 3
Purchased Merit / new rating x3
Willpower / 8
Dragon-Blooded Charm / 10 (8 if in an Aspect/Favored Ability)
Martial Arts Charm / 10 (8 if Martial Arts is an Aspect/Favored Ability)
Spell / 12 (10 if Occult is an Aspect/Favored Ability)
Evocation / 12
Awareness
Larceny
Socialize
Stealth
War
Martial Arts
21/18; 3 BP
Artifact 3 - Shadow Walking Belt
Resources 5
Contacts 5 - House Sesus Spy Network
Well Bred 2
Languages: 2 - High Realm, Flametongue, Forestongue
Martial Arts: 4 - White Veil Style
Intimacies
[Defining] - "The greatest vice is extraordinary hard work and incompetence; the greatest virtue extraordinary laziness and competence."
[Defining] - "Everyone will know me as one of the greatest Strategoi in Creation. None will know me as one of its greatest spies."
[Major] - "When in doubt, lie."
People who think she didn't earn her honours from the House of Bells (Bitter Resentment) [Major] - "Not one of those parties was relaxing. They were all training assignments. Midnight classes with masked sifus, constant tests and assignments in dead drops, entire secret courses - I took fourth year Grand Strategy with Cathak Mitar, a class only ten of the best are permitted to attend every year, in second year by listening to the lectures through the walls and submitting the assignments to my handlers. I slept through class because it was the only time I had left to sleep, and I hate that I can't tell anyone any of it. I didn't attend the House of Bells, I attended the House Sesus command training program and the House of Bells."
House Sesus (Loyalty) [Major] - "It's the masks, really. I'm here for the masks. And maybe the voyeuristic thrill of knowing everyone's dirty secrets."
The Civil War (Fear) [Major] - "Dragons know I've no wish to find myself impaled on the blade of some Cathak with anger management issues or the teeth of some Ragara monstrosity. At least we did unto Tepet before they could do unto us."
Mother (Fear) [Major] - "I once skipped stealing the answers to a test in Military History. What can I say, I was otherwise engaged that evening. I scored a 98%. I still don't know what happened to Laksha. She was my favourite handmaiden. I didn't make that mistake twice."
My Handler (Respect & Affection) [Major] - "I may not know who they are, and I've never seen their face, but they've always looked out for me. Part of me knows it's probably all staged, but a bigger part of me wants to believe they treat me so well because they genuinely care."
Cathak Xandra (Gratitude) [Major] - "I would never have graduated without her."
Cathak Xandra (Camaraderie) [Major] - "You never forget your fangmates from the House of Bells."
Cathak Xandra (Respect) [Major] - "She's a damn fine officer. I dread the day I find myself on the other side of the battlefield."
Cynis Manato (Respect) [Major] - "I could learn a great deal about business by studying under him. No, of course it's not because he's cute. Or rich. Or his impeccable bloodline. Oh Dragons I sound like my mother."
Cynis Manato (Affection) [Major] - "Okay, maybe it's a little because he's cute."
[Major] - "Manato might have what it takes to drive real change in the Realm."
Her Hearth (Loyalty) [Major] - "Ten Thousand Dragons may no longer fight as one, but these four have always looked out for me."
[Major] - "People don't love me, they love my beautiful masks. And it's better that way. More real. I wouldn't believe it otherwise."
Anathema (Mistrust) [Major]
Dessert (Love) [Minor] - "What is a Creation spanning empire for if not perfecting confectionary? It would shame our honoured ancestors if I didn't enjoy the chocolate covered fruits of their labours."
[Minor] - "I stopped reading the Immaculate Texts when I reached the 'You're perfectly enlightened and everything you do is correct' bit. Figured I'd quit while I was ahead."
Cynis Manato (Trust) [Minor]
Ragara Satori (Respect) [Minor] - "To accept the truth, even when it hurts, is a sign of great strength."
[Minor] - "I have earned this vacation and I'm not letting anything ruin it."
Cynis Manato (Gratitude) [Minor] - "For giving me hope again."
[Minor] - "There may be hope for the future of the Realm after all."
[Minor] - "For all my instructors tried to drill it out of me, I'm a sucker for a pretty face."
[Minor] - "We must defend our legacy."
Lunar Anathema (Hatred) [Minor] - "What that monster did to Xandra and her family is unforgivable."
Anathema Mental Manipulation (Fear) [Minor]
By spending one mote, a Dragon-Blood may use one of the following effects:
• She may perform minor manipulations of her Aspect’s element: cooling herself with a light breeze, igniting a fire without flint or tinder, causing a flower to blossom early at her touch. These never carry mechanical effects, but provide minor utility and can be incorporated into stunts.
• Once she’s joined a Sworn Kinship (p. 104), she may sense the direction and approximate distance to another member of it.
Water Anima Effects
• For five motes, the Water Aspect may use her move action to cross the surface of water as though it were solid land, and ignores the −3 penalty for rushing or disengaging across difficult terrain. She gains these benefits for free while at bonfire.
• For three motes, the Water Aspect adds a non-Charm success on a roll to disengage, withdraw, or resist being grappled.
• Water Aspects may breathe water as though it were air, and suffer no penalties for being submerged in water.
The Great Curse
Water Aspects: A Water Aspect’s Great Curse makes her perseverance a liability as she goes to unnecessary extremes to overcome obstacles or protect allies, or faces down impossible obstacles refusing to believe she can be defeated. She might take any underhanded shortcut or employ any plans, no matter how convoluted, in the pursuit of her own triumph.
Excellencies 5 - Others 15
1 - 2 Stealth
Cost: 2m per success; Mins: Stealth 1, Essence 1 Type: Supplemental
Keywords: Air, Balanced, Excellency, Mute Duration: Instant
Prerequisite Charms: None
As the Dragon-Blood moves through the shadows, the wind itself conspires to conceal her, blowing out torches, flapping curtains, or knocking over objects to create distractions. She may add automatic successes to a Stealth roll for two motes each.
Cost: 4m; Mins: Stealth 3, Essence 1 Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood is one with the air around her, re- leasing the solidity and substance that weigh down her body. She ignores one point of the penalty for using Stealth in combat, and effects that detect air motion, like Living Pulse Perception (Exalted, p. 271) or the air-aspected variant of All-Encompassing Earth Sense (p. 172), don’t work against her. She can still be detected normally by hearing and other senses.
In Air Aura, the Dragon-Blood may ignore (her Essence/2, rounded up) in penalties for using Stealth in combat.
Cost: 2m; Mins: Stealth 3, Essence 1 Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Vanishing Wind-Body Technique
The Dragon-Blood moves with the grace of a secret current, flowing past the notice of her enemies. She rerolls 6s on a Stealth roll until they cease to appear, and gains a point of Initiative if she beats the opposed rolls of all enemies.
In Water Aura, when the Exalt gains Initiative with this Charm, she may choose one of the enemies she beat with her Stealth roll, causing him to lose one Initiative.
1 - 0 Socialize
Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Mute Duration: Instant
Prerequisite Charms: None
The Dragon-Blood endears herself to all company with pleasing and faultless manners, She may add automatic successes to Socialize rolls or raise her Guile for two motes each.
0 - 1 Linguistics
Cost: 3m; Mins: Linguistics 1, Essence 1 Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood speaks into the wind, sending her voice afar on subtle currents of air. She may send a spoken message of no more than a few sentences to a chosen target within (Essence) miles. Messages sent with this Charm cannot be overheard or intercepted by any mundane means. Magical attempts to do so must overcome a difficulty of (the Dragon-Blood’s Essence + Linguistics).
This Charm’s range extends to (Essence x5) miles at Linguistics 3, and (Essence x10) miles at Linguistics 5. With Linguistics 5, Essence 4, the Terrestrial may pay one Willpower to extend it to (Essence x100) miles.
0 - 2 Occult
Cost: 4m; Mins: Occult 1, Essence 1 Type: Reflexive
Keywords: Air, Balanced Duration: One scene
Prerequisite Charms: None
Drawing back the veil between worlds, the Dragon- Blood makes invisible spirits and phantasms visible within the glass. To use this Charm, she must be touching a mirror or a similar reflective surface, such as the blade of a well-polished daiklave. The Exalt can see the reflections of dematerialized characters in that mirror, and can even hear what they say in the form of whispers that rise up from the mirror’s surface. Only the Exalt is capable of seeing the reflection — to others, even the spirit itself, it doesn’t appear in the mirror.
This doesn’t allow the Dragon-Blood to physically interact with spirits, but it can be used in conjunction with magic that does. Using reflections to pinpoint a foe is somewhat awkward — instead of fully negating the −3 penalty for attacking a dematerialized spirit one can’t see, it reduces the penalty to −1.
An Occult 5, Essence 3 repurchase of this Charm lets the Dragon-Blood pay one Willpower to make the spir- it reflections visible and audible to her allies as well. Their attacks against it still take a −1 penalty.
Cost: 3m; Mins: Occult 2, Essence 1 Type: Supplemental
Keywords: Air, Balanced, Uniform Duration: Instant
Prerequisite Charms: Spirit-Detecting Mirror Technique
Rending the air with a fierce kiai, the Dragon-Blood strikes that which cannot be struck. She can strike a dematerialized character with an attack made with any Ability. If the Exalt is unable to see her target, her attack roll suffers a −3 penalty.
If the Exalt uses this Charm on her next turn to attack the same enemy, its mote cost is lowered by one. This discount can be stacked, to a minimum cost of zero. Attacking another character or going a round without attacking that spirit resets the discount to zero.
1 - 4 War
Cost: 1m per die; Mins: War 1, Essence 1 Type: Supplemental
Keywords: Balanced, Earth, Excellency Duration: Instant
Prerequisite Charms: None
Wise strategy is the foundation upon which victories
are built. The Dragon-Blood may add bonus dice to a War roll for one mote each, and rerolls 6s until they cease to appear.
Cost: 5m; Mins: War 2, Essence 1 Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood strengthens her judgment and stra- tegic insight with the steadiness and calm of the earth, finding the path that leads to victory. She converts up to (Essence) situational bonus dice on a Strategic Maneuver roll (Exalted, p. 212) to non-Charm successes.
Cost: 3m; Mins: War 2, Essence 1 Type: Reflexive
Keywords: Balanced, Earth, Perilous Duration: One turn
Prerequisite Charms: None
The Dragon-Blood’s voice echoes across the battlefield as though it were a canyon. She may place a command action in a flurry, although not with an attack.
In Earth Aura, the penalty on both flurried actions is reduced by one point, and the Dragon-Blood’s Defense isn’t penalized.
Cost: 2m; Mins: War 3, Essence 1 Type: Supplemental
Keywords: Balanced, Fire Duration: Instant
Prerequisite Charms: Roaring Dragon Officer
The Dragon-Blood leads from the front, a blazing icon that ignites her soldiers’ hearts. She rolls an additional non-Charm die for each 10 that appears on a Charisma- or Appearance-based command action to give orders.
In Fire Aura, bonus dice granted by the Dragon-Blood’s command also add to the battle group’s Willpower rolls to resist being routed this round (Exalted, p. 209).
Cost: 3m, 2i; Mins: War 3, Essence 2
Type: Reflexive
Keywords: Perilous, Water, Withering-only Duration: Instant
Prerequisite Charms: Blazing Courageous Swordsman Inspiration
The Dragon-Blood overwhelms enemy forces with tactics designed to spread confusion and chaos. When an allied battle group attacks an enemy battle group under the Dragon-Blood’s orders, she converts (Manipulation) bonus dice granted to the battle group’s attack by her command to automatic successes. If this empties the enemy battle group’s Magnitude, add +1 to the difficulty of its roll to resist rout.
Cost: 7m, 1wp; Mins: War 3, Essence 2 Type: Simple
Keywords: Balanced, Decisive-only Duration: Instant
Prerequisite Charms: Any combination of five Archery, Brawl, Martial Arts, Melee, Thrown, or War Charms
Acting in perfect harmony with a steadfast ally, the Dragon-Blood coordinates a deadly finishing blow. She must spend this Charm’s training time practicing with an ally, developing a signature combination move that requires both of them to perform. A brawler might deliver a crushing uppercut that pushes an enemy into the downswing of her ally’s goremaul; a Righteous Devil stylist might use a firewand to wreathe her partner’s daiklave in flames; a pair of assassins might unleash a storm of throwing knives that comes from all directions.
When this Charm is used, the Dragon-Blood and her ally each make a decisive attack with any Ability against a single enemy. Her ally can move up to one range band in any direction before making the attack. If this is insufficient to bring him within range, or if he’s crashed, this Charm can’t be used. Such is the effectiveness of their combination that both attacks’ onslaught penalties are applied to the enemy’s Defense before the attack rolls are made, and they both use the higher of their two Initiatives to determine the damage rolled. This Charm doesn’t count against the ally’s attack or movement actions for the round, although it does count as the Dragon-Blood’s attack.
A character can only participate in this Charm’s combination attack once per day, whether by using this Charm or participating in it as an ally.
This Charm can be repurchased to develop signature combinations with different partners. Backers: Tim Aumônier and Greg Stayner
1 - 2 Awareness
Cost: 1m per die or 2m per success; Mins: Awareness 1, Essence 1
Type: Supplemental
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
The serenity of earth focuses and heightens all of the senses. The Exalt may add dice to an Awareness roll for one mote each, or automatic successes for two motes each.
Cost: 5m; Mins: Awareness 2, Essence 1 Type: Simple
Keywords: Earth
Duration: One scene
Prerequisite Charms: None
Touching a surface, the Dragon-Blood displaces her sense of hearing through the Essence of earth. She can listen through that barrier as though it weren’t there. Obstructions made of stone, wood, or weaker materials don’t require a roll to hear through, while metal or similarly durable materials may require a (Perception + Awareness) roll at difficulty 3+. On a failed roll, she’s only able to hear fragments of conversation or certain noises determined by the Storyteller with this Charm for the rest of the scene.
Cost: 4m; Mins: Awareness 2, Essence 1 Type: Reflexive
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: None
Anticipating how a fight will unfold in the blink of the eye, the Dragon-Blood directs her allies into advantageous positions and warns them of potential threats. After rolling Join Battle, the Dragon-Blood may transfer up to (highest of Intelligence, Wits, or War) total points of Initiative to any number of allies, dividing up the transferred Initiative however she chooses. She can’t crash herself this way. If she transfers Initiative to a Hearthmate, that character gains an additional point of Initiative.
1 - 4 Brawl + Martial Arts
Cost: 1m per die or 2m per +1 Parry; Mins: Brawl 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Uniform, Water
Duration: Instant
Prerequisite Charms: None
Force flows through the Dragon-Blood with every strike. She may add bonus dice to a Brawl or Martial Arts attack or the control roll of a clinch for one mote each, and deals lethal damage unarmed. She rerolls 6s on the damage roll until they cease to appear.
Alternatively, she may raise her Brawl- or Martial Arts based Parry by two motes per point, and block lethal damage unarmed.
Cost: 4m; Mins: Martial Arts 2, Essence 1 Type: Reflexive
Keywords: Decisive-only, Mute Duration: Instant
Prerequisite Charms: None
Concealing her hostile intentions behind common, everyday movements, the stylist can strike without striking. After successfully landing a decisive attack, she forgoes making a damage roll and resetting to base Initiative. Even though the attack doesn’t deal any damage, it still conveys poisons applied to her weapon (Exalted, p. 232) and the deleterious effects of Charms, as long as they don’t directly enhance the damage roll.
Noticing the attack requires a (Perception + Awareness roll) from all onlookers, including the victim, against a difficulty of (her Essence + Manipulation). If she attacked from concealment, it doesn’t break stealth, and she substitutes her total Stealth successes for the difficulty of the Awareness roll if they’re higher.
Mastery: An enemy struck by the attack takes a penalty of (the stylist’s Manipulation) on rolls to resist poison or other harmful effects conveyed through it.
Cost: 2m, 1wp; Mins: Martial Arts 3, Essence 1 Type: Reflexive
Keywords: Mastery, Uniform
Duration: Instant
Prerequisite Charms: Birdsong Over Blades
When the silent-winged owl dives into the field and rises with empty talons, it vanishes back into the night. After missing with an attack, the stylist conceals her attempt, requiring her victim and other onlookers to roll (Perception + Awareness) against (her Essence + Manipulation) to realize she attacked. If the failed attack was made from concealment, her stealth isn’t broken as long as no enemies or bystanders succeed on their Awareness roll.
Mastery: As long as no character succeeds on the Awareness roll, the stylist gains one Willpower.
Cost: 3m, 2i; Mins: Martial Arts 3, Essence 1 Type: Supplemental
Keywords: Mute, Perilous
Duration: Instant
Prerequisite Charms: None
Appearing relaxed and comfortable, the stylist’s de- meanor gives every indication that she wants nothing more than to sit back and gossip. She adds her base Guile in bonus dice to a Stealth roll. As long as no character present has witnessed her make an attack this scene, she ignores the penalty for attempting Stealth in combat.
Cost: 7m; Mins: Martial Arts 4, Essence 1 Type: Simple
Keywords: Form, Mute
Duration: One scene
Prerequisite Charms: Alehouse Memory Stance, Owl Clutches at the Night
The White Veil stylist puts herself completely at ease, her palpable nonchalance drawing onlookers’ attention from whatever she’s doing with her hands to focus on her pleasant smile and witty repartee. She gains +1 Evasion and +1 Guile, and takes no penalty for flurrying if she includes at least one Socialize-based action. She may substitute Manipulation for Dexterity when cal- culating her Evasion or when rolling to enter concealment, disengage, or withdraw. Any enemy that rolls Join Battle in response to her actions rolls must roll with (Perception + [lower of Awareness or Socialize]).
Special activation rules: When the stylist successfully lands a surprise attack against a nontrivial enemy, she may reflexively enter this Form.
Larceny
Cost: 2m per success; Mins: Larceny 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Mute, Water
Duration: Instant
Prerequisite Charms: None
Adept at criminal ways, the Dragon-Blood moves effortlessly within criminal underworlds. She may add automatic successes to a Larceny roll for two motes each.
Wish List:
Larceny
Cost: 1m; Mins: Larceny 2, Essence 1 Type: Reflexive
Keywords: Water
Duration: Instant
Prerequisite Charms: None
Even the slightest ripple of attention is perceptible to the savvy Dragon-Blood. When her suspicions are roused, she may invoke this Charm to roll (Perception + Larceny). As long as she rolls a single success, she can intuitively discern whether she’s being watched and by how many people.
With Larceny 4, Essence 2, the Dragon-Blood may identify the precise location of an observer if she beats (the higher of his Stealth or Guile).
Socialize
Cost: 4m; Mins: Socialize 3, Essence 1 Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: None
Who can conceal the heat of his passion from the Dragon-Blood’s keen eye? When she reads intentions to discern an Intimacy based on emotion, that Intimacy penalizes the target’s Guile as though it were his Resolve (Exalted, p. 215).
Cost: 1m, 1wp; Mins: Socialize 4, Essence 2 Type: Supplemental
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Loyalty-Reading Meditation
Whether enticed by her striking looks or menaced by her intimidating features, few can keep their secrets when they look upon the Dragon-Blood. If her Appearance is higher than a character’s Guile, she adds non-Charm dice equal to the difference on a roll to read his intentions.
Cost: 2m; Mins: Socialize 5, Essence 2 Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Shadow-Dispersing Radiance
When the Dragon-Blood successfully reads a character’s intentions, the Storyteller reveals an additional Intimacy based on emotion that relates to the motives or other Intimacy she discerned. For example, uncovering a courtier’s Intimacy for a beautiful performer might reveal his Tie of hatred for a romantic rival, while uncovering that a vagabond intends to pickpocket her might reveal a Tie of love for the family he needs to feed.
Integrity
Cost: 4m; Mins: Integrity 3, Essence 1 Type: Reflexive
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: None
Icy reason prevails over specious arguments or seductive wiles. The Dragon-Blood may use Intelligence in place of Wits to calculate her Resolve against a single influence roll. In addition, the opposing character must compare his Appearance to the highest of her Intelligence, Lore, or Resolve to determine how many bonus dice it adds to his influence roll (Exalted, p. 218).
Health Levels
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
I [ ]