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One x One The Fate of Creation - Characters

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Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
For character creation, lets go with 10/8/7 for Attributes, 42 dots in Abilities after applying Training Abilities, 25 dots in Backgrounds, 40 Charms with a single complete CMA given to you for free on top of the 40, with at least 15 Charms from the Auspicious or Favored Abilities, five dots of Virtues, starting Essence of 5 (max of 7), a total of 18 dots in Colleges with at least half of them with the five Colleges associated with your Maiden, and a total of 40 Bonus Points.

As per the Errata, you get 4 Specialties for free, starting Willpower is 5, and your Abilities and Backgrounds can be raised to 5+ without having to spend Bonus Points. You will not be getting any other freebie Charms in the form of Excellencies; you have a ton of stuff as is, and you can afford to buy them as normal. Any purchase of a six dot Background must be Ok'd by me with a very good explanation why you should have it.

Any purchase of Sorcery or Necromancy Charms will give you a free Spell of that level.

Ebon_Arbiter Ebon_Arbiter
 
Kenji the "Emerald Lotus", Sidereal Chosen of Secrets.

Image
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Background

At a - now - distant point in Creation's past, shortly after the Scarlet Empress ascended to the Throne of the Realm and stability gradually returned, somewhere far away from the Blessed Isle, a poor family, living in a small village in the Threshold received its firstborn son. The boy was given the name Kenji, and his birth was celebrated across the vilage, for their community was tight and the hearts of people kind.

Kenji’s early years in Creation were not good. Not a decent childhood, too many problems and issues, namely the Guild selling his parents to slavery when he was near the age of 10. But it was not the end for him. In him, the people responsible for the slave-trade saw a spark of intelligence and a way to exploit it. Perhaps he could be useful to them in another capacity, if only they gave him the proper education. Of course, by education they didn't mean actual education, but rather imparting upon him a set of skills that would make Kenji a formidable spy in the service of the largest and most profitable, Creation-spanning trade network. Surprisingly, Kenji was a prodigy at this field of expertise, learning fast and proving himself quite capable for his age. He absorved the relevant knowledge and slowly but steadily, learnt many things, from the value of secrets, knowing them, keeping them, acquiring, omitting and revealing them. Techniques of impersonation and misdirection, how to follow others while appearing to act perfectly normal and many other things. Little did Kenji know that all these situations and experiences were merely a prelude of the destiny that lied ahead of him, ready to unravel when the time would be right.

Nexus is a dangerous place but also one where there is profit to be had if you know how to play your cards right and the young boy, by a strange whim of fate, did just that. He joined a gang of teenagers and made some errands for various parties in the city of Nexus while growing to a young man. Or so it would seem, for none of the gang members were aware of Kenji's true allegiance. He rose in status in this gang, by achieving a meteoric rise in its hierarchy, through manipulation, subterfuge and sheer overall competence and helped it put an end to much of the competition around, bearing at times a determined look that often was disturbing even for his own comrades to behold. As if he knew things they didn't.

Time seemed to pass and Kenji grew restless. Something was bothering him, nudging him. Despite the notoriety gained by being part of Nexus' underworld and the various exploits and other deeds of him and his companion, he still felt empty. Violence was only a veil, a veil carefully weaved to hide his true nature. Secrecy in all things, even from his manipulative masters. For deep inside, he was too sentimental, he was a romantic type of guy, dreaming of bringing change for the better to those around him, to alter lifes for the better and somehow to affect others and gently steer them towards what was right for them. This could not be achieved easily though in the back alleys and mean streets of Nexus and his methods of operation had been altered to grant him a position of relative respect in the area. But even this, coupled with the growing emptiness in his soul, could not satisfy him any more. Already his gangs “adventures” had attracted some unwanted attention and were deemed as dangerous to the city’s unimpeded flow of trade. Complaints were filed against them for too long and finally the Council of Entities decided it was high time they dealt with these upstart youths.

So, one of the many mercenary companies stationed in Nexus took the task of eliminating them as a threat and teaching them quite a lesson in the process.

They stormed the area of the city were their “command center” was – no more than a few stories building with a backyard of sorts – and made short work of them. The element of surprise as well as the superior armament and tactics of the mercenaries made the difference. It wasn’t even a challenge.

Strangely, Kenji managed to escape. Of course none ever learnt how did the authorities found out so much about the gang and its whereabouts or who was the hooded figure that departed the city the following night. It was merely another addition in the web of secrets weaved around Kenji’s life. But in the same time it was also his greatest beginning. In secret, Kenji had been conducting side jobs for other powerful figures in Nexus and turning over his own masters and certain serious secrets with which he was entrusted, bought him an exit out of Nexus and a ticket to one of the caravans leaving the city. For all intents and purposes concerning Nexus and the Guild, Kenji was a dead man, killed in the operation that destroyed his gang and burned their hideout to the ground.

Upon leaving Nexus and beginning his journey towards the city of Great Forks – they had a famous arena if the rumours were correct – he was approached by another traveller from the same caravan. Until they arrived at Great Forks, they had become good friends and then he was told about his real purpose in life, his destiny.

He was – according to his friend who claimed to be just like him but with some more experience – a chosen of the Maiden of Secrets , a celestial Incarna, and his purpose was to serve as a champion of Fate. More would be revealed to him in time and after a week spent in Great Forks, they left with his new friend for Yu-shan. Kenji was almost terrified and speechless (and those immense orichalcum celestial lions at the gate didn’t help much to alleviate that) but he soon regained his composure and rejoiced at the end of his life as a mere mortal.

In Yu-Shan, Kenji was inducted in a training regime like no other and to the satisfaction of his teachers and trainers he proved to be up to the task, managing to absorb the knowledge passed on to him by them and become competent in various fields of expertise. The Forbidding Manse of Ivy became a home to him and his devotion to his heavenly mandated mission was almost total. During that time he developed strong ties to the gods and spirits of the Bureau, seeking their wise advice, rich knowledge and unsurpassed expertise on all matters concerning his own purview. Secrets were a byword of his existence back as a mortal and even more so in his new, ascended state. Not only he knew intuitively when to withold and when to reveal a secret but he learnt to discern the feelings, emotions and thoughts of others, the better to seek and acquire their secrets. In addition to that he expanded his capabilities in the realm of martial arts, captivated by the secrets of body, mind and essence alignment that created those amazing feats. The intricate patterns of movement, the painstakingly executed katas, the precisely assumed forms which made essence flow in ways he couldn't have imagined, turning him into a living weapon, more refined and deadly than any of those constructed by the hands of men and finally the internal fullfillment and personal elevation into a higher level of enlightment.

Character Sheet

Name: Kenji

Exalt Type and Caste: Sidereal, Chosen of Secrets

Anima: Sharp green light

Anima effects:
A Chosen of Secrets reflexively makes the Lesser Sign of Jupiter for 10 motes. The Chosen’s anima billows outward in a brilliant green that wafts around all those affected. For one scene, the Sidereal and all her allies within (her Essence x 10) yards are immune to mind-reading and mental attacks from opponents with an Essence less than the Sidereal’s. Against other opponents, the Oracle and her allies add (her Essence) to their Mental Defense Values. Allies enjoy this advantage only as long as they remain within range.

With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes.

If the banner is fully manifest (16+ motes), this costs only one.

A Sidereal can spend a single mote of Essence to do the following:
• Make her caste mark obvious for one minute, as if the character had spent eight to 10 motes of Peripheral Essence. The caste mark shines with the symbol and color of her Maiden.
• Know the exact time and date by sensing the positionof celestial bodies.
• Attune her anima to the ripples cast by doorways between worlds. For the rest of the scene, the character recognizes the presence of gateways to Heaven or Malfeas within (her Essence x 100) feet. She does not learn the gateway’s location, only that it is present.

Peripheral Essence Expenditure - Motes - Effect
1–3:
The caste mark glitters and may be seen from certain angles. Characters whose players succeed at a difficulty 3 (Perception + Awareness) roll notice the caste mark. It may be covered to eliminate any chance of notice.

4–7: The caste mark burns brightly, visible upon a single success on a (Perception + Awareness) roll. The caste mark may still be covered. The character suffers a +1 diffi culty to Sidereal astrology effect rolls and gains one Paradox if wearing a resplendent destiny.

8–10: The caste mark burns brightly and is evident to any who look, though it may still be effectively covered. The character’s anima acquires a dim glow, visible in darkness or against contrasting colors. Stealth rolls are made at a +2 difficulty, but Stealth Charms function normally. The character suffers a +2 difficulty to Sidereal astrology effect rolls and gains three Paradox if wearing a resplendent destiny; resplendent destinies recede.

11–15: The caste mark shines through any concealment. An aura in the color of the character’s patron surrounds the character. Stealth becomes impossible; Stealth Charms and Stealth-oriented college effects automatically fail. Other penalties from the previous level of expenditure remain.

16+ A burning halo of light sheathes the character, bright enough to read by out to a stone-cast away. It has no imagery, being a simple but brilliant glow in the color of the character’s Maiden. Penalties from the previous level of expenditure remain. The anima remains at this level for the rest of the scene.

Arcane Fate
Arcane Fate has several effects.

1. A Sidereal adds +3 dice to all Performance, Presence, Socialize and Larceny dice pools used to masquerade under a false persona. Mortals accept without qualms a Sidereal who presents herself as a Guild factor, a minor nobleman or an Immaculate monk.

2. The character also takes on other appearances easily: the difficulty of any (Intelligence + Larceny) roll for disguise is always 1. These bonuses only allow the character to represent himself as someone who doesn’t exist; attempts to appear as an existing individual have no dice bonus and use normal difficulties.

3. The Sidereal is easy to overlook, in person and in memory. People suffer a -3 internal penalty on any attempt to spot a Sidereal, even if the Vizier does not actively avoid notice.

4. A Seer also has a good façade but little convincing substance: she suffers a -3 internal penalty on any attempts to build relationships, trust or love with mortals. Only long familiarity (represented by the Acquaintances Background, pp. 102-103) leaves any lasting mark on mortals.

5. False identities are integral to the Sidereals’ fates. A Sidereal gains +3 bonus dice when disguising herself as a resplendent destiny she has donned. Resplendent destinies are a way for Sidereals to temporarily become memorable in Creation; see Chapter Six for more information.

6. Finally, Creation readily forgets Sidereals—their personas or their actual selves. Arcane Fate makes it almost a certainty that people and objects governed by the Loom will let the Sidereal slip from their minds. This aspect of Arcane Fate is a Shaping effect that affects mortals, Exalted and most gods equally. A character’s Familiars and Acquaintances are immune, as are all Sidereals, all officials and functionaries of the Bureau of Destiny, all Celestial gods and any creatures outside of fate.

As long as the Sidereal remains present, anyone aware of her can remember her. Once she leaves, memories of her slip from the minds of anyone who met her. Only powerful wills can grip the memory strongly enough to resist this insidious destiny. When an affected character tries to remember the Sidereal, his player makes a (Wits + Integrity) roll for the struggle. The roll is at difficulty 1 but suffers a -3 internal penalty as a mind struggles against fate. The player rolls each time his character tries to remember until he has made (Sidereal’s Essence) successful rolls or failed once. Failure on any roll indicates that the character forgets about the Sidereal and his interaction with her. If forced to think about what went on at that time, his mind creates a plausible substitute that edits out the Sidereal or replaces her with someone else. If any single roll turns up more successes than the Sidereal’s Essence rating, that character can remember the event without any future rolls.

For inanimate objects, such as reports about the Sidereal, journal entries detailing a meeting or even ledger entries regarding a sale to her, the Storyteller rolls a single die for every season after the event. Once the die comes up a success, the relevant record of the Sidereal’s existence is forever lost. Because of this, Investigation and Bureaucracy rolls to learn about or track down the character suffer a -3 internal penalty; even the forest forgets the Exalt, applying a -3 internal penalty to Survival rolls on tracking.

Wearing a resplendent destiny makes a Sidereal easier to remember. Nobody rolls to recall a resplendent destiny.People who are immune to Arcane Fate always see the character as herself.

Motivation: Unravel the Secret that will allow him to reunite all the Exalted for the benefit of Creation

Attributes

Primary (Social): 10

Secondary (Mental): 8

Tertiary (Physical): 7


Physical:

Strength ●●

Dexterity ●●●●●

Stamina ●●●


Social:

Charisma ●●●●●

Manipulation ●●●●●

Appearance ●●●●


Mental

Perception ●●●●

Intelligence ●●●●

Wits ●●●●


Abilities (Specializations +)

[Note: Place [A]uspicious and [F]avoured tags, for clarity.]


[F]Resistance ●●●●●

Ride ●●●

Sail

Survival

Thrown



Craft ● (●● from Savant when applicable)

Dodge ●●●●● [Unarmored +1]

Linguistics ●●● [Riverspeak: native, Old Realm, High Realm, Low Realm]

Performance ●●●

Socialize ●●●




Archery ●

Athletics ●● [Maintain Balance +1]

Melee

Presence ●●●

War



[A]Investigate ●●●

[A]Larceny ●●●

[A]Lore ●●● (●● from Savant when applicable)

[A]Occult ●●●●● (●● from Savant when applicable)

[A]Stealth ●●●●●



[F]Awareness ●●●●●

[F]Bureaucracy ●●●●

Integrity ●●●

[F]Martial Arts ●●●●● [VBoS form weapons +2]

Medicine ●●●

Backgrounds, Artifacts and Equipment:

Backgrounds [25]:
  • Celestial Manse ●● [Emerald Lotus Pagoda: Produces the Jewel of the Celestial Mandarin]
  • Salary ●●
  • Sifu ●●
  • Backing ●● [Bureau of Destiny, Division of Secrets / Forbidding Manse of Ivy]
  • Artifact ●●[Starmetal Reaper Daiklave "Fate's Edge"]
  • Artifact ●● [Skin Mounted Amulet]
  • Artifact ●● [Starmetal Hearthstone Bracers]
  • Artifact ●●●● [Infinite Resplendence Amulet]
  • Connections ● [Area of Influence: The Guild]
  • Connections ● [Area of Influence: The Bureau of Destiny]
  • Connections ●● [Area of Influence: The Realm - All Seeing Eye]
  • Manse ● [Shrine of the Heart's Fire: Produces the Memorial Iron Hearthstone]
  • Savant ●●
Artifacts and Equipment:

Fate's Edge: Starmetal Reaper Daiklave [••]
Fate%27s_Edge-2.jpeg


"With this marvelous artifact, your predecessor made sure that, when secrets were revealed, when journeys had finished, when all serenity had evaporated and the time for battle had come, he would be the one to deliver the Heaven mandated end to anything that threatened Creation and its people. Remember my words and make sure you do the same".
Kenji's sifu​

Where the reaver daiklave, with its great chopping blade, favors striking power, the reaper daiklave favors speed and accuracy. The reaper daiklave is a great slashing sword—a perfectly balanced, four-foot-long, four-inch-wide, inch-thick, gently curved razor, shaped to a fine point. Favored by those Exalted who prefer fi nesse and speed over raw striking power, the reaper epitomizes the ideal that the warrior who hits fi rst rarely has to worry about how hard his opponent is going to hit him.

A reaper daiklave normally has one hearthstone setting.

Reaper daiklaves are popular among the Dragon-Blooded of Lookshy, who prefer the elegance and speed of the blade over the more common
reaver or grand daiklaves.

Speed 4, Accuracy +5, Damage +7L/2, Defense +1, Rate 3, Tags: O

Skin Mounted Amulet [••]
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. At the height of the First Age, skin mount amulets were a popular form of jewelry among the Chosen. 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.

- The Jewel of the Celestial Mandarin is set on Kenji's Skin Mount Amulet.

This transparent, faceted square stone glows with a faint violet light. The stone surrounds the bearer with a subtle aura of Essence that causes gods, demons and elementals to regard him as unusually dignified and well-spoken. This stone reduces the difficulty of all Social rolls the bearer’s player uses on such beings by 2 (to a minimum difficulty of 1). This aura is imperceptible to all other beings except gods, elementals and demons and so has no affect on any other creatures.

Starmetal Hearthstone Bracers [••]
"Avoidance" and "Absence"
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.

Starmetal bracers are decorated with elaborate abstract and astrological designs. Like much else made of starmetal, they are typically of minimalistic design, so as not to waste the precious stuff. Sidereal Exalted who attune these bracers to their animas move more in accordance with destiny. They add one to their weapons’ Accuracy and Defense.

- The Memorial Iron hearthstone is set on Kenji's hearthstone bracers.


Shrine of the Heart's Fire:
A small, beautifully crafted pagoda on the hills, somewhere in the Threshold, near Kenji's birthplace. Its surroundings remind Kenji of his early years in Creation, a difficult and troubled childhood, but also of his family and relatives, who raised him in those early years and set the pillars of his personality and subsequent evolution to the cryptic Oracle, that Fate has made him into. The stone it produces helps Kenji focus his mind on the best memories from those days and take heart to his new endeavours.

Memorial Iron:
This hearthstone looks like a smooth nugget of polished iron. Its bearer can vividly recall (and mentally relive) any particularly positive and will-reinforcing memory. This recollection fires her resolve, enabling her to recover one point of temporary Willpower each day. This is in addition to any Willpower recovered through the normal, daily Conviction roll.

Infinite Resplendece Amulet [••••]
Consisting of aspect-dedicated magical material lattices embedded in synthetic adamant matrices, these thumbnailsized baubles are the most ubiquitous artifact garments currently in fashion among the Chosen. Some elder Exalted object to them on principle, especially the “wear nothing you didn’t make” purists and the “mansions of closets” hedonists, though the latter sometimes collect hundreds of amulets to display their collection of brand glyphs from highly regarded Exalted and Jadeborn artisans. Although the devices vary by model, each costs five motes to attune. The devices have the following common features:

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.

In addition, each amulet also has one material-specific feature by default.

Composite designs cost •••• for one additional feature or ••••• for all four material features. Provided a copy of the artifact incorporates the material that naturally resonates with its wearer, there is no commitment surcharge to attune a composite model.

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.

Other equipment

  • Exceptional writing tools (Calligraphy set with high quality inks and papers).
  • Exceptional larceny tools (small satchel containing various lock picks and other tools useful for various shady purposes).
  • Exceptional Straight Sword (form weapon for VBoS)
  • Exceptional Staff (form weapon for VBoS)
  • Exceptional Knife (form weapon for VBoS)
  • Exceptional Long Bow
  • Incense/prayer kit
  • Scroll canister
  • Emerald rice paper lantern (Sidereal calligraphy around the lantern) with carrying branch
  • Coin/talent pouch
  • Set of travelling clothes
  • Neck/head scarf
  • Water skin etc



Charms

[40 starting charms, plus 3 from bonus points, plus one free CMA style and 2 free spells].

Resistance

1st Resistance Excellency

Someone Else's Destiny
ost: 4m; Mins: Resistance 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None

When the Sidereal is exposed to a drug or poison, intentionally or unawares, she can lock it away as a memorandum attached to her fate and pass that memorandum off on someone else.

At the drug or poison’s first damage interval (see Exalted, p. 130), the Sidereal can reflexively activate this Charm instead of trying to resist the poison. The effect of the substance separates entirely from the Sidereal’s fate but remains in orbit around it.

The substance remains suspended thus until the next time the Sidereal successfully attacks someone in close combat and her player rolls at least one die of lethal or aggravated damage.

Whether the damage roll succeeds or not, the orbiting memorandum transfers to the victim of the attack, whereupon the substance’s effects kick in immediately as if the victim had originally ingested the poison or drug himself.

The Sidereal can contain only one deleterious substance at a time: using this Charm twice results in the first toxin’s effect returning to the Sidereal. The transfer of a poison is automatic, beyond the Sidereal’s control.

This Charm can capture Poison and Sickness effects, as well as influences that cause Derangements or other effects that can reasonably be called ‘madness’.

There is no roll to activate the Charm, and the Sidereal may keep up to (Essence) suspended maladies at once.

Applying the effect to an attack is done in Step 1 of combat resolution and is voluntary.
Shield of Destiny
Cost: 3m, 1wp; Mins: Resistance 3, Essence 2;
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Someone Else’s Destiny

The Sidereal reaches out to grasp the fate of an attack headed her way, carrying it off like a banner to bestow upon someone else.

Calling upon the Shield of Destiny, the Sidereal rolls (Dexterity + Resistance) in Step 7 of an attack against her. Every success on this activation roll subtracts a single die from the post-soak damage of the attack (to a minimum of one die remaining). Damage prevented by this Charm remains caught in the weave of the Sidereal’s destiny, vibrating like a trapped fly.

Whenever the Sidereal is attacked, she may release this thrumming tension as an unblockable and undodgeable counterattack that hits automatically in Step 9. The counterattack has damage equal to the amount of dice initially negated by Shield of Destiny, and bypasses both soak and Hardness.

A Sidereal may maintain up to (Essence) activations of this Charm.

She may release these without making a counterattack if she wishes to, dissipating the tangle of violence throughout the whole of the Loom of Fate.
Optimistic Security Practise
Cost: 5m; Mins: Resistance 3, Essence 2;
Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: None
Postponing her sacrifice so that she might continue to serve Creation, the Sidereal flicks her thumb across the strand of her lifespan, deferring all efforts to cut it.

Optimistic Security Practice adds (Essence) to the Sidereal’s bashing, lethal, and aggravated soak. If she is not wearing any armor, this rises to her (Essence + Resistance).

In addition, the Sidereal winds the destiny of (her Compassion – target’s Compassion, minimum one) of each of her opponents’ positive Intimacies around her own.

When attacked, the Sidereal may interpose the likeness of one of the target’sIntimacies over her own like a spectral hostage, its eyes pained by shock and incomprehension at the target’s betrayal.

The target must pay one Willpower to attack the Sidereal through the figure of his Intimacy; failing to do so causes the attack to sever the thread of that Intimacy, discarding it from the attacker’s Intimacies completely. The Sidereal gains the benefit of this defense against any opponent who attacks her until each of that opponent’s captured Intimacies have been destroyed, or until the opponent has spent (Sidereal’s Compassion) Willpower to resist. The Sidereal may not capture more than five Intimacies of any target per scene, and if two Sidereals capture the same Intimacy, the defense is no longer applicable once that Intimacy has been severed.

This Charm does not allow the Sidereal a survey of the target’s Intimacies; which Intimacies are captured are determined by the Storyteller, but the Charm generally snares those Intimacies the target considers most important first.
Heartless Maiden Trance
Cost: 8m, 1wp; Mins: Resistance 4, Essence 3; Type:
Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Optimistic Security Practice

The Sidereal enfolds her heart in a pocket of emptiness that separates her heart from Creation.

When she does so, she dispenses with the need to breathe, eat or drink, as well as her normal susceptibility to disease, poison, degenerative effects, temperature extremes or exposure. While her heart remains hidden, she suffers no penalties resulting from adverse environmental conditions or impairments to normal body function. Fatigue penalties (from exertion or armor) no longer bother her. She cannot be knocked unconscious. She still suffers damage as normal, but does not take wound penalties. Even if damage ought to Incapacitate her, she functions as if nothing is wrong.

Seeing foes hacking away at her with axes or perforating her with frog-crotch arrows might convince her that a tactical retreat is wise, but if her determination overrides her better judgment, she can stay in the fight until she drops dead.

Until the Sidereal restores her heart to its place, she cannot regain Essence except through Charms.

When she does restore her heart, any poisons, diseases, fatigue penalties, deprivation penalties, environmental conditions (if she’s in the same environment) or wounds she accrued while her heart was away kick in all at once as if she were first exposed to them the moment the Charm’s duration ended.

To clarify, the Sidereal ignores all internal penalties from the listed sources. She does not ignore penalties from environmental conditions such as unstable footing.
Ride

Yellow Path
Cost: 2m; Mins: Ride 3, Essence 2;
Type: Simple (Dramatic action)
Keywords: Combo-OK
Duration: One journey
Prerequisite Charms: None

A character with a destination in mind asks the Maiden of Journeys for her best advice on arriving there.

The player then rolls his character’s Essence.

For one success, the Maiden shows the Seer a path that enables him to reach his destination in three-quarters of the time it would normally take him based on travel type and distance. (See the chart on p. 264 of Exalted.) If the character points out that he has a deadline to keep (and the player rolls three successes), Mercury illuminates any means that might exist to get the character there under normal travel conditions.

(The character might have to run for three hours straight, bribe a courier in an elaborate horse relay system to give up his mount, gallop all the way to the coast and fi nally board a hard-rowing ocean vessel, but he’ll make his appointment.)

If the player rolls five successes and the character has a deadline to beat, the Maiden of Journeys reveals to him a miraculous path that will get the Seer to his destination ahead of his deadline no matter how far away it is and how little time remains.

The deadlines a character rushes to meet with the assistance of this Charm must actually exist. She cannot arbitrarily invent or declare deadlines for herself. For example, a Vizier might hurry across Creation to reach Nexus in time for her brother’s birthday if she intends to pay him a surprise visit upon arriving, but could not do so simply because she wishes to use the Nexus gateway to get back to Yu-Shan as soon as possible.

The paths revealed by this Charm aren’t guaranteed to be free of danger to the Sidereal, but will not lead her into certain doom.

Miraculous paths revealed by rolling 5+ successes allow the Sidereal to bypass limitations of distance, but not of active obstruction; for example, an attempt to divine a path to the heart of the Imperial Manse would quickly deposit a Sidereal at the entrance to the structure, at which point it would be up to her to find some way to breach its formidable defenses.
Dodge

2nd excellency

Absence (x2)
Cost: 2m; Mins: Dodge 2, Essence 2;
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Viziers anticipate attacks upon them, and avoid them.

Apart from the name and Essence cost, this Charm duplicates Shadow Over Water (see Exalted, p. 227).

This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.

Even destiny falls into regular patterns, and to avoid one blow is just as good as avoiding all a foe’s attacks. Sidereals with Dodge 4+, Essence 3+ may repurchase this Charm. If it enhanced a successful application of the character’s Dodge DV against an attacker previously in the same tick, subsequent uses against that same attacker also raise the target number of the their dice pool by 1.
Duck Fate
Cost: 10m; Mins: Dodge 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Absence

Vibrations in the strands of fate alert a Sidereal to imminent danger.

Her player rolls (Dexterity + Dodge) against a difficulty equal to the permanent Essence of the foe responsible for the trouble. (Environmental dangers are difficulty 1.) If the roll succeeds, the Exalt avoids the harmful effect.

For this Charm’s purposes, a “harmful effect” includes unexpected attacks, area-of-effect attacks, attacks with no physical component or even continuous effects with a duration longer than instant. (The character only needs to avoid a continuous effect once.)

Attacks with very wide areas of effect (such as the Rain of Doom spell) defeat this Charm if the character is physically incapable of moving the distance needed to escape the effect.

The Sidereal’s player must activate this Charm either before her opponent’s attack roll or as soon as the player becomes aware of the effect.

This Charm may be employed to avoid any harmful effect (including all undesired physical, social, mental and spiritual influence), regardless of applicability or the scope of the attack, so long as the Sidereal succeeds on the Charm’s activation roll.

It fails only against unexpected attacks, Limit Break and Pattern Bite.

Duck Fate’s fallible activation roll is considered a unique Flaw of Invulnerability.

This Charm protects the person of the Exalt, including his possessions. It does not protect allies or distant estates just because they may be represented as Background traits on the Sidereal’s character sheet.
Avoidance Kata
Cost: 2m; Mins: Dodge 3, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-Basic, Illusion, Shaping
Duration: Instant
Prerequisite Charms: Duck Fate

The character wasn’t actually there when the trouble began. That’s his story, and the Loom of Fate backs it up.

If—within his first two actions after Join Battle or Join Debate—the Sidereal decides he would rather have been somewhere else, he can activate this Charm. Having done so, he vanishes from his current location and reappears in another location. The Sidereal cannot control his new location, but it’s someplace plausible for him to be if he’d decided to take a different course a few minutes before. Simultaneously, an Illusion effect blurs the memories of other people so they don’t remember the Sidereal’s presence. Wounds still bleed, traps remain sprung, Essence remains spent. However, other people in the aborted encounter receive vague notions of an alternate series of events to explain any evidence of the Sidereal’s presence, which they soon confabulate into a detailed scenario that they believe completely.


This Charm’s unnatural Illusion is irresistible by mortals and gods, while others may ignore it for 3wp.

The Illusion does not apply against creatures outside of fate.

The Shaping effect of this Charm targets the Sidereal, not any other characters.
Linguistics

Favored Inflection Procedure
Cost: 5m; Mins: Linguistics 3, Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Virtue (Compassion)
Duration: Instant
Prerequisite Charms: None

The Chosen of the Gods honor mere mortals just by acknowledging their existence. A Sidereal can forge a powerful connection to another person just by saying his name in his presence. The Seer’s player then rolls her (Charisma + Linguistics) against the target’s Dodge Mental Defense Value and adds her Essence in automatic successes. If the roll succeeds while the target is calm, the target feels more connected to and enriched by the Sidereal.

He gains a single Intimacy toward the Sidereal for the rest of the scene.

The Intimacy created by this Charm lasts permanently unless it is eroded through the normal means. In addition to creating the Intimacy, this Charm also produces an Emotion of calm.
Performance

1st Performance excellency [free due to HBPS]
Fateful Performance excellency [free due to HBPS]

Heart Brightening Presentation Style [a.k.a HBPS]
Cost: — Mins: Performance 2, Essence 1;
Type: Permanent
Keywords: Virtue (Compassion)
Duration: Permanent
Prerequisite Charms: None

The Sidereal’s skill at poetry and song infuses his speech at all times. The character can apply any Bureaucracy, Performance, Presence or Socialize Excellency to any dice pool involving those four Abilities.

The normal limits for raising dice pools through Charms still apply.

There is no surcharge for applying the listed Excellencies interchangeably amongst the listed Abilities. In addition, this Charm allows the Exalt to channel Compassion on any rolls enhanced by those Excellencies. The first time she does so in a scene costs 0wp
Socialize

1st Socialize excellency [free due to HBPS]
Fateful Socialize excellency [free due to HBPS]

Presence

1st Presence excellency [free due to HBPS]
Fateful Presence excellency [free due to HBPS]

Investigation

1st excellency

Auspicious Prospects for Secrets
Cost: 1m; Mins: Investigation 2, Essence 1; Type: Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: None

This Charm actually represents five separate Charms—one for each Sidereal caste. Each version grants an awareness of astrological details that aid in the completion of destiny’s designs. Auspicious Prospects for Journeys reveals when and where someone ought to travel. Auspicious Prospects for Serenity tells whom fate wishes to have joy, as well as how to help such people achieve it. Auspicious Prospects for Battles shows when, where and between whom important conflicts should occur. Auspicious Prospects for Secrets grants insight into whether certain important information should be revealed or obscured. Auspicious Prospects for Endings suggests when a person, thing or idea’s time has come. A Sidereal can easily learn the Auspicious Prospects Charm of her own patron Maiden.

The Sidereal gets a sense of whether the fate in question is favorable in terms of the Maiden represented by the caste. Seeing that the favorable fate comes to pass, however, is up to the Sidereal.

There is no roll to use this Charm. Sidereals may freely learn any iteration of this Charm, though only the version corresponding to their Caste is bought or trained at Caste/Favored experience values. The Maidens have no power to withhold this Charm.
Efficient Secretary Technique
Cost: 2m; Mins: Investigation 1, Essence 2; Type: Simple
Keywords: None
Duration: One miscellaneous action
Prerequisite Charms: None

When the character first learns this Charm, a measure of his Essence crystallizes in his mouth in the form of a small emerald pattern spider. The character spits out this indestructible construct, whereupon it immediately dematerializes and attaches itself to a part of his body. Thereafter, the character may spend two motes of Essence to instruct the spirit to fetch some particular piece of information for him.

If the information is available and not actively concealed, the spider scuttles away along the weave of fate. The spider returns in the space of a miscellaneous action and whispers the information to the Sidereal.

This Charm can deliver any single fact that is known to at least 100 people that are part of fate, as long as that fact is not actively concealed or generally lost. As a rough guideline, as long as an uncontested Investigation, Lore or Occult roll, with difficulty 5 or less, could have been validly made within most of Creation, the spider can find and retrieve it from the records of Heaven.

As an exception to the stricture against finding information that is actively hidden or would otherwise call for a difficulty 6+ roll to find out, the spider can retrieve any information that is currently kept within the Sidereal’s personal libraries in Yu-Shan or Creation. This exception does not apply if someone else hid the information in the Sidereal’s library.

The spider travels along the Exalt’s own insuperable thread of fate, and can continue to retrieve information even while in Hell or the outer Chaos of the Wyld. Wards against scrying apply against this Charm, but the Sidereal gains (Essence) extra successes on her roll-off.
Larceny

1st excellency

Avoiding the Truth Technique
Cost: 3m; Mins: Larceny 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, Illusion, Virtue (Compassion)
Duration: Instant
Prerequisite Charms: None

Through subtle adjustments to her manner of speaking, the Sidereal makes her statements seem laden with
implications that listeners find too horrible or absurd to believe. The Charm supplements social actions using any Ability (and can be part of a Combo with any ability’s Charms), but changes the effect of the social action. The Charm adds the character’s Larceny in successes to the social Ability roll.

If the result exceeds the target’s Dodge Mental Defense Value, he thinks he saw through the Sidereal’s “lie” and believes that whatever she said isn’t true. This may cause the victim to discount other people who sincerely make similar claims; or when the victim discovers that the Sidereal’s “unbelievable” statement was true after all, he might be inclined to believe a genuine whopper from the Sidereal.

Errata
This Charm enhances social attacks to encourage beliefs. It adds (Essence) successes to the attack, which is compared against the target’s Parry or Dodge MDV normally. Success imposes the unnatural Illusion that what the Exalt said is untrue, even if the target would normally believe otherwise. It costs 3wp to ignore this influence.

The Charm can also be employed to enhance truths and lies outside of social combat.

When someone attempts to tell if the character is lying or not (Exalted, p. 131), the difficulty to do so is raised by the Exalt’s Essence. Failure to see through the Sidereal’s facade imposes this Charm’s influence on the observer.
Masque of the Uncanny
Cost: 7m, 1wp; Mins: Larceny 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: One disguise
Prerequisite Charms: Avoiding the Truth Technique

The Sidereal cloaks herself in Essence infused with tints from outside Creation. This makes her seem like a native of a realm beyond fate: a ghost, a raksha or a demon. The Charm does not let the character impersonate a particular entity, or indeed look radically unlike herself; rather, she looks like herself if she were some sort of human-like demon (such as a neomah), a ghost or one of the Fair Folk.

This Charm enhances a normal action to adopt a disguise, allowing the Sidereal to appear as nearly any creature outside fate that is at least roughly the same size and shape. Mundane scrutiny fails to pierce the disguise automatically, while magic senses face +2 difficulty on any relevant rolls.

This Charm will perfectly conceal the Exalt’s nature as a being of fate, adding (his Essence) successes to any roll-off.

The Sidereal need not purchase each iteration of this Charm separately; any type of creature he is familiar with can be mimicked normally.
Lore

1st excellency

Methodology of Secrets
Cost: 5m; Mins: Lore 2, Essence 2; Type: Refl exive
Keywords: None
Duration: Until the character next sleeps
Prerequisite Charms: None

In the character’s sleep, the Maiden of Secrets reveals to him her plan for fate.

If the character spends five motes of Essence as he receives this vision, he understands how he fits into this grand plan and what he can do to best integrate himself into the Maiden’s efforts. When he wakes, the character has access to three relevant bonus specialties he may divide among up to three Abilities of the Sidereal’s choosing. The dice from these specialties may also apply to the effect roll for any Sidereal astrology that involves the college corresponding to a selected Ability.

Keep in mind, however, that characters using this Charm are still limited to a maximum +3 bonus from specialties to any given roll. Also, bonus dice granted from these specialties count as bonus from Charms. The Ability or Abilities the character chooses need not be the same each time the character activates the Methodology of Secrets, but the character cannot change which trait receives the benefit until the next time he sleeps (and uses the Charm again).
Occult

1st excellency

Mark of Exaltation
Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Virtue (Compassion)
Duration: One scene
Prerequisite Charms: None

The Sidereal makes of his caste mark a lantern that can reveal unmanifested spirits. The mark glows with the color associated with his caste and is visible to spirits and to Chosen of his caste. Anyone who can see the light can also see any unmanifested spirits within (Essence x 5) yards on whom the light shines.

The Mark of Exaltation shines out to (Essence x 50) yards, not (Essence x 5).

Instead of adding an automatic success to the Sidereal’s social rolls, it adds one to her effective Appearance rating when interacting with spirits in social combat. It is Obvious only to characters capable of seeing the Mark’s light.
Incite Decorum
Cost: 2m; Mins: Occult 2, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: One scene
Prerequisite Charms: None
A Sidereal can invoke his Maiden’s authority to facilitate polite dealings with elementals and gods.

Any spirit whose Essence does not surpass the Sidereal’s must remain calm, reasonable and peaceful in the Vizier’s presence. The spirit must spend two Willpower points to initiate violence against the Seer, and any Charm the spirit uses against the character costs one additional Willpower. (This includes Charms that normally do not cost Willpower at all.) The effect ends automatically if the Sidereal opens hostilities himself

This Charm applies against spirits of any type employed by Heaven officially, up to Essence 8 and regardless of how the Sidereal’s Essence compares.
Telltale Symphony
Cost: 5m; Mins: Occult 3, Essence 2;
Type: Simple (Speed 5, DV -0)
Keywords: Combo-Basic
Duration: One hour
Prerequisite Charms: Mark of Exaltation

Patterns of Essence become music to the Sidereal’s ears, untangling the mysterious threads of fate with the revelation of their song. Charms, sorcery, and other magic give off a strange music that is nevertheless fitting to their aspect and nature. Spirits ring with the soft tintinnabulation of bells, while artifacts hum in low tones.

Other than its purely auditory nature, this Charm functions as All-Encompassing Sorcerer’s Sight
(Exalted, p. 222).

The ability to perceive Essence patterns has the following effects: All Charms are treated as Obvious with respect to the character. Dematerialized and invisible creatures and effects are considered visible. The character recognizes all artifacts, manses and demesnes as such. The character can automatically recognize a creature with Essence 4+ as a supernatural creature.

Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts—for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target’s Essence in dice to any attempt by the character to pierce mundane or magical Stealth.

Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them.

If the character makes a conscious attempt to analyze what he sees, this Charm allows an (Intelligence + Occult) roll to do so.

Identifying the exact effects of an unknown Charm or spell is difficulty 5. Gauging the rating of a person’s Essence trait, a demesne, a manse or an artifact has difficulty 2.
Terrestrial Circle Sorcery
This Charm permits the Sidereal to take Terrestrial Circle Sorcery actions, per page 252 of Exalted.
Celestial Circle Sorcery
This Charm permits the Sidereal to take Celestial Circle Sorcery actions, per page 252 of Exalted.

Stealth

1st Stealth Excellency

Soft Presence Practice
Cost: 4m, 1wp; Mins: Stealth 2, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None

With this Charm, the Sidereal steps lightly around the bonfires of heroes and dampens her own, moving to disturb none so that she may work in peace.

While this Charm is active, motes spent on the Sidereal’s non-Obvious Stealth Charms (including Excellencies) do not contribute to anima flare, and she may spend up to (Essence) peripheral motes on other non-Obvious Charms each tick without them counting for anima flare.

In addition, she adds an extra success to her Larceny and Stealth rolls during the scene.
Walking Outside Fate
Cost: 5m, 1wp; Mins: Stealth 5, Essence 3; Type: Simple
Keywords: Fate
Duration: Indefinite
Prerequisite Charms: Soft Presence Practice

A Sidereal who uses this Charm can part the strands of the weave of fate, stepping between them and outside fate altogether.

The character still physically exists in Creation, but her new condition makes her almost impossible to perceive. While the character remains outside fate, creatures whose Essence ratings do not exceed hers cannot detect her. If such creatures succeed on a refl exive (Perception + Awareness) roll, they might realize that some sort of presence has come among them, but affecting that presence or attacking it incurs a -2 external penalty on any related roll. Only characters with supernatural tracking abilities can attempt to track the hidden character.

The character remains outside fate for as long as she commits the Essence to the Charm, but causing her anima banner to flare such that it causes Stealth Charms to fail also ends this effect. If two characters walk outside fate in the same location, they cannot automatically sense one another. Whether or not one sees or becomes aware of the other depends on the characters’ relative Essence ratings.

Walking Outside Fate carries the Fate keyword because otherCharms with that keyword have diminished or nullified effects against characters using this Charm.

To clarify, the character is effectively invisible, and can be targeted like other invisible characters. She is perfectly immune to long-term tracking (see Exalted, p. 140), adding (Essence) dice to any roll-off
Awareness

Prior Warning
Cost: 6m; Mins: Awareness 2, Essence 1;
Type: Simple (Speed 4, DV -0)
Keywords: Combo-Basic
Duration: Five hours
Prerequisite Charms: None

Casting her perception into the near future, the Sidereal senses the presence of imminent danger.

The Storyteller should have the Sidereal’s player roll any Awareness rolls that she is allowed to notice a threat (Essence x 2) minutes before she would normally be able to roll. When the Storyteller cannot determine the difficulty of the roll beforehand, use the highest ([Intelligence + Larceny] ÷ 2) of any character involved in the threat–or difficulty 1 if the Sidereal could notice the threat automatically. On a success, she receives a vague premonition of harm, putting her on guard without actually revealing the nature of the threat.

Such forewarning adds one automatic success to her actual roll to notice the threat when it finally arrives.
Expected Pain
Cost: 2m (+2m); Mins: Awareness 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Prior Warning

Vague premonitions of future sorrow drift through the mind of a Sidereal who has mastered this Charm. As her fated suffering impends, these visions crystallize into awareness.

Expected Pain cancels the unexpected quality of any physical or social attack against the Sidereal. It costs an additional two motes when used to defend against creatures outside of fate.

With Awareness 5+, this Charm can be activated to enhance any Awareness roll to notice a concealed threat to the Sidereal or her allies—a hidden assailant, a drop of poisonous lotus extract dissolved in a cup of tea, a venereal disease on a concubine. Doing so converts all dice on the roll to automatic successes.
Bureaucracy

1st Bureaucracy excellency

Fateful Bureaucracy excellency

Icy Hand
Cost: 1m; Mins: Bureaucracy 2, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Touch
Duration: Five days
Prerequisite Charms: None

Not only do inefficiency and corruption undermine a bureaucracy’s authority, they inject chaos and decay into a society for the benefit of an amoral few. These failings are bad enough in mortal bureaucracies, but when the bureaucracies of Yu-Shan grow lazy or corrupt, all of Creation can suffer.

This Charm, then, helps a Sidereal ensure the proper behavior of a social unit’s member for the benefit of everyone who relies on the organization. (This does not need to be a literal bureaucracy: any social group that has definable leaders, followers and procedures, no matter how informal, falls under the Charm’s purview.)

The Sidereal activates the Charm as he touches a bureaucrat—which might require a Martial Arts roll if the target is unwilling. As a bright spark flashes from deep within the Sidereal’s eyes, his player rolls (Charisma + Bureaucracy) against the target’s Dodge Mental Defense Value. If the roll succeeds, the victim is compelled to perform his duties honestly and to the best of his abilities for five days.

This Charm’s unnatural Compulsion can be ignored for 3wp.
per day
Terminal Sanction
Cost: 8m, 1wp; Mins: Bureaucracy 4, Essence 3;
Type: Simple
Keywords: Combo-Basic, Compulsion, Maiden, Servitude, Virtue (Temperance)
Duration: One scene
Prerequisite Charms: Icy Hand

The Maidens gave their Chosen a frightening authority over spirits.

When a Sidereal activates Terminal Sanction against a present god or elemental, the player rolls (Charisma + Bureaucracy) against a diffi culty of the targeted spirit’s Essence. Whether this roll succeeds or fails, the spirit must materialize before the Sidereal and remain solid until the end of the scene.

If the roll does succeed, the spirit has even more reason to fear the Sidereal. Should the spirit “die” in that scene, the Sidereal has four choices:
• The Sidereal can destroy the spirit.
• He could bind the spirit to his service—either one task of indefinite duration or general obedience for one year and one day.
• He can bind the spirit’s Essence into an object, creating an artifact rated at half the spirit’s Essence (round up). The Storyteller designs the artifact, based on the powers of the spirit. The artifact lasts only a year and a day, however, before the spirit goes free.
• If nothing else, the Sidereal can simply let the spirit reform in its sanctum, knowing full well what the Sidereal
could have done to it.

Thanks to the terms of the Yozis’ surrender, this Charm also works against demons of every Circle and adds a number of automatic successes on the (Charisma + Bureaucracy) roll against them equal to the Sidereal’s Essence. This gives Sidereals a second chance to control demons that escape control.

This Charm has a range of (Essence x 10) yards. Activation of this Charm inflicts an unblockable and undodgeable unnatural Compulsion to materialize. The target is made aware of the Exalt’s presence and distance when affected by this Charm. Binding spirits with it is an irresistible unnatural Servitude.

When used to bind demons, it is identical to sorcerous binding, preventing other bindings of the same demon.

With a Bureaucracy 5+, Essence 4+ repurchase, a Sidereal may use this Charm to target multiple spirits at once. By adding +4m to its Cost, the Exalt may compel up to 10 spirits of a certain kind to materialize, and if the roll is successful doom them in the event of their defeat. “Kinds” of spirits are delineated by the usual types (elemental, god, demon), as well as whether or not they are officially employed by Heaven. An Exalt could compel all Celestial censor elemental dragons to appear, or all unaffiliated elemental dragons, but not both at once.

A third purchase at Bureaucracy and Essence 6+ allows the Sidereal toadd another +4m to sanction up to (Essence ÷ 2) Magnitude spirits at once.
Medicine

Peacable Conclusion
Cost: 3m; Mins: Medicine 2, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Touch, Virtue (Valor)
Duration: One scene
Prerequisite Charms: None

Calling upon the mercy that the Maiden of Endings shows for those in her somber dominion, the Sidereal may take away the suffering that accompanies death.

As she touches a character, she brings an ending to the pain they might feel, negating any wound penalties they would suffer for the duration of this Charm.

Characters who die under the effects of Peaceable Conclusion feel no pain as they pass, and their souls pass into Lethe without regret. The corpses of characters who die such a death can never be raised as undead.

Peaceable Conclusion has the opposite effect when used on a creature of death, suffusing them with the stillness of the grave. Such characters suffer a -3 internal penalty on all non-reflexive actions as a Crippling effect for the duration of this Charm.
Smooth Transition
Cost: 3m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Virtue (Valor)
Duration: Instant
Prerequisite Charms: Peaceable Conclusion

When ghosts and the walking dead linger on in the lands of the living, it falls upon Saturn’s Chosen to guide them back to their ordained endings.

Smooth Transition can supplement any attack against a creature of death, causing it to deal aggravated damage and adding one automatic success to the damage roll.

Undead extras hit by the attack are automatically destroyed: zombies fall apart as they remember that they are dead, while ghosts pass peacefully into Lethe.

At first, Saturn’s Chosen were confounded by the presence of this Charm in the Scripture of the Maiden and the Road, not knowing what their patron might have intended for it. When the first Neverborn fell, they understood, and used Smooth Transition to purge the hekatonkires and shambling horrors left in its wake.
Martial Arts

1st M.A. Excellency

Fateful M.A. excellency


Violet Bier of Sorrows style [CMA - Free]

Secrets of Future Strife
Cost: 3m; Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Accepting the twists and turns circumstance with instant determination, the Sidereal is never caught off guard.
A Join Battle roll supplemented by this Charm converts up to (Martial Arts) dice to automatic successes. As part of the roll, the martial artist may reflexively draw any form weapon of this style.
Flight of Mercury
Cost: 2m; Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Secrets of Future Strife

Moving with the swift precision of one who knows her destiny, the Sidereal strikes without hesitation or remorse.

An unarmed attack supplemented by this Charm reduces its Speed by one point. The martial artist can also move up to (Essence) yards before making the attack if needed to close range with her opponent.
Blade of the Battle Maiden
Cost: 5m, 1wp Mins: Martial Arts 3, Essence 2;
Type: Refl exive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Secrets of Future Strife

Crimson ribbons of Essence trail from the Sidereal’s hands, the strands of a martial destiny waiting to be seized.

This crimson nimbus allows the martial artist to both deal lethal damage and parry lethal attacks while unarmed, and enchants her natural attacks with the traits of a stametal daiklave (except for clinches).

Alternatively, the martial artist may invoke this Charm to invoke a form weapon she wields, granting it the magical material bonus of starmetal and rendering it as indestructible as an attuned artifact.

It also benefits from the reduced target number for damage.
Joy in Adversity Stance
Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Secrets of Future Strife

Each moment’s survival is a small happiness to one who walks constantly with peril and misfortune.

While Joy in Adversity Stance is active, the martial artist gains one bonus die on her next unarmed Martial Arts attack every time she successfully dodges an attack. Attacks with the Overwhelming tag instead confer two dice when dodged. These bonus dice count as dice added by a Charm, and are discharged at when the martial artist next attacks. Attacks must be made with hostile intent against the martial artist and be capable of harming her in order to trigger this Charm.

Using a defense with a Flaw of Invulnerability ends this Charm’s duration prematurely.
Violet Bier of Sorrows Form
Cost: 6m; Mins: Martial Arts 4, Essence 3
Type: Simple (Speed 6, DV -1)
Keywords: Combo-Basic, Form-Type, Emotion, Obvious
Duration: One scene
Prerequisite Charms: Blade of the Battle Maiden, Flight of Mercury, Joy in Adversity Stance

The martial artist takes on the same cold detachment with which Saturn makes her Sign against those things whose time has passed. She is reckoning and destruction, a peerless bringer of endings, and all the princes and kingdoms of the world tremble before her.

While Violet Bier of Sorrows Form is active, the martial artist gains the following benefits:

• All enemies see their own end in her, doubling any wound penalties they take on actions to oppose her in combat. Resisting this unnatural Emotion for one scene costs two Willpower.
• Any unarmed attack she makes against a spirit consumes one of the spirit’s motes for every level of damage dealt.
• The character’s unarmed martial arts attacks gain an Overwhelming value of (the lower of her Essence or Martial Arts rating).
Death Parrying Stroke
Cost: 4m; Mins: Martial Arts 4, Essence 3;
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Violet Bier of Sorrows Form

The Sidereal’s blade becomes a blur of violet Essence, catching fatal blows a split-second before they can touch her.

These defensive maneuvers subtract the martial artist’s Parry DV from the raw damage of an attack, and reduces its minimum damage by one die (minimum one). Death-Parrying Stroke offers no defense against unblockable or unexpected attacks.
Life Severing Blow
Cost: 5m; Type: Supplemental Mins: Martial Arts 5, Essence 3;
Type: Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Violet Bier of Sorrows Form

Sighting a violet glimmer of the Essence of Endings in her enemy’s soul, the Sidereal strikes through it to bring them closer to their death.

Add (Essence) to the raw damage of an unarmed attack supplemented by this Charm. The same amount is also added to the minimum damage of the attack, granting it the Overwhelming tag.

A character reduced to their Incapacitated level by an attack supplemented with Life-Severing Blow can be unmade as a Shaping effect, killing them instantly and reducing their corpse to ash. Against mortals, even a single level of damage is sufficient to shape them dead
Metal Storm
Cost: 7m, 1wp Mins: Martial Arts 5, Essence 3;
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Violet Bier of Sorrows Form

The Sidereal hits his victim with such skilled ferocity that the weave of fate around the target reverberates several times, replaying the moment of the attack several different ways in quick succession.

He may attempt an extra Martial Arts attack on the same target at his full dice pool. The Sidereal can make no more attacks than he has dots of Martial Arts, and he cannot split his original or extra actions into a flurry.
Conclusion Pursuing Approach [enhanced with prayer strip]
Cost: —(+10m, 1lhl); Mins: Martial Arts 5, Essence 4;
Type: Permanent
Keywords: Prayer Strip
Duration: Permanent
Prerequisite Charms: Death-Parrying Stroke, Life-Severing
Blow, Metal Storm

At the pinnacle of the Violet Bier of Sorrows, the martial artist learns to draw strength from the pain of others. As her enemies falter before her before her blows, her resolve only increases.

This Charm upgrades Violet Bier of Sorrows Form. As the character invokes it, she may pay a surcharge of ten motes and a point of Willpower to add the following effects to the form:
• The martial artist’s unarmed attacks deal aggravated damage to creatures outside of fate and consume their motes as though they were spirits.
• Wound penalties are tripled by the unnatural mental influence of Violet Bier of Sorrows Form instead of just double. The cost to resist rises to five Willpower.

A Sidereal may affix a prayer strip marked with the Scripture of the Expectant Maiden to her weapon with her own blood as she invokes this Charm, causing the blade to glow with a radiant burgundy light. Doing so grants additional benefits as a Prayer Strip effect: Whenever the Sidereal damages a character with an unarmed attack, they lose a point of Willpower. Characters without remaining Willpower instead lose ten motes, and can be shaped dead as per Life-Severing Blow if they have no motes remaining.
Throne Shadow style [CMA]

Lion - Mouse Stratagem
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: None

Sidereals deceive the world, presenting themselves as less than what they are; much of their power to act upon the world proceeds from this fact.

The Sidereal cloaks herself in the humble and unassuming air of the neophyte student, the civil servant, or the hanger-on in the company of legends. She seems unthreatening, imposing a -3 external penalty on all attempts to gauge her nature and the level of her skill.

This unassuming mien also makes it difficult to view the Sidereal as a serious threat; all attempts to re-establish surprise enjoy a bonus of (Sidereal’s Essence) dice. This Charm constitutes a form of unnatural mental influence costing two Willpower to resist for one scene

Prismatic Arrangement of Creation style [SMA]

Spell Shattering Palm
Cost: 5m per Circle or (Minimum Essence of a Sorcerous Charm)*3m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None

and LI

The character uses martial arts to yank the threads of a delicate construct of sorcery out of place. This charm allows the character to make Martial Arts attacks or defenses against sorcery, similar to countermagic. Used on the offense this modifies an unarmed strike, you must target the manifestation or center of the spell—such as the character benefiting, the spirit summoned, or the approximate center for spells like Rain of Doom. Spells that do not otherwise have a stated DV have a DV of (Circle)*4 or (Minimum Essence)*2 for Sorcerous Charms. If you defeat the DV by at least the Sorcerer’s (Essence)/2 than the effect is shattered as though struck by the appropriate level of countermagic.

Used defensively, this charms functions as defensive countermagic of the spell’s circle if the character’s PDV exceeds the caster’s Essence + Twice the Spell’s Circle or the caster’s Essence + The Sorcerous Charm’s Minimum Essence. This requirement is considered a unique Flaw of Invulnerability when used defensively.
[Exalt] [Caste] Ways (Water Aspect Terrestrial)
Cost: 5m, 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: None

and YOU PAN

The character strikes his throat, abdomen, spine, brow and crown chakras, forcibly reshaping his Essence and altering how his anima interacts with this world. This Charm allows the character to mimic the anima banner and anima effects of one other type and caste of Exalted. This Charm temporarily replaces the character's anima banner. This charm can never allow the character to learn charms she otherwise could not, for instance by mimicking the Eclipse Caste’s anima. Select one Caste when you first purchase this charm, and other castes may be added at the cost of 4xp each but you may only activate one [Exalt] [Caste] Ways at a time.
God Ways
Cost: 10m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisites: None

and ZUO GU

The character steps into an object or person, displacing its natural spirit with his Essence manipulations as easily as a master of legermain might steal a mortal's coat. The character's player rolls Charisma + Martial Arts against a difficulty equal to the Essence of the Exalt's target - the body he wants to steal or the god or least god of the thing he wishes to possess. The target's player can spend a point of willpower to make a willpower roll difficulty equal to the martial artist's Essence once on each of the martial artist's action ticks to regain control over her body. As a restriction, the character may not possess any entity with a size greater than her Essence in yards in its largest dimension.

In the meantime, the character's body dematerializes and fades into her stolen form. She may move and take Martial Arts actions through her stolen flesh, using her own Physical Attributes or those of her stolen form, if they are higher (inanimate objects usually have 0s in all Physical Attributes). This Charm imbues any stolen form with supernatural flexibility and mobility - possessed trees can attack and unattended ox-carts can charge. Attacks that strike dematerialized entities damage the character's dematerialized self as well as her stolen form. Otherwise, she suffers no ill effects from having her possessed body damaged or destroyed.

The character cannot possess soulsteel. She can only possess objects made of other Magical Materials if she knows the style's Charm for emulating that Magical Material.
Sorcery

Terrestrial Circle
The Horse That Travels Earth And Water [free]
Cost: 10m
Target: Conjured automaton

As the sorcerer makes the Sign of the Horseman, the winds in his area converge in the bubble of Essence before him. The Essence takes a hue that indicates the nearest Elemental Pole—red in the South, blue in the North, green in the East, black in the West and white nearest the Imperial Mountain—and then forms itself into a horse-shaped automaton. The horse’s coat matches the bubble of Essence whence it came, though its mane and tail are either black or white. The horse lands next to the caster, tossing and stamping, eager to be ridden. It serves as a perfectly trained war-horse (control rating 0).

The stallion never tires and gallops over water as easily as land. It can travel at its full speed until the sun next crosses the horizon (whether rising or setting), at which point itdissipates into colored wind and is gone. When using the “Average Travel Times” table on p. 264 of Exalted, the horse that travels earth and water is considered “horseback, tireless” and treats allwater as land of the same terrain type. In combat, the stallion is fearless. It can carry another rider, but the sorcerer must command it to do so and give it a destination. The horse then moves at full speed toward that destination, regardless of what its passenger wishes. It ignores attempts to redirect it. If the passenger falls or jumps from the stallion’s saddle, the horse dissipates, its purpose fulfilled. The automaton does not like being used as a pack mount. Should someone try to use it as such, the creature’s control rating increases to 3.

THE HORSE THAT TRAVELS EARTH AND WATER
Motivation: To carry the sorcerer to his destination.
Attributes: Strength 6, Dexterity 5, Stamina 5; Charisma 2, Manipulation 1, Appearance 4; Perception 3, Intelligence 2, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 4, Awareness 3, Dodge 2, Martial Arts 3, Presence 2 (Intimidation +1),
Resistance 5, War 2
Join Battle: 5
Attacks:
Bite: Speed 6, Accuracy 10, Damage 6L, Parry
DV —, Rate 1
Kick: Speed 4, Accuracy 8, Damage 8L, Parry
DV 4, Rate 2
Soak: 5L/5B (Elemental hide, 3L/0B)
Health Levels: -0/-0/-0/-1/-1/-2/-2/-4/Incapacitated
Dodge DV: 4 Willpower: 10 (0 against
sorcerer)
Essence: 2 Essence Pool: 10

Other Notes: The horse that travels earth and water can make a magical fl urry of a number of attacks equal to the caster’s Essence by spending five motes. It also heals at a rate of 1B/10 ticks and 1L/20 ticks, as long as it can run while doing so. It cannot regain motes on its own. The steed has a finite pool, though it can receive Essence given through Charms such as Essence-Lending Method or artifacts that accomplish that task.

Celestial Circle
Summon the Heavenly Portal [free]
Cost: 35m
Target: Summoned Calibration Gate

Once a year, on the third night of Calibration, the Celestial City of Yu-Shan revels in the Carnival of Meeting. In ages past, mortal and Exalted dignitaries would be invited to Heaven to join the festival, but in these debased times, the gods of Yu-Shan neglect the world. The starmetal Calibration Gate still appears in Creation once a year to admit mortals to the Carnival, though the gods send out no invitations. During that night, it cannot be summoned. For the rest of the year, though, a sorcerer may call it with this spell.

The sorcerer evokes a foot-wide patch of rippling gold, like sunlight on water, He reaches into it, feels for a handle, and pulls. A celestial bell chimes. A minute later, the Calibration Gate appears. It materializes with equal aplomb outside, indoors, underwater or even in midair. It remains open for five minutes before vanishing again, and it cannot be re-summoned to any place within a mile of that location until a day and night have passed.

No known force can damage the gate. Any number of characters can pass through the Calibration Gate, although they cannot leave Heaven by the same route. What’s more, if they have no official place or legitimate business in the Celestial City, they need quite an argument to persuade the three giant orichalcum lions on the near side to let them pass. These celestial lions respect honor and justice but are nigh-undefeatable in battle and immune to mind-affecting magic. (And there are six more waiting on the other side of the door).

Many of the Sidereal Exalted know this spell and use it to return from their assignments within Creation. A few Lunar sorcerers know it too and use it to confer with allies in the celestial Bureau of Nature. Sidereal leaders worry what Solar sorcerers might learn if they obtain access to Yu-Shan. Any Abyssal Exalt who tried using the Calibration Gate would likely regret it in very short order—nine orichalcum lions notwithstanding

Combat Stats:

Join Combat: 9


Attacks:
  • Starmetal Reaper Daiklave - Fate's Edge
Sp. 4 Acc. 18 Dmg. 9L/2 Def. +2 [PDV 7] R.3 T. O

  • Exceptional Straight Sword (form weapon for VBoS)
1)Sp. 5 Acc 15 Dmg. 6L Def. +3 [PDV 8] R. 2

2)Sp. 5 Acc 16 Dmg. 9L Def. +3 [PDV 8] R. 2 (when enhanced with Blade of the Battle Maiden)

3)Sp. 5 Acc 15 Dmg. 6L/5 Def. +3 [PDV 8] R. 2 Tags O(when VBoS form is active)

4)Sp. 5 Acc 16 Dmg. 9L/5 Def. +3 [PDV 8]R. 2 Tags O (when enhanced with Blade of the Battle Maiden and VBoS form is active)

  • Unarmed (enhanced with Blade of the Battle - Maiden - treated as a Starmetal Daiklave).
Sp. 5 Acc 16 Dmg. 10L/2 Def. +3 [PDV 8] R.3 Tags O

  • Exceptional Staff (form weapon for VBoS)
Sp. 5 Acc 15 Dmg 8B Def +3 [PDV 8] R. 2 T. 2,M,R

  • Exceptional Knife (form weapon for VBoS)
Sp. 4 Acc 15 Dmg 3L Def +1 [PDV 7] R. 3 T. T
  • Exceptional Long Bow
Sp. 6 Acc 9 Dmg +4B/L R. 3 Range 250m

Dodge DV: (Dex 5 + Dodge 5 + Specialty 1 + Essence 5 + HS Bracers 3)/2 = 19/2 = 10

Soak:

Bashing: [((Stamina 3+Armour 5)+Any other Modifiers)]: 8B or 18B with Optimistic Security Practise

Lethal: [(((Stamina /2) 1 +Armour 5)+Any other Modifiers)] 6L or 16L with Optimistic Security Practise

Aggravated: [Armour 5 +Any other Modifiers)]: 5A or 15A with Optimistic Security Practise


Hardness: 0

Bashing: [Highest value from any source]

Lethal: [Highest value from any source]

Aggravated: [Highest value from any source]


Health:

-0 [ ]

-1 [ ][ ]

-2 [ ][ ]

-4 [ ]

X [ ]


Mental Defenses:
Dodge MDV: [((((Willpower 10 +Integrity 3)+Relevant Specialty)+Essence 5)+Any other dice modifiers) /2 round down) + Any other bonuses.] 9

Charisma Parry MDV: 4

Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.] 4

Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.] 4

Manipulation Parry MDV:

Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.] 4

Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.] 4

Virtues:

Compassion ●●

Conviction ●●●

Temperance ●●

Valor ●●


Flawed Virtue: Oracle's Flawed Fate

Colleges [18]

The Mast ●

The Ewer ●

The Quiver ●

The Key ●●

The Mask ●●●

The Sorcerer ●●

The Treasure Trove ●●

The Corpse ●●

The Crow ●

The Rising Smoke ●●

The Sword ●

Intimacies:

His sifu (loyalty and respect)

Bureau of Destiny (dedication)

Consistency (appreciation)

Corruption (opposition)

Sorcery (curious exploration)

Secrets (internal fullfilment)

Martial Arts (enthusiasm)

Languages:

Riverspeak (Native), Old Realm, Low Realm, High Realm


Willpower: ●●●●● ●●●●●


Essence:

Permanent: ●●●●●

Personal: 20/20

Peripheral: 39/53 (14 Commited)


Bonus Points and XP:

Bonus Points: 40

4 caste/favored charms (12)

Auspicious / favored abilities (15)

Attribute increase (Perception +1, Appearance +1) (8)

Willpower 5 to 10 (5)

XP
God Ways (10)
 
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  • Name: Valeren Drommond
    Caste: Serenity

    Attributes
    Str: 3
    Dex: 6
    Sta: 3

    Cha: 5
    Man: 3
    App: 5

    Per: 4
    Int: 3
    Wits: 3

    Abilities
    Journeys

    Resistance: 3
    Ride: 2
    Sail: 2
    Survival: 1
    Thrown:

    Secrets
    Investigation: 2
    Larceny: 3
    Lore: 3
    *Occult: 4
    *Stealth: 2

    Serenity
    *Craft: 2
    *Dodge: 6
    *Linguistics: 4- Old Realm, Riverspeak, High Realm, Firetongue, Low Realm
    *Performance: 6 - Dance: 2, Singing: 1
    *Socialize: 5

    Endings
    *Awareness: 5
    Bureaucracy: 5
    Integrity: 2
    *Martial Arts: 6 - Floating Ribbon: 2, War Fans: 1
    Medicine: 1

    Battles
    Archery
    Athletics: 4
    Melee
    Presence: 2
    War

 
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