Epiphany
Proverbs 17:9
- Personal Information
- Mundane traits
- Panoply
- Essence, Knacks, Charms
- Mutation List
- Human Conflict traits
- The Great Horned Owl
- Bookkeeping
Name: Isilme
Caste: Waxing Moon
Spirit Shape: A Great Horned Strix
Tell: The tingly scent of pine and feathers
Anima: A tremendous great horned owl, its wings unfurled and talons rending the air
Concept: Divine Troubleshooter
Motivation: Protect the deserving from those who would exploit them
Coups neatly executed.
Nothing sordid, vulgar, or plebeian.
Deserving cases preferred.
Police no object.
Appearance:
A rather lovely woman, made lovelier when she makes eye contact, smiles and makes someone the center of her sole attention. Disdaining the flowing essence robes of Yu-Shan or even the provincial finery of the Imperial Palace, Isilme dresses in an old-fashioned black suit over a white button-up shirt, neat when she wants to make a good impression and somewhat disheveled when it's to her advantage. When she's not charming her way through an obstacle, she typically wears a silvery pair of spectacles and seems to enjoy cultivating the paradoxical air of a completely ordinary well-to-do mortal instead of the supernaturally compelling Spirit or Exalt she must be.
Background:
Once, there was a maiden...
Who grew up in the halls of the Imperial Palace. From infancy, she was given every honor and privilege for she was destined to be as mighty as her legendary siblings one day. Mistress of her own House, so said Concluding Emollient, the ancient sage charged with this pupil. The demands of destiny and station were her constant companions and as a child she studied all she was given, mastered every art expected of her and impressed everyone except her mother.
No child ever impresses their mother.
When the child became the maiden in truth, she grew impatient with her mother's secrets, tired of being told 'once you've Exalted' and so she followed her mother into the most secret of Manses. In its depths, beneath dark halls containing impossible wonders, her mother found her and bound her and placed her upon the altar. Left alone, the maiden was at the mercy of the Manse and its custodians. But when their torments broke her bonds, she fled with uncanny instinct, evading lethal traps and surly monsters alike. Thoroughly lost, she came to a room with a window with such horrors behind her. "What would you give to survive?" asked the Moon Owl, when she laid eyes upon its wonder through the immaculate jade bars. "All that I have left now is my name," the maiden cried, "and I will never surrender it!"
Smiling, the Moon Owl ushered her through the window and led her across the Imperial Palace to the chambers of Concluding Emollient himself. The Moon Owl became the Argent Madonna and only then did the maiden realize she'd been made an owl as well. Her childhood teacher then spirited her from the Imperial Palace, never to be seen by Imperial eyes again, and brought her instead to his home in shining Yu-Shan. There her true training began, for the offices of Whiteflowers himself remained in perpetuity, unlocked only by her arrival.
~-~
There are dozens of stories surrounding Isilme, the Heart-Wrought Silver and perhaps the only remaining Waxing Moon in all of Creation. What is a matter of public record is that 342 years ago, she opened the doors to the Autolycus Resplendent and reclaimed the deeds and titles once held by the greatly esteemed Waning Moon Lunar, Whiteflowers, exactly eleven days before his arrangements elapsed and all property transferred to the Bureau of Heaven for auctioning off. After a decade of independent training and education from a series of divine teachers and one clever Sidereal, she was put to work handling all manner of operations and assignments in Creation. After her first century, Isilme had come to have a certain reputation in divine quarters as a Sidereal handler, one a few select members used to handle issues that could benefit from a Lunar's talents rather than their own.
In her second century, Isilme became widely traveled throughout the world, visiting city after city while nominally doing the work the Bureau of Destiny asked of her. It was during that time, however, that she became rather friendly with a number of divinities in the Bureau of Humanity, who had long seen the utility of the Bureau of Destiny having their own Exalts and saw opportunity in having one of their own. It was about a century or so ago that Isilme was known to break with the Bureau of Destiny...at least publicly, as rumors persist she and Concluding Emollient remain on quite friendly terms still. Instead, she turned her by then considerable talents to bringing stubborn mortals to heel and interceding under the auspices of the Creation-Ruling Mandate that Lunars still held title to.
It's only the in the last century that Isilme's employment status has grown dubious. She appears to do favors for both Bureaus but she seems to have an awfully lot of time on her hands. Much of which has been spent handling customers and clients in need of her particular talents, though how she finds them is rather a mystery to most.
Unbeknownst to the greater Yu-Shan, Isilme's saved a great many lives in her centuries in the field, many who have come to offer prayers to the gorgeous supernatural creature who delivered them from trouble. With the acquisition of a Vestment of Holy Vigilance, she can now hear the prayers of thousands...and slipped in between gratitude and devotion are conversations, local news and needs, the sorts of cases she enjoys doing. As a result, she's become something of an unexpected, uninvited investigator into mysteries and matters that interest her. The latest of which concerns certain happenings in the ancient unchanging rock of Mount Metagalapa...
Attributes
Physical
Strength ●●
Dexterity ●●●●●
Stamina ●●●●●
Social
Charisma ●●●●●
Manipulation ●●●●●
Appearance ●●●●● ●
Mental
Perception ●●●●
Intelligence ●●●●
Wits ●●●●
Abilities
Archery
Martial Arts ●●●● (While a bird +2)
Melee
Thrown
War
Integrity ●●●●● ●
Performance ●●●●● ●
Presence ●●●●● ●
Resistance ●
Survival ●●●
Craft
Investigation ●●●●●
Lore ●●●
Medicine
Occult ●●
Athletics ●
Awareness ●●●
Dodge ●●●● (While a bird +2)
Larceny
Stealth ● (Amulet +2)
Bureaucracy ●●●
Linguistics ●●●●● (Native: High Realm; Old Realm, Riverspeak, Skytongue, Flametongue, Clawspeak)
Ride
Sail
Socialize ●●●●● ●
Backgrounds
Backing ●●● (Bureau of Humanity)
Connections ●●● (Bureau of Destiny)
Cult ●●● (Thousands of grateful worshippers from over the centuries, along with a few deliberate operatives who pray to her to send and receive messages)
Heart's Blood ●●● (11-20 distinct shapes)
Manse ●●●● (Bloody-Eyed Burning Jewel [Fire 4], Stone of Recognition [Water 2], Jewel of the Lawgiver's Authority [Solar 2])
Panoply ●●●●
Salary ●●●
Solar Bond ●●
Merits
Born to Rule (1) Bonus of +1 on social rolls towards inferiors.
Flaws
Dark Secret (-3) Actively cultivates a cult of operatives (linked to Connections).
Major Obligation (-3) Owes the Sidereal Concluding Emollient for saving her life and shielding her from the Wyld Hunt.
Artifacts Worn
This multi-function artifact is a one-inch-wide bracelet made of an exquisite combination of all five magical materials. In addition to containing a miniature jade compass that points to the Elemental Pole of Earth and also reveals both how far the wearer is from this elemental pole and how far above or below sea level she is, this artifact also contains a minute timekeeper. The least spirit of this timekeeper tracks the exact second, minute, hour, day and month by listening to the whispers of the pattern spiders. In addition to keeping track of the time, the assistant also can instantly tell the phase of the moon and how much time remains until the next sunrise or sunset. The compass combined with the timekeeper provides a -1 reduction in difficulty to all rolls involving navigation or astrology that the user makes. At the wearer’s choosing, this device can either whisper this information to her or display it on a tiny panel of jade. The user need only commit one mote of Essence to activate the artifact and to cause the bracelet to size to fit.This artifact is a disk of transparent crystal two inches in diameter and one inch thick, inlaid with small amounts of all five magical materials. It is bonded with her resplendent personal assistant. This item automatically records all sight and sounds occurring around the character. Every sight or sound within five yards of the character is recorded, even sights directly behind the wearer. The artifact stores all sights and sounds that occurred during the last two full days. It erases all recorded information older than this, unless it is specifically asked to save a particular scene. To replay this information, the character need only ask this artifact to replay events from a particular time. The device can project an image of these events in an area that can be anywhere from the original size to a miniature version projected on a table. Characters can then walk around and examine these events in detail. The item can replay events as often as desired, as well as freezing scenes or only displaying sights or sounds occurring in a particular direction. All such projections are both slightly transparent and obviously artificial, however, so they cannot be used as illusions intended to deceive others. The artifact’s least spirit has been enhanced with powerful enchantments to be unusually intelligent and responsive. Therefore, requesting it to replay a recording in a specific manner is exceedingly easy. The artifact can even replay scenes up to 10 times faster or slower than normal, stopping and rewinding as the character desires. The user can even store still images of short scenes no more than 15 minutes long so that they will not be erased as time passes. The user can store a dozen such images or short scenes and can store only images or sounds or both, as desired. Clever characters have used this device to capture images of sensitive documents or rare books by paging rapidly through them. Attuning to this artifact requires the user to commit two motes of Essence, but this cost is reduced to one mote if this artifact is joined to a resplendent personal assistant.Appearing as ornate coins pressed out of starmetal with delicate wires of orichalcum circuitry on one side, these communication devices were once common in the High First Age. They no longer see use outside of the Five-Score Fellowship of the Sidereals, though, as they function only for Celestial Exalted. Attuning one of these artifacts costs one mote. An attuned Exalt can cause it to mystically adhere to any surface by tapping it twice in rapid succession, though anyone can pry it loose again with a sharp tug. Using a prayer transceiver module requires that its owner touch it and spend 10 motes while uttering a quick ritual prayer in Old Realm to the Celestial goddess Taru-Kül. (Knowing the exact wording of this archaic prayer requires a successful [Intelligence + Lore] roll, difficulty 5.) The prayer itself is a (Charisma + Performance) roll, difficulty 3. If the prayer succeeds, the module’s owner can dictate a message of any length to Taru-Kül and name an intended recipient, listing any passwords for security if so desired. Exalted attuned to a prayer module can also pray to Taru-Kül to check for any messages left by others, though they must give the proper password for any message that has one. If the prayer succeeds, the character hears the goddess whisper all waiting messages in succession in her distinctively crisp diction. These artifacts function only in Creation or Yu-Shan.Appearing as a large rivet-style body piercing made of one of the magical materials with an indented disk-shaped socket, skin mount amulets are nothing more than implanted hearthstone amulets (see Exalted, p. 380) that require no attunement. The design of these amulets also confers an additional number of motes of Peripheral Essence to the wearer’s maximum Essence pool equal to twice the rating of any hearthstone placed in the socket. Any commitments using Essence from the amulet (such as to other artifacts) immediately end if the hearthstone leaves its socket. Hearthstones can be removed or replaced in a skin mount amulet as readily as any other type of hearthstone amulet. Only the socket itself is actually riveted to the body.These bracers come as a pair, one of which has a setting for a single hearthstone and the other of which is imbued with magical power. These powers work only for an Exalt of the appropriate type. Hearthstone bracers require the commitment of four motes of Essence to activate them—two motes for each bracer. A bracer must be worn with its mate and will not activate unless worn as a pair. Regardless of construction, hearthstone bracers provide a three-die bonus to dodge attempts made by an attuned user. Additionally, the Moonsilver properties lend a Lunar wearer the bracers’ own somewhat protean nature. The character’s lethal soak increases by two as her body adapts to flow around attacks.The ultimate document is a foot long sheet of blank pearlescent parchment. It’s tough to damage, taking two health levels to damage and 4L/4B soak. It can be attuned for two motes. For six motes, the ultimate document becomes whatever document its owner imagines. It is flawless, written perfectly and in excellent calligraphy, with picture-perfect signatures in all the right places. The artifact has two limits. It cannot duplicate official documents of Yu-Shan, and telling it to sets off warnings in the Celestial Bureaucracy: repeated offences may trigger censures. The falsified document also remains on the parchment for only one scene—it is excellent for showing people and fooling them, but letting someone walk off with it is always a mistake. People who do rarely see their ultimate document again.This artifact, crafted to resemble a pair of moonsilver spectacles, has a setting for a hearthstone. Dragon tear tiaras require the commitment of two motes of Essence to activate the hearthstone and the tiara’s own magical powers. When attuned, the tiara adds one die to the character’s Perception pool. The character instead gains a bonus of three dice when she is attempting to perform geomancy, to use astrology, to detect spirits or to otherwise perform tasks that require occult sensitivity.This artifact consists of aspect-dedicated magical material lattices embedded in synthetic adamant matrices, these thumbnail sized baubles.
Modular Attire: The amulet can generate any form of outfit the wearer can imagine, however grand or humble. Changing the setting requires contact and a diceless miscellaneous action. Repairing or cleaning a worn outfit takes the same action as creating a new one. Created clothes have no reality beyond being an extension of the amulet, so they dissolve or flow back into the artifact if they are removed for any reason. Most wearers integrate the amulet itself as an accessory of each outfit, especially to show off impressive brand glyphs.Protection: Regardless of configuration, enchantments in the amulet provide +1L/+1B soak (which does not count as armor for Charm purposes), plus an extra success to all Resistance or Survival rolls to reduce or avoid the effects of deleterious environmental conditions, toxins or disease.Orichalcum: These amulets create clothes as constructs of solidified light, giving them a palette of colors and textures worthy of a Solar’s glory. As an Obvious effect, such raiment gives its wearer +4 Appearance and inhibits stealth like an 8–10 mote anima banner does. The Solar may hide this glory to make humbler attire if his pride permits, but the bonus is all or nothing.Moonsilver: Extruding outfits as a diaphanous second skin grown from liquid metal tendrils, these amulets provide superior protection and camouflage on demand. The wearer gets two bonus dice to Stealth rolls and two bonus dice to assume a disguise with Larceny, as well as replacing the usual soak bonus with +5L/+5B (that stacks with and is still not considered armor for Charms).Starmetal: Weaving clothes from strands of the wearer’s own fate, these amulets provide extremely subtle and understated elegance. Such garments conceal numerous pockets folded into Elsewhere, providing sufficient storage space to carry up to a ton of assorted items safely out of reach of the world, provided the objects could actually fit through a pocket opening no larger than a foot across. Only the attuned wearer can reach into Elsewhere via these pockets; to others, they are merely stitched folds. In the event of the wearer’s death, his corpse fades into Elsewhere with his possessions for burial among the interstices of fate, leaving only his enchanted clothes to mark his passage.Jade: Micro-articulated jade scales unfold from the amulet into glossy military uniforms appropriate for elite Dragon-Blooded officers. When worn by a unit relay, the wearer counts as five relays for the purposes of preventing communication failure. When worn by a unit commander, her dignified example provides one bonus dot each to Drill and Morale, as well as +1 Might if the unit has Magnitude 3 or less.
Artifacts and Equipment in storage
Divinity Requisition Badge (●●)
Vestment of Holy Vigilance (●●●, Commit 5)
Fivefold Harmonic Adapters (●, Commit 0)
Translation Crystal (●●, Commit 0)
8-Scream Devil Powder (●, Commit 0)
Audient Brush (●●, Commit 0)
Essence-Scrying Visor (●, Commit 3)
Mask of Pure Breath (●, Commit 1)
Manses
This hearthstone is transparent, four-sided jacinth with a deep red sphere at its center. Its bearer can shoot bolts of brilliant fire from her eyes. The attack uses a (Wits + Awareness) attack roll and has the following stats below. A target may dodge the attack as normal, and may parry it using stunts or Charms that defend against non material ranged attacks. Armor only soaks this damage if it is composed of one of the magical materials.
Speed Accuracy Damage Rate Range Minimums Cost Tags
4 +0 (Essence x 2)L 3 20 — — FThe bearer of this irregular, blue-white orb can make other people believe they have met or heard of her before, which may help in many deceits or attempts at persuasion. Whenever the bearer wishes, her player and the player of a designated target make a reflexive and resisted (Willpower + Essence) roll. If the target’s player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes. The stone’s bearer gains two dice on any Social roll against the target that involves trust or convincing the target to believe something. If the target’s player wins or ties the roll, however, the target feels only a vague sense that the bearer seems somewhat familiar.This brilliant-yellow, hexagonal crystal reduces the difficulty of all attempts to sway the opinions or beliefs of others by 2 (to a minimum of 1). It applies to both speech and writing
Essence:
Permanent: ●●●●● ●
Knacks
This Knack enables the Lunar to take the form of another human (or basically human creature). She develops an instinctive understanding of the different sacred hunt necessary to make humans valid targets of the hunt. Taking on a false human shape costs a point of Willpower.
The base time of the hunt is half a day, during which time the character studies the person’s habits and nature, absorbing them the same way she will steal the person’s body. Some Lunars watch their victims covertly during the process; others hunt the target viciously, tormenting him and studying his reactions until the final blow. The latter method is faster but more difficult to perform in high-population areas. Either way, it’s murder (unless the Lunar has Life of the Hummingbird and merely takes a person’s shape temporarily). Taking a human’s Heart’s Blood triggers a Compassion roll in any character with Compassion 3 or greater, and each success adds one point of Limit to the Lunar’s total, no matter what his dominant Virtue may be.
Lunars pursue human forms for many reasons: Having even a single human false form is useful when one’s true form becomes dangerous and an animal shape is inappropriate. Some human forms are useful for their identities—becoming Great Forks’ Minister of Lore is a significant advantage Finally, different human forms may have access to different resources. Stealing a wealthy merchant’s form gives the character a lot of money to throw around, and becoming a friendly socialite comes with a host of contacts and allies. Lunar Exalted may benefit from these stolen Backgrounds temporarily, but they require effort to maintain—otherwise, the investments dry up, and friends forget about the person who is no longer often around.
Exalted and other human creatures may have Charms and other powers of their own. Taking on one’s form through the sacred hunt does not give the Lunar access to any of their Essence-based powers. Taking a Lunar’s form in this way provides only the Lunar’s human true form, not the spirit shape or any other form the victim might know. For that, a character needs Taste of Luna’s Champions.The Lunar understands a compassionate alternative to the standard hunt for a human’s shape. She dedicates the sacred hunt to Luna with an invocation of her belief in guarding Creation and its life, then she pursues her quarry as normal. Once the period of observation is over, she renders her victim unconscious (not dead) and tastes his blood. She acquires his shape permanently, but the victim lives. When the victim dies, the effects of Flickering Star Infusion begin as normal, as if the Lunar had killed the victim outright. Taking a human form in this way triggers no Compassion roll.Blood is unnecessary for a Lunar who applies this Knack to his shapeshifting. He may add a target of his sacred hunt through the act of sexual intercourse rather than by slaying it and taking its heart’s blood (or by merely defeating it, as with Compassionate Mirror Nature). It must still come at the culmination of a full hunt, unless the Exalt possesses Life of the Hummingbird and wishes to have the form only temporarily.A dedicated Lunar can learn to change just part of his body to gain some special benefit or attack. The character may transform part of her body, producing any mutation she desires, so long as the mutation is based on her spirit shape or a shape in her heart’s blood library. Producing a pox or deficiency costs 1m, an affliction or debility costs 2m, a blight or deformity costs 3m, and an abomination costs 4m. These motes are not committed, the Lunar may simultaneously wear as many mutations as she wishes, and the mutations last as long as the Lunar desires. Such mutations do not recede when the character’s anima flares to the 8m+ level.Lunars without this Knack cannot master shapes any larger than something about the size of an adult moose. With it, even creatures as large as yeddim and tyrant lizards become valid targets of the sacred hunt. This Knack expands the range of possible spirit shapes for a starting character.Lunar Exalted who take this Knack increase the size of their spirit shape. The size increase requires no extra effort—the Lunar’s animal true form doubles in size. Strength, Stamina and health levels may increase, if appropriate, as if the spirit form carried the Large mutation. Many Lunars never choose this Knack, especially those with small or subtle spirit shapes. Some Lunars choose to increase the size of their totem forms further, creating custom Knacks for the purpose.Lunars with this Knack crush their opposition with the sheer might of a massive spirit shape. The character spends a point of Willpower when donning her spirit shape to make it large enough to engage in mass combat as a unit with a Magnitude equal to the Lunar’s Essence. Represent the Lunar’s size outside of mass combat by increasing her Strength and soak by an amount equal to her Essence. Assuming the Emperor Ox Expansion form takes time. The Speed of the shapeshifting action is measured in long ticks, and even a Lunar using Lightning-Change Style requires one long tick to activate Emperor Ox Expansion.
Charms
Strength
Second Strength Excellency
4m 1wp, Simple (Speed 4), Combo-OK/Gift/Obvious, Scene:A silver nimbus swirls around the Lunar’s limbs, coalescing into claws of pure Lunar Essence. All of the Lunar’s natural weapons add +2 Accuracy, +5 Damage, +2 Defense. They also gain the Overwhelming tag, with a minimum damage of two dice. The Lunar may deal lethal damage with his natural attacks and parry lethal attacks unarmed without a stunt. As a Gift effect, the Lunar may commit a single mote upon activating Deadly Beastman Transformation. Doing so grants all his natural attacks the Overwhelming tag (minimum damage two dice), but does not confer any of the other benefits of this Charm.
Dexterity
Second Dexterity Excellency
Cost: 5m; Mins: Dexterity 4, Essence 3; Type: Simple. Keywords: Combo-OK, Obvious, Touch. Duration: One scene. Invoking the Charm, the character chooses one discrete object of any mundane material. For the rest of the scene, the character may reshape the object with a brush of his hands. To everyone else, the object remains as hard as normal. Clay-Wetting Practice cannot affect the magical materials.
When a Lunar targets an object no larger than he can hold in one hand, he may reshape that object as a miscellaneous action into any similar object of the same material and Resources value or less.
Clay-Wetting Practice also makes unworkable materials valid targets for Craft actions and eliminates any penalty
for working without tools. In normal working conditions, this Charm reduces the target Resources value by one for determining the task’s difficulty and time required, though long-term projects require many invocations of this Charm. Projects that normally involve dozens or hundreds of workers do not benefit from this Charm.
Characters may use this Charm to damage an object quickly. A Lunar ignores (Dexterity x 2) points of an object’s soak after affecting it with this Charm.
Stamina
Second Stamina Excellency
Cost: 1m per 2 soak; Mins: Stamina 3, Essence 2; Type: Reflexive (Step 7) Keywords: Combo-OK Duration: One scene. Stewards use this Charm to increase their soak. Each mote spent on this Charm purchases two points of bashing and lethal soak for the rest of the scene. A character may spend up to (Essence) motes, and this added, innate soak stacks with armor.
Charisma
Second Charisma Excellency
Cost: 3m; Mins: Charisma 3, Essence 2; Type: Supplemental, Keywords: Combo-OK, Social. Duration: Instant. This Charm supplements a Charisma-based action to relate information to another person, whether it is a long-winded story, a series of brief but complex instructions or boring genealogy of an important family. The information becomes supernaturally memorable to the target or targets, giving them the storyteller’s (Charisma) in bonus dice to any attempt to remember the information, details and all, at any point in the future.Cost: 6m; Mins: Charisma 4, Essence 4; Type: Supplemental, Keywords: Combo-OK, Social, Duration: Instant. Lunars can become extraordinarily persuasive, to the point where their influence becomes difficult to shake off. This Charm infuses Essence into any form of natural mental influence the character attempts, forcing people to consider its validity and turning it into unnatural mental influence. It may be resisted with one point of Willpower, as normal.Cost: 5m; Mins: Charisma 4, Essence 2; Type: Supplemental, Keywords: Combo-OK, Emotion, Social, Duration: One scene. Lunars drive people’s fears into the open. This Charm supplements a Social roll to rouse the emotion of fear in one or many targets (using Presence or Performance). The roll takes an internal penalty equal to the group’s Magnitude. The Charm exerts unnatural mental influence on any target whose Mental Defense Value is less than the character’s successes. The Lunar may inflict a general fear, usually causing panic, or name a specific “fear of X,” which everyone then feels. Spending two Willpower allows a character to resist this influence for the scene.Cost: 6m, 1wp; Mins: Charisma 4, Essence 3; Type: Simple (5 long ticks), Keywords: Combo-OK, Illusion, Social, Duration: Instant. The Stewards may inflict enough fear to wipe their foes’
minds clear. The player rolls (Charisma + Presence + Essence) against a single target’s Mental Defense Value. If the roll is successful, the character makes that person believe one memory to be false, a dream or otherwise not real. In effect, the character gets to remove one memory from the target’s mind. This Charm also creates an instant Intimacy to the belief that the memory is not real. It requires one Willpower per scene to pierce the illusion, and the effect remains until the target breaks the Intimacy completely.Cost: 7m; Mins: Charisma 4, Essence 3; Type: Simple, Keywords: Combo-OK, Obvious, Social, Duration: (Essence) actions. Manifesting the hypnotic swaying that many creatures evince, the Lunar can slow or stop her enemies in their tracks. She may use this Charm in physical or social combat; in social combat, its Speed is six long ticks. The Lunar’s player rolls (Charisma + [Presence for single targets, or Performance for groups]). Any person whose Mental Defense Value is less than the rolled successes stops. That person immediately becomes Inactive for a number of actions equal to the Lunar’s Essence. This unnatural mental influence can be overcome by spending two points of Willpower. Lunars use this technique in order to attack their victims without resistance, to escape from crowds and for many other purposes.Cost: 5m; Mins: Charisma 4, Essence 3; Type: Simple, Keywords: Combo-OK, Social, Duration: (Essence) actions. Lunars use this Charm to work in peace, and without
leaving an incriminating trail. Forgetful Victim Prana causes unnatural mental influence on up to (Essence) targets, or up to a unit of (Essence) Magnitude if the Lunar spends an additional point of Willpower. Used in social combat, the Charm’s Speed is six long ticks. The Lunar’s player rolls (Charisma + [Presence for individuals or Performance for social units]) against the highest Mental Defense Value of all her targets.
If the roll succeeds, all targets will forget everything they experience for the next (Essence) actions, once the Charm ends. Until the Charm ends, affected targets act and react normally to whatever they experience, but they forget it all, including the activation of the Charm. Once the Charm is over, victims may spend one point of Willpower to remember what occurred for a scene or three points all at once to remember forever—if they ever have reason to try remembering.
The Charm affects memories, not physical evidence, and some changes are jarring. Wounds inflicted, objects broken and great distances moved become sources of remarkable confusion. A guardswoman who suddenly finds herself holding her sword may believe she drew it out for polishing or out of boredom, but not if there’s blood on it. In social events, this Charm is often more subtle. Movement at a party is easy to rationalize, as is picking up or leaving behind a drink or courtesan. Compulsions or Intimacies gained from forgotten social attacks remain, but often feel like the target’s own inspiration.Cost: 4m; Mins: Charisma 4, Essence 3; Type: Supplemental, Keywords: Combo-OK, Social, Duration: Instant. This Charm may supplement any social attack, allowing the Exalt’s player to roll (Charisma + relevant Ability) reflexively, and makes anyone whose Mental Defense Value is less than the successes on that roll forget the supplemented social attack. This unnatural influence may still be countered by spending two points of Willpower.Cost: 8m; Mins: Charisma 5, Essence 3; Type: Simple, Keywords: Combo-OK, Compulsion, Social, Duration: Lunar’s Presence in days. With the great force of her personality, a Steward shares
the power of her will and beliefs with another. This Charm is an unnatural mental influence that the character may exert even on targets that normally are not valid targets for social attacks, such as sleeping people. Such targets may only defend with their Dodge Mental Defense Values and suffer a -2 penalty to that.
The Lunar’s player rolls (Charisma + Presence) against the target’s Mental Defense Value. Success levies a Compulsion effect on the target to act as though she shares one of the Lunar’s powerful beliefs. The target acts as though she has the character’s Motivation, one of the character’s Intimacies or one Virtue equal to the Lunar’s (which must be rated at three dots or higher). This compulsion becomes the greatest thing in the target’s life, overwhelming other Intimacies and the target’s natural Motivation for the duration.
Targets of this Charm may spend a point of Willpower to resist the compulsion for a full day or three points to cancel it entirely. People targeted when they were unaware of the Charm never know they had anything other than a sudden epiphany. Other targets know the Lunar somehow inspired them to a different belief.
Manipulation
Second Manipulation Excellency
Cost: 4m; Mins: Manipulation 3, Essence 2; Type: Simple, Keywords: Combo-OK, Illusion, Social, Duration: One scene. The Lunar’s magic brings a specific point or detail to the forefront of his target’s mind and makes it seem important. The player rolls (Manipulation + Presence) at a difficulty of (the target’s highest of Perception or relevant Ability). The relevant Ability depends on what the Lunar gives significance: Awareness for a visual detail or a scent, Socialize or Bureaucracy for particular wordings and Melee to notice something about a person’s blade katas, for a few examples. If the roll succeeds, the target notices whatever detail—be it a bent blade of grass in the field, a particular wording at a dinner party or part of a blueprint—and knows that it is important. Three points of Willpower throw off this effect.Cost: 5m; Mins: Manipulation 4, Essence 2; Type: Simple (4 long ticks), Keywords: Combo-OK, Illusion, Social, Duration: One scene. Lunar Exalted can be manipulative bastards. With just a
word or a well-timed phrase, the character convinces a person or people that one thing they believe is factually incorrect. The Charm won’t affect general, emotional attitudes (such as an Intimacy for Lookshy) but can counter specific beliefs (such as thinking Lookshy’s alliance with Marukan is a good thing). The Lunar’s player rolls (Manipulation + [Presence or Performance]). Any targets of this Charm whose Mental Defense Values are less than the number of successes on the roll maintain this belief for the rest of the scene. Shaking off this unnatural mental influence costs two points of Willpower. The Lunar’s player selects the belief to invert. When using this Charm on many targets at once, it does not affect anyone who does not hold the targeted belief in the first place. The Lunar cannot affect a group whose Magnitude exceeds (his Essence - 1).Cost: 2m; Mins: Manipulation 3, Essence 2; Type: Reflexive, Keywords: Combo-OK, Duration: Instant. Lunar Exalted are master dissemblers. When someone takes an action opposed by a difficulty or a roll based on the character’s Manipulation, such as trying to read the character’s intentions or motivations, the character may activate this Charm to make that action automatically fail. When the opponent’s action is supported by a Charm, the character must spend an additional point of Willpower to activate Mask of White Jade. Multiple characters might use (Perception + Investigation) to detect a lie or deception from the Lunar. When that happens, the Lunar need not activate this Charm multiple times; one activation suffices to make the character unreadable to all observers for a single lie or deception.
Appearance
Second Appearance Excellency
Cost: 2m+, 1wp; Mins: (Attribute) 4, Essence 3; Type: Simple, Keywords: None. Duration: One scene. Lunar Exalted find ways to become perfectly in touch with their natures. Every two motes spent when activating this Charm reduces the mote cost for the fi rst three (Attribute) Excellencies by one, to a minimum of 0. A Lunar can spend up to (Essence x 2) motes on this Charm. The discount applies to the total expenditure on Excellencies relating to a given roll. In all other ways, Instinctive (Attribute) Unity works the same as the Solars’ Infinite (Ability) Mastery (see Exalted, pp. 185-186).Cost: 4m; Mins: Appearance 3, Essence 2; Type: Simple, Keywords: Combo-OK, Duration: One scene. In nature, creatures that appear more symmetrical are considered more fit to survive, better mates and therefore more attractive. Calling on her Essence, the Lunar gives herself an air of impossible perfection, doubling the maximum Mental Defense Value bonus or penalty she can inflict or benefit from based on difference in Appearance. At Essence 6, the Exalt does away with the limit altogether.Cost: 3m; Mins: Appearance 2, Essence 2; Type: Reflexive, Keywords: Combo-OK, Illusion, Duration: One scene. Although one water buffalo can tell itself apart from another, a watching predator cannot do so. They see only differences in function—which is the most dangerous, and which are old or sick. Activating this Charm, the character’s face looks like everyone around her. Perception rolls to pick the character out of a crowd take an internal penalty of the character’s Essence. Even if the character is alone, her appearance is so bland that no one can remember it. An observer must spend a point of Willpower to overcome this illusion of anonymity.Cost: 6m, 1wp; Mins: Appearance 4, Essence 4; Type: Simple, Keywords: Combo-OK, Illusion, Duration: One scene. Sometimes, it doesn’t pay to hide from the world—just the people who are looking for you. After activating this Charm, the character becomes entirely unnoticeable to all trying to find her. Not only can they not see her, they cannot discern her presence from the world’s reactions. They cannot notice people talking to her or moving around her, or the ripples she makes swimming in a river. Everyone else may notice and interact with the character as normal. Spending two Willpower lets a character perceive the nature of this Charm for a moment; finding a way to stop seeking the character requires only extraordinary mundane self control.Cost: 10m; Mins: Appearance 5, Essence 5; Type: Simple, Keywords: Combo-OK, Obvious, Shaping, Duration: Indefinite. Walls and gates erected to hide prey from the hunter are of no concern to a Lunar. Likewise, the keenest eyes and canniest screening for her Tell only make a Steward laugh. Briefly drawing her anima into her body, the Lunar inverts her own physical nature, causing herself to dematerialize. She may freely interact with other dematerialized beings and attempt to enter sanctums as a spirit would. However, should the Lunar’s anima flare to the 11m+ level it becomes visible even to those who cannot see dematerialized beings.Cost: 4m; Mins: Appearance 3, Essence 2; Type: Simple, Keywords: Combo-OK, Illusion, Duration: One scene. When a Lunar believes she is being watched, she may activate this Charm to confuse or upset those who spy upon her. Observed Predator Instinct can end their observation or cause them to make mistakes. The character’s player rolls (Appearance + [Presence or Performance] + Essence) against the target’s Mental Defense Value. People who succumb receive the unmistakable impression that the Lunar knows they are watching her, is watching them with equal care and is comfortable—if not pleased—with the arrangement.Cost: 5m, 1wp; Mins: Appearance 4, Essence 3; Type: Simple, Keywords: Combo-OK, Obvious, Duration: One scene. The Lunar’s body language becomes incredibly graceful, eloquent and effective. With a single sultry glance, a subtle turn of the head, the lightest caress or many other aspects of body language, the character can communicate as effectively and completely in a silent instant as he can with a lengthy speech. He can use Performance, Presence, Socialize and other Abilities potentially hindered by a lack of speech, and he reduces the Speed of all social combat actions by one while the Charm lasts. Outside of social combat, the character may communicate significant messages instantly.
Furthermore, the character can speak to anyone or anything, regardless of native tongue, though he may not always understand the answer. Many things are unable to comprehend the Lunar’s message or respond, such as rocks, but he can still communicate with them easily with only his appearance and body language. This is especially useful when a Lunar finds human form imprudent, but wants to tell someone that a Realm legion approaches or her child is trapped in a collapsed mineshaft.Cost: 6m; Mins: Appearance 6, Essence 5; Type: Simple, Keywords: Combo-OK, Illusion, Social, Duration: One scene. Lunars inspire those around them. With this Charm active, every first glance at the character triggers a specific thought or sort of thought. The Lunar chooses if she wants every person who looks at her to think something specific (“she’s dangerous,” “she’s hiding something”), to see what they most want to see in her, or to see what they least want. The Lunar does not appear as anything other than what she is, though. The magic is in the conclusions others draw. Perhaps the evil vizier believes the Lunar is here to aid the satrap, while the merchant’s son believes the Lunar is his arranged wife-to-be, arriving just in time to eliminate his chance to flee with his true beloved. Or maybe the vizier knows with one look that the Lunar is harmless, while the son believes that the Lunar will help him escape his arranged marriage. This effect creates an instant Intimacy that remains until a subject eliminates it naturally. This unnatural mental influence costs two points of Willpower to resist.Cost: 5m, 1wp; Mins: Appearance 3, Essence 3; Type: Reflexive (Step 1), Keywords: Combo-OK, Duration: (Essence x 2) long ticks. When the Stewards focus their efforts, they can nearly match the Lawgivers in their skill at handling people and cultures. Activating this Charm, the character’s personality becomes attractive to those around her. People want to help her, the things she says make sense and she seems very convincing. She could act outgoing and positive or distantly alluring.
Irresistible Silver Spirit adds one automatic success to all social actions (but not her Mental Defense Values). The character ignores fatigue penalties and increases the maximum number of dice she may add from her Social Attribute Excellencies to (Attribute + Essence).
After activating the Charm, the Lunar’s player names an objective she wishes to achieve through social combat. Each action, she must make a social attack in an effort to reach that goal. It requires a (Willpower) roll to take any other action (even another social attack), and that suffers a -2 internal penalty. Her player must roll (Willpower) at a difficulty of her Essence in order to end the Charm prematurely.
Perception
Second Perception Excellency
Cost: 1m, 2m or 4m; Mins: Perception 4, Essence 2; Type: Simple, Keywords: Combo-OK
Duration: Instant. Everyone carries traces from the people they care about, and the Lunars can detect them. Blood-Kin Sense allows the character to detect the most important social tie the target has to another person. This is from the target’s perspective, which may change with time, or even with mood. The Lunar’s player rolls (Perception + Investigation) with a difficulty of the target’s (higher of Manipulation or Socialize). Success on this roll reveals the information. Blood-Kin Sense costs one mote if the social tie is to a blood relative or spouse, two motes for a longtime friend or lover and four motes for a recent friend or a business associate, priest, commanding officer or other important person
Permanent Mutations:
Hyper-Awareness (+1 to detect ambushes, always actively wary, no penalties from distraction)Inexhaustible (Immune to Fatigue)
Investigation: 7 motes
Enhanced Senses (Sight, Hearing, Smell) (+2 to Awareness) 3mNight Vision 1mLidless Demon Eye (+1 to Awareness, perceive invisible/dematerialized creatures, gains All-Encompassing Sorcerer's Sight, glowing green eyes make stealth impossible and cannot be concealed) 3m
Infiltration: 6 motes
Wood Adaptation (Immune to poisons) 1mChameleon (+1 Survival, +2 sight-based Stealth) 2mMinuscule (Shrinks to 1/4th size, -3 Strength, -2 Stamina, Move action goes 1 yard, can only Dash (Dexterity) in yards on the ground, loses -0x1, -1x1, -2x2, inflicts -4 external penalty to be hit, +3 to Stealth) 3m
Assassination: 5 motes to 15 motes
Toxin (5L/action, 2 to 7, –/–, -2 to -7) 2m to 12mPenetrating Strike (Adds Piercing) 3m
Travel: 6 motes
Enhanced Senses (Sight, Hearing) (+2 to Awareness) 2mElemental Adaptation (depending on where she's going) 1mCheetah's Pace (Travel like a simple horse relay, +6 to Dex for movement, +6 to Strength for jumping, +3 to competitive running rolls) 3m
Poxes:
The mutant’s sensory cortex is covered in neurological growths or enhanced by cybernetic upgrades, giving it an uncanny sense for hidden dangers. The mutant is always treated as being actively wary for detecting unexpected attacks (see Exalted, p. 155), adding a single die on all rolls to detect ambushes and never suffering penalties on such rolls for being distracted.The mutant gains short but sharp claws or fangs. Clawed punches or kicks inflict lethal damage, and a fanged mutant’s bite also delivers lethal damage. Claws can be retractable or hidden under gloves, but fangs are visible whenever the mutant eats or speaks.The mutant’s sense becomes unnaturally acute. The character gains two dice on all Awareness rolls relating to that sense. This pox is physically obvious in unusual eye color or shape, large pointed ears, an elongated nose and so forth.The mutant’s skin changes, and she is now covered in light fur, feathers (players chose colors or patterns), leaves, thin bark or delicate scales. The character gains one die in all Survival pools and does not need to wear clothing to protect her against the elements. This pox also adds 1L/1B to the mutant’s soak. This pox cannot be hidden, but characters with this pox can occasionally be mistaken for Dragon-Blooded.The character grows to an unusual size. He gains one dot each in Strength and Stamina and an additional -0 health level. This pox is still (barely) within normal size range, and the mutant can still pass as a normal (if very large) human. (Taken more than once, this pox becomes a deficiency.)The mutant’s skin or hair changes to some unusual color or colors: tiger stripes, pure white, blood red and so forth. This is purely a cosmetic change and can usually be hidden by dye, make-up or obscuring clothing.The mutant afflicted with this pox loses about 25 percent of her body mass and height. She loses one dot each in Strength and Stamina as well as a -2 health level. She will also be harder to hit (+1 difficulty). Small mutants can barely pass for normal and are frequently mistaken for children. This box can be taken multiple times until any Ability reaches 0. Then, the mutant dies. (Taken more than once, this pox becomes a deficiency.)The character gains a tail. A pox tail is basically cosmetic. It may be scaly, furred, bare like a rat’s or tufted, but the mutant cannot use it to manipulate things, hang from branches or attack. The mutant gains two dice in Athletics pools as the tail aids in balance. The tail can be hidden under clothes.The character’s lower legs are replaced with hooves more appropriate for a horse, a goat, a boar or some other, similar creature. The character adds two bashing damage to his kicks. If the pox is taken a second time, its effects are identical to the Great Hooves affliction.The mutant’s eyes are adapted to see in the dark like a cat or an owl. The mutant can see as easily on a moonless night in a city or a deep forest as ordinary humans can on an open plain or leafless forest on the night of the full moon, and can see as well under the full moon as well as ordinary mortals can in full daylight.This pox renders the mutant resistant to natural cold. The character can remain comfortable and unharmed walking naked through a freezing blizzard or swimming in icy water (see “Numbing Cold” from the Environmental Effects table on p. 131 of Exalted). Not all characters with this mutation must come from the North: a character changed by the Southern Wyld might develop a flame burning in his heart that protects him against cold.This pox protects the mutant from all natural extremes of hot weather. The character does not require additional water in hot weather. He can remain comfortable and unharmed walking naked under a blazing desert sun (see “Blistering Heat” from the Environmental Effects table on p. 131 of Exalted). This mutation does not protect the character from forest fires, lava or other extreme sources of heat. Not all characters with this mutation need come from the South; a character changed by the Northern Wyld might develop veins of ice in her bones that protect her from heat.This pox allows the character to drink salt water without harm. In addition, the character’s skin suffers no harm from continuous immersion in salt or fresh water. While the character cannot breathe water, when underwater, he can hold his breath for four times as long as normal (Stamina x 2 minutes + an additional two minutes per success on a Stamina + Resistance roll). The character also reduces the difficulty of Athletics rolls involving swimming by 1 (to a minimum difficulty of 1) and doubles the character’s swimming speed.This pox grants the character the same resistance to all plant toxins (but not serpent or insect venoms, demonic or alchemical poisons or poisons created by Charms) as all Exalted possess and grants Exalts complete immunity to plant toxins. In addition, the character can move through forests, jungles, and other wooded areas with exceptional ease. The character can climb easily and with great speed—reducing the difficulty of Athletics rolls involving climbing by 1 (to a minimum difficulty of 1) and doubling the character’s climbing speed. The mutant also possess green skin that allows her to make food as plants do: if the character receives water and at least eight hours of sunlight each day, she reduces the difficulty of any Survival or Resistance rolls involving finding food or enduring hunger by 1 (to a minimum of 1)The character’s tongue becomes long and forked like a snake’s, and he unconsciously flicks it out every few minutes. The tongue is remarkably sensitive, and a character with this pox ignores the normal -2 external penalty for fighting invisible opponents.The character has a third eye located on her forehead, just above her other two. The character gains a +1 bonus on all Awareness rolls. The third eye can be concealed normally.The character’s legs become longer and contain more power. Often, they take on a digitigrade shape similar to that of a dog or deer. Add two to the character’s Dexterity for the purpose of calculating movement during combat, and add two to the character’s Strength for the purposes of jumping distances. The character adds one die to single rolls representing competitive running. In long-term movement (see Exalted, p. 264), the character may move as quickly as a drawn carriage. This mutation may be taken multiple times. Each purchase stacks the mutation’s benefits, but if it is taken more than once it can never be hidden. See Gazelle's Pace and Cheetah's Pace.
Afflictions:
The mutant can excrete sticky silk, synthetic adhesives, or some other web-like material. It can spray other characters with webbing to trap them, treated as an attack with a lasso, net, or bola that it can make no more than once per action tick. It can also fire a webline up to (Stamina x 10) yards as a miscellaneous action, which it can then use as though it were a securely-attached rope of perfect quality. After a scene in which the mutant uses this webbing, it must wait an hour before it can produce any more. Characters with the Argent Weaver Art Charm instead reduce the base cost to use it to zero motes.This mutant can change the color and pattern of her skin to match her surroundings. The mutant’s player adds one die to Survival dice rolls and two dice to any Stealth rolls involving sight.The mutant’s tongue becomes very long, prehensile and sticky. If the character’s Strength allows her to lift her own weight, her tongue can be used to haul herself around. Punch and grapple attacks can be made with the tongue at a three-yard range. When she attacks with her tongue, add two dots to the character’s Dexterity and one dot to Strength, reflecting its speed and stickiness. The character’s speech is very slurred and unclear.The character has gills and can breathe comfortably underwater. When choosing this mutation, make a roll against the character’s (Stamina - 2). If the roll fails her lungs atrophy, and she cannot survive out of water for more than (Stamina x 5) minutes. After that, she begins to “drown.” If the roll is successful, the mutant is amphibious, functioning equally well both in and out of water. Gills are visible at the neck and shoulders.The character gains a functional tail. This agile tail can be used to manipulate objects and is treated in all ways like a third limb but at -2 dots on all Strength rolls and -1 dot on Dexterity. Usually, the tail can be hidden under clothes. Of course, it can’t be used while hidden.The mutant grows long, deadly talons, savage tusks or long horns. They can be cutting bones springing from the character’s arms or wide tusks from her cheeks or spikes from her knees, but they cannot be hidden. They allow the character to make lethal attacks with Martial Arts.The mutant has a poisonous bite, claw or spittle. If the character has claws or fangs, they are envenomed. If not, she spits her poison. The standard toxin is: (5L/action, 2, –/–, -2). This affliction may be taken more than once. Add one to the Toxicity and the Penalty for every toxic affliction.This affliction provides all the benefits of the Third Eye pox but also allows the character to detect dematerialized spirits. To do this, the player rolls (Perception + Awareness) with a difficulty of the spirit’s permanent Essence. However, the eye never blinks, and so attempts to conceal it cause discomfort for the character, inflicting a -1 internal penalty on all actions while the eye remains covered. If the character already has the Third Eye pox, then Chakra Eye can be purchased for only one additional mutation point. If this affliction is purchased a second time, its benefits and drawbacks are identical to the Lidless Demon Eye blight.This affliction is equivalent to taking the Wolf’s Pace pox twice. For long distance travel, the character can move overland as quickly as a horse. However, the character cannot possibly hide this mutation—his legs don’t look remotely human.The character’s legs turn into hooves per the Hooves pox. These powerful hooves inflict +2 damage to kicks, and all kicking attacks inflict lethal damage.This affliction duplicates the Tail pox found on page 288 of Exalted. However, whatever the tail’s form, it ends in a sharp pointed barb. The tail is long enough for the character to attack in any direction, but it cannot be concealed absent stunts or Charms. If the Scorpion’s Tail affliction is purchased a second time (or once as a blight), the tail’s attack is considered piercing. Many mutants with this affl iction also have the Toxin mutation (see Exalted, p. 289).The character sports dangerous talons, tusks, horns or some other hard growth that can be used as a natural weapon, inflicting lethal damage through Martial Arts attacks. Depending on the growths’ locations or natures, treat them as punch or kick attacks that infl ict lethal damage two greater than normal (i.e., a “punch” deals two lethal damage, the “kick” five lethal damage.) They remain natural weapons and cannot be disarmed, but they can be cut off with a crippling attack. This mutation cannot be stacked or hidden.The character’s skin becomes denser and heavier than the Fur/Feathers/Leaves pox. It might be thick and horny like rhinoceros hide, it could be covered in bark and knots or have heavy, crocodilian scales and bony nodules. The character gains 2L/2B soak. If a character gains the Fur/Feathers/Leaves/Scales pox twice, replace it with this affliction.This mutation is equivalent to taking the Large pox twice. The mutant becomes half again as large as any normal example of his species and has obviously been altered by magic. This mutation adds two dots to the character’s Strength and Stamina and provides one additional -0 and -1 health level.This mutation makes all the character’s joints reversible and increases her flexibility overall. She can fold herself up into remarkable positions, often fitting into places most people consider impossible. This mutation adds two dice to appropriate Athletics and Stealth rolls and has many potential nonrolled applications.The mutant is an endless wellspring of energy, even when starved and moments from death. He never suffers fatigue (see Exalted, p. 130) from any source, giving the character the ability to run for hours without rest or stand under the hot sun in full armor unbowed.Mutants with this trait spend little time in the womb. They go from conception to birth in as little as one to three months. People who get this mutation after birth typically pass it on to their children, so a woman who has it generally spends much less time on a given pregnancy.This mutation is equivalent to taking the Small mutation twice. The character is smaller than anyone of her race or species should be—half normal size, at most, and a character could be mistaken for a small child. Increase the mutant’s Dexterity by one dot, but reduce her Strength by two and her Stamina by one. Her Move and Dash actions become (Dexterity – 1) and (Dexterity +4) yards, respectively, and the character loses one -1 and one -2 health levels. She also become harder to hit, which levies a -2 external penalty on all attempts to strike her in combat. Immobility reduces the penalty to -1. A Tiny character is too small to use most weapons: add 1 to the effective Strength minimum for any weapon.
Blights:
One of the mutant’s natural attacks gains the Piercing tag. It might mutate into a technorganic weapon able to rip through armor, or grow barbs of bone or chitin that puncture and piece armor.The character’s skin has changed beyond any human norm. She may have an insect-like exoskeleton, heavy mammoth fur or thick plates of hide like a rhinoceros. She gains 4B/4L to her soak, and the hide adds four dice to her player’s Survival rolls. Obviously, this derangement cannot be hidden.The mutant has a set of gliding wings that allow limited fl ight. The character can clumsily take to the air and has little ability to maneuver. He flies at (Stamina x 3) yards per action in level flight. Gaining altitude reduces speed to (Stamina) yards per action, while diving allows for speeds up to (Stamina x 10) yards per action. In order to dive, the character’s player must make a successful (Dexterity + Athletics) roll, diffi culty (the number of actions of the dive + 1). These wings can be bat-like, feathered or scaly.The character has sharp quills that can be used in unarmed attacks or launched like darts at opponents. She may grow quills all over her body (and barely pass for human) or in a limited location such as the head or arms. All punches inflict +1L Damage, with an Accuracy +1, Rate 3 and Range (if launched) 15 yards. They also add one die to any parry made by the character, and anyone who attempts to grapple the character takes 3L damage. The more times this blight is taken, the more the damage (only) increases and the more the character’s body is covered with quills.The mutant has strong tentacles about fi ve yards long. The character gains 1d10/2 tentacles each time he takes this blight. They are strong but they suffer a -3 penalty to Dexterity for any coordinated activity. The character can grapple any target in range, and he may also throw his victim or constrict her at (Strength + 3B) damage per action. Victims can attempt to escape the tentacle’s grasp like any other clinch.The mutant has unique hands and feet that allow her to cling to even sheer surfaces. She may have sharp, tiny claws, sticky pads or dozens of small spurs. Regardless, her hands and feet will always grow large, with long toes and fi ngers that are very diffi cult to hide. She moves at (Dexterity + 8) yards per action at full movement—half that if she wishes to take actions as well. Unusually slick surfaces (ice, glass, First Age buildings) might require a (Dexterity + Athletics) roll for her to stick, but the difficulty should never rise above 2.The character’s body is covered with disgusting pustules. Whenever the character suffers damage from a hand-to-hand attack, the pus from these repulsive growths can splash back on the attacker, inflicting acid damage. For every point of damage suffered by the character, regardless of type, roll one die of lethal damage against the attacker and anyone else within fi ve yards, subtracting soak as normal.This blight is equivalent to taking the Wolf’s Pace pox three times. For long distance travel, this blight provides the speed of a simple horse relay. The mutation alters a human recipient’s entire body: when running at full speed, including Dash actions, the character must go to all fours. This is not compatible with carrying weapons ready for use, or any other activity that requires hands; when the character stops running, she must spend the normal amount of time to draw weapons or otherwise prepare to use her hands again (typically a Miscellaneous Action or a Join Battle roll, as circumstances warrant).The character has a second mouth somewhere on her body, most commonly on her stomach. This mouth must be used for eating, and the character can no longer eat through her normal mouth. The Hideous Maw is at least one foot wide (and may be larger if the character is a Lunar or otherwise capable of shapeshifting) and ringed with sharp teeth. Some Wyld mutants with this blight also gain the Tentacles blight (Exalted, p. 289), with the tentacles taking the form of viscera exploding from the mutant’s body while the maw is open. The effects are otherwise identical to the Tentacles blight… just more disgusting.This blight is identical to the Chakra Eye affl iction discussed previously, except that the eye glows with an unearthly green light that makes stealth impossible while the eye is exposed. The Lidless Demon Eye confers all of the benefi ts and drawbacks of the Chakra Eye except as follows. First, the Lidless Demon Eye can automatically perceive invisible and dematerialized creatures without the need for a roll. Second, the character can detect the use of Essence and magic as if he had used the Charm All-Encompassing Sorcerer’s Sight (see Exalted, p. 222). Finally, attempting to cover the eye sufficiently to conceal its light is quite painful for the character, inflicting a -3 internal penalty on all actions while the light of the Lidless Demon Eye is concealed.The character’s body hair is long and shaggy, although it does not look like actual fur as in the case of the Fur pox (see Exalted, p. 288). The character can cause hair anywhere on his body to stretch up to one yard and entangle a nearby target. Mechanically, doing so adds 3 to the character’s Strength for purposes of maintaining a grapple. When the character does not manipulate his body hair, he still looks extremely hirsute, and his body hair tends to move on its own randomly; the hair does not stretch beyond its normal length unless the character wishes. The character’s hairy body makes constricting clothing uncomfortable, though, increasing Fatigue and Mobility penalties for armor by +1 each.The character’s hair has been replaced with dozens of writhing snakes. The snakes do not have independent brain function, for each one remains part of the character. However, each snake can extend up to three yards away from the character to strike a target. The snakes’ bites are poisonous, using the Traits listed for coral snake venom (see Exalted, p. 131).This mutation is equivalent to taking the Large pox three times. The creature grows to twice the size of the tallest normal example of his species. Some Giant animals might be mistaken for larger species of their class (a Giant housecat for a panther, for instance) but most cannot be mistaken for natural creatures. The mutation confers three dots of Strength and Stamina, as well as additional health levels: -0x1, -1x2 and -2x2.The Wyld reduces the character to no more than one-fourth her normal size. Reduce Strength by three dots and Stamina by two (to a minimum of one); the character can only go 1 yard on a Move action and (Dexterity) yards on a Dash. (This does not affect movement rates for flying creatures or characters, however.). The creature loses one -0, one -1 and two -2 health levels, but any attempts to hit her suffer a -4 external penalty due to her size (immobility reduces this to -2). All Stealth rolls gain a +3 bonus. Tools and clothing not made for the character’s specific size impose significant penalties—she cannot use most weapons at all.
Abominations:
The character’s legs fuse and stretch into a long, serpentine body, 15-20 feet long. The character gains a +4 Dexterity bonus only for calculating movement rates. The character also gains a +4 bonus on all grappling-related rolls when he uses his tail to constrict his foe. However, the character suffers a -3 internal penalty on all actions other than movement actions for which legs are essential, most notably jumping.This abomination causes the character to sprout four enormous spider legs from his back. Its effects resemble the Multiple Limbs abomination (see Exalted, p. 290), except that the spider legs do not confer a -1 reduction in flurry penalties. Instead, the character gains the ability to climb any surface that is not completely frictionless, without any need for a roll. The character may not climb up objects that are not strong enough to support his weight, but he can hang upside down from a ceiling without diffi culty. This abomination also grants a +4 bonus to the (Strength + Athletics) pool for determining how far or how high a character can jump, and a character with spider legs can fall a distance equal to twice his vertical jumping distance and land without injury.The character has a long mane of hair that can move according to her will and can extend up to 10 yards. The character can form multiple hair “tentacles” but is subject to the normal penalty for multiple actions no matter how many tentacles she fashions. These hair tentacles are strong enough to support the character’s weight, easily allowing her to climb walls or brachiate through trees using only her hair to support her. The tentacles have the same Strength and Dexterity as the character herself. When the character does not actively control her hair, it tends to move about on its own, although it does not grow past its normal length unless the character wishes.The mutant develops a form of attack that she may project at nearby enemies from her mouth. The attack may be flame, acid, shards of ice, stinging candy-wasps or whatever else the Wyld inflicted on her. The attack requires a (Dexterity + [Archery, Athletics or Thrown]) roll, has a base damage of (Stamina + Essence)L and a maximum range of 10 yards. The character’s mouth, lungs and internal organs all change shape to accommodate this strange bodily function. Some mutants develop external organs to contain the attack, which may only be used once every 10 actions (as it needs to recharge).The character’s entire body becomes some very hard substance—if not through and through, then very nearly so. Whether his body now consists of crystal lattices, carved teak, cooled lava rock, never-melting ice or something stranger, the character loses one dot of Dexterity (minimum 1), but gains one dot of Stamina, +6L/+6B soak and four bonus dice to Survival rolls.The character is a living host to numerous vermin, whether it is a hive of wasps on her back, fl esh-eating beetles that crawl out of her mouth or snakes that live in hollows in her arms. She can control these animals and use them as weapons, spies or companions. If this abomination is taken more than once, the character becomes a hollow shell, consisting entirely of vermin that carry the skin shell about. Whether the character is still truly alive at that point is a question no one is willing to investigate closely.The mutant has multiple extra arms, legs or heads. One extra set of limbs or one extra head is gained every time this abomination is taken. Multiple heads often have multiple personalities and might not even physically resemble the character. Each set of legs, up to three, adds five yards per action to running speed and one die to resist knockback, knockdown and grappling maneuvers. Multiple arms are identical in Strength and Dexterity to the original set, and the character may flurry with them. When a character splits her dice pool, compute the penalties then reduce them all by one die per set. Minimum penalty is one die. For the purposes of extra actions, a set of tentacles counts the same.Mutants with this ability can fly. They might have huge functional wings or perhaps gas-fi lled bags of skin. The character flies at two times her normal running speed, ascends at her normal running speed and can dive at 10 times her running speed. She does not need to make checks to pull out of dives.
Essence:
Permanent: ●●●●● ●
Personal: 26/26
Peripheral: 64/64
Committed: 6 (14 - 8)
Willpower: 10
Virtues
Compassion ●●
Conviction ●●
Temperance ●●●●●
Valor ●●
Limit 0/10
Virtue Flaw: The Curse of the Cautious Squirrel (Temperance)
The character knows that winter will come, and only a fool would fail to prepare for it. The Cautious Squirrel is unwilling to squander any of her exhaustible resources - be it throwing weapons, money, food, or anything else she has in limited supply - and she will store away her most valuable possessions in safe locations, often burying them. Unconvinced that this will be enough for the meager times ahead, she will also focus on hording more resources if she gets the chance, even if it means that she will have to steal.
Partial Control: Though she is reluctant to fritter away her limited resources, the character will do so in situations in which she is threatened - such as firing arrows at an enemy - and if she believes she will be able to subsequently retrieve her resources or resources of equal value.
Duration: One full day
Limit Break Condition: The character is set back by poor resource management, or witnesses an ally being frivolous with their resources without correcting them.
Intimacies:
Luna (Fondness)
Lunars (Irritation)
Sidereals (Affectionate rivalry)
Concluding Emollient (Loving but wary)
People in trouble (Intrigued delight)
Decorum (Pride in those who have it, irritation with those who don't)
Personal Poise (Adamant determination)
The Scarlet Empress (It's complicated)
The Realm (Nostalgia)
Her Solar Mate (Intrigued pleasure)
Decorative ceramic plates (Covetous)
Join Combat: Wits 4 + Awareness 3 = 7
Offense:
Bloody-Eyed Burning Jewel: Can shoot bolts of brilliant fire from her eyes. A target may dodge the attack as normal, and may parry it using stunts or Charms that defend against non material ranged attacks. Armor only soaks this damage if it is composed of one of the magical materials.
Speed Accuracy Damage Rate Range Minimums Cost Tags
4 7 12L 3 20 — — F
Defenses:
Dodge DV = 12
[(Dexterity 5 + Dodge 4 + Specialty 2 + Essence 6 / 2) + Bracers 3]
Parry DV = 7
(Dexterity 5 + Martial Arts 4 + Specialty 2 + Defense 2 / 2)
Soak:
10B/8L/0A while human
22B/20L/0A while human with Hide Toughening Essence
20B/15L/4A while in spirit shape
32B/27L/4A while in spirit shape with Hide Toughening Essence
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ][ ][ ][ ][ ]
-4 [ ]
-X [ ]
Dy [ ][ ]
Social Offense:
Attack: 11-14 (Charisma or Manipulation 5 + Presence or Performance 6) (Born to Rule 1, Stone of Recognition 2) (Jewel of the Lawgiver's Authority: -2 to Target MDV)
Appearance:
Natural Appearance: 6Appearance + Infinite Resplendence Amulet: 10Natural Appearance + Second Appearance Excellency/Infinite Appearance Unity: 12Natural Appearance + Second Appearance Excellency/Infinite Appearance Unity + Amulet: 16
Social Defenses:
Dodge MDV = 12 (Willpower 10 + Integrity 6 + Essence 6/ 2)
Parry MDV = 6 (Charisma or Manipulation 5 + Presence or Performance 6 / 2
The Great Horned Owl: Across swaths of the North, East and South lies a legend of a tremendous owl of immense size, said to be 108 feet long with a 354 foot wingspan. Rumors whisper that its offspring can be seen from time to time, 'merely' 15 feet tall with a 30 foot wingspan. Either way, this mythical behemoth is always Obvious due to its silvery-steel-like feathers which can be hurled from its wings in a deadly hail, or due to its blazing green eyes that shine brighter than the moon at night, capable of unleashing fiery death from above. It's known to have savaged hordes of beastmen, carried off a Guild Factor's personal merchant wagon and on one noteworthy occasion to have lifted a Realm naval vessel and dropped it to be impaled upon one of Chiaroscuro's broken glass spires. It vanishes with astounding ease for a creature of such size and no Wyld Hunt has so much as caught a glimpse of the creature to confirm the rumors that it's some kind of Anathema weapon of mass destruction.
Mutations:
Talons (+2 to damage, inflicts lethal) 2mToxin (5L/action, 2 to 7, –/–, -2 to -7) 2m to 12mPenetrating Strike (Adds Piercing) 3mArmored Hide (4B/4L, +4 to Survival) 3mQuills (Thrown silver-steel feathers: +1-6L, 12 Accuracy, Rate 3, Range 15 yards. +1 to parry, Grappling inflicts 3L-12L) 3m to 18m.Cheetah's Pace (Travel like a simple horse relay, +6 to Dex for movement, +6 to Strength for jumping, +3 to competitive running rolls) 3mLidless Demon Eye (+1 to Awareness, perceive invisible/dematerialized creatures, gains All-Encompassing Sorcerer's Sight, glowing green eyes make stealth impossible and cannot be concealed) 3mGiant (Doubles in size, +3 to Strength and Stamina, + -0x1, -1x2 and -2x2) 3m
Motes: 32 to 57 (6 for Hide Toughening Essence, 4 for Claws of the Silver Moon, 22 to 47 for Mutations)
Join Combat: Wits 4 + Awareness 3 = 7
Offense:
Wicked Moonsilver Talons
Accuracy: 13 (Dexterity 5 + MA 4 + Specialty 2 + Claws of the Silver Moon 2)
Damage: 19-24L / 25-30L (Strength 8 + Mountainous Spirit Expression 3 + Claws of the Silver Moon 5 + Talons/Beak Affliction 2 + Quills 1-6L / Emperor Ox Expansion 6)
Overwhelming 2Beak and Talons are PiercingGrappling her inflicts 3L-18L to attacker due to Quills.The Lunar may deal lethal damage with her natural attacks and parry lethal attacks unarmed without a stunt.Toxin: 5L/action, 2 to 7, –/–, -2 to -7) (Inflicts 1L every action for 5 intervals, Stamina + Resistance to resist faces a difficulty of -2 to -7, inflicts an internal penalty of -2 to -7 while target is poisoned)
Defenses:
Dodge DV = 12
[(Dexterity 5 + Dodge 4 + Specialty 2 + Essence 6 / 2) + Bracers 3]
Parry DV = 7
(Dexterity 5 + Martial Arts 4 + Specialty 2 + Defense 2 + Quills 1 / 2)
Soak:
26B/18L/4A as the Great Horned Owl
38B/30L/4A as the Great Horned Owl with Hide Toughening Essence
Health:
-0 [ ][ ]
-1 [ ][ ][ ][ ]
-2 [ ][ ][ ][ ][ ][ ][ ][ ]
-4 [ ]
-X [ ]
Dy [ ][ ]
Strix: Exalted Core pg. 350
Thought by Eastern tribesmen to be harbingers of doom, strix are enormous forest owls, with 15-foot wingspans,
mottled dark brown feathers, wicked claws and a small (for its size) but incredibly powerful beak.
Their large round eyes are perfectly adapted for nighttime hunting, and the birds have been known to carry off
lone travelers to devour at their leisure.
S/D/S Health Lvls Atk (S/A/D/R) Dodge DV/S
8/3/8 -0x3/-1x3 Grab: 6/9/8B/1, 3/4L/8B
-2x4/I Bite: 6/7/6L/1
Abilities: Athletics 3, Awareness 4, Dodge 3, Investigation 3, Integrity 3, Martial Arts 4 (Grabbing +2),
Presence 3 (Intimidation +2), Resistance 2, Stealth 5, Survival 3
In-game Spending: 0/0
Bonus Points: 35 + 6 from Flaws = 0/41
20 on Essence 4 to 6
2 on 2 dots of Abilities
7 on 7 dots of Backgrounds of 3 or lower
1 on Merits
2 on 2 dots of Temperance
5 on 5 dots of Willpower
4 on 4 dots of Backgrounds
Shapes: Yeddim, Tyrant Lizard, Siaka, Omen Dog, Corgi, Giant Spider, Riding Horse, Tomb Lizard
East Book: Giant Bat (155), Emerald Monkey, Steel Shadows (Keen Sight Technique for vision, Armored Hide).
North Book: Ice Weasel, Shard Bat (Slashing wings, echolocation, Air Adaption), Snow Lion
South Book: Eight-Tailed Mole Hound (Digging, Fire Adaptation)
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