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Dice Trial By Fire - Lore

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Sherwood

Luna's Concubine
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Weapons in the Cache

Conjuring Sentinel is an orichalcum wrackstaff that is alloyed with a strange metal of unknown origin. Best guesses of occult specialists is that it originated in the wyld, but it seems to react with the natural elemental powers of Creation. The staff has 3 hearthstone sockets along its length and
has an unknown pictographic language embossed along its length. Only those initiated into Sorcery can get any unique benefits from Conjuring
Sentinel.

Evocations
A Solar or Dragon-Blood who spends 1 additional mote attuning to Conjuring Sentinel may gain even greater benefit from their sorcery. Successfully casting a spell invigorates the exalt, granting them 1 initiative. If the spell was a Decisive attack, this is added to their base upon resetting.

Calling the Sentinel
Cost: 6m, 1sm (+1sm/round) Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: 1 round
Prerequisites: None
The Conjuring Sentinel communes with the ambient essence of Creation, and when its wielder uses sorcery, it vibrates with joy at the humming of the natural world in response. When the exalt begins a Shape Sorcery action, if they gathered any sorcerous motes, they may pay 1 of their gathered sorcerous motes to the cost of this evocation to activate it. Upon activation, the exalt plants the Conjuring Sentinel on the ground upright in front of them where it will balance perfectly upright as though lodged. The wrackstaff will not move or be moved until the evocation ends. Triggered by a combination of the exalt’s own essence and that of the world around it, Conjuring Sentinel forges a mass of elemental expression with a Defining Intimacy to protect the exalt. This being is the Sentinel and could be expressed in a variety of ways. If used in the forest, it could be a mass of vines and branches that move to protect the sorcerer. It could be pillars of rock bursting from the ground, or ice forged from the air in a wintery tundra. However it manifests, the Sentinel is a non-human shape that cannot traverse range bands but will defend the exalt from all attacks as long as the
wielder remains within Close range of Conjuring Sentinel.
The Sentinel can only Parry, and it has a Parry score of the higher of 5 or Essence. It will constantly use Defend Other on the exalt as it can do no other actions and it has a single -0 health level. Because it lacks an initiative pool, it takes Withering damage directly to its health pool. The Sentinel only lasts for 1 round, but if the exalt successfully Shapes Sorcery on their next turn, they may donate an additional sorcerous mote to extend its duration for another round. Doing so resets any onslaught penalties the Sentinel may have accrued, but it retains wounds. This may be done each turn as the exalt wishes until they cannot feed it any more sorcerous motes (at a limit of 1 mote per round) or until their spell successfully casts. On either condition, the Sentinel immediately disintegrates into dust or a puddle of water or rotting vines, as is appropriate for its composition. When this evocation ends, the wrackstaff will fall over, though if the exalt is still in Close range and not clinched, they may reflexively grab it again before it falls.

Empowering the Sentinel
Cost: (1m + Xsm) Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Calling the Sentinel
The exalt’s greater mastery of Conjuring Sentinel allows them to apply their sorcery to its evocations in more ways. This evocation upgrades its prerequisite, allowing the exalt to expend additional gathered sorcerous motes to empower their Sentinel temporarily:
 2 sm to ignore onslaught penalties for the Sentinel for one instant
 5 sm to ignore onslaught penalties for the Sentinel until next turn
 3 sm to increase the Sentinel’s Parry by 1 until next turn (not stackable)
 8 sm to allow the Sentinel to Parry a single attack that is deemed unparryable without the use of magic or charms. This does not cover Incalculable Damage.

Retiring the Sentinel
Cost: 3m, 1wp Mins: Essence 3
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Empowering the Sentinel
The Sentinel is a temporary being and it’s existence is meant to end. The master of Conjuring Sentinel however, can make its death meaningful. Whenever the wielder completes the casting of a spell and this causes an existing Sentinel to expire, the exalt may activate this final evocation to
detonate the guardian instead. The explosion affects all opponents out to Short range, and is a dice roll of (Wits + Occult) with automatic successes equal to half the number of rounds, round up, that the Sentinel survived for, including this round.
Opponents affected may oppose this roll with a (Stamina + Resistance) roll. For each enemy that loses, the force of the explosion knocks them back 1
range band and automatically prone. All foes within range lose a point of initiative regardless of success, as they shield themselves from pieces of
whatever the Sentinel was composed of raining down on them at high velocity. This lost initiative cannot push an enemy into Crash.
Gentle Caress is actually a set of sacred hand bandages, like the ones used by martial artists to keep their hands safe while punching. The bandages, which are interwoven with strands of Orichalcum, are soft and smooth as the finest silk to the wielder. Gentle Caress is often overlooked compared to most other artifacts, as was the intent of their first owner, the Eclipse Caste known as Radiance. While the rest of her Circlemates favored the more elaborate and decorative artifact weapons, Radiance found an elegance in something modest and unassuming.

Evocations
A Solar that Attunes to Gentle Caress for 4 motes will find the bindings responding to their need. The bindings will wrap around the user's wrists and forearms, resembling simple cloth bracelets. But when Join Battle is rolled, the bindings will respond to the violence, automatically unraveling and binding around the hands and knuckles of the wielder. Attuning also allows the owner to block lethal damage with her bare hands, without a stunt.

Hidden Might Reinforcement
Cost: 2m Mins: Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisites: None
The wrappings of Gentle Caress are subtle, but the natural might of Orichalcum can shine through. This Evocation adds one bonus success to the owner's unarmed Withering attacks, or lets an unarmed Decisive attack deal Lethal damage.

Rewoven Arsenal
Cost: 3m Mins: Essence 2
Type: Simple
Keywords: None
Duration: Scene
Prerequisites: Hidden Might Reinforcement
With a small gift of Essence, the bandages of Gentle Caress reweave themselves to suit the needs of their owner. A Solar may use this Evocation to add a melee weapon tag to her unarmed attack for the rest of the scene. The bandages may unravel and extend, adding the Reach, Disarming, or
Grappling tag to her unarmed attacks. They may reweave to reinforce the owner's knuckles, adding the smashing tag. They may even form a buckler shaped extension on one arm, adding the shield tag. Only one tag may be added to the owner's attacks this way, but the owner may spend an action
on their turn to change the added tag.
Special Activation Rules: This Evocation may only be purchased after the owner has used Gentle Caress in a stunted attack to incapacitate an opponent, such as using the wrappings as an improvised garotte.

True Might of the Unassuming
Cost: 6m, 1wp Mins: Essence 3
Type: Simple
Keywords: None
Duration: Scene
Prerequisites: Rewoven Arsenal
None expect much from the humblest of weapons. Such thoughts prove to be their downfall. When activated, True Might of the Unassuming causes Gentle Caress to glow golden, the true material of the wrappings shining through as ornate Old Realm pictograms shine from the bandages. Those who can read the ancient language recognize the writing as a long forgotten prayer to the Unconquered Sun traditionally intoned during the rare
moments where Luna’s face hides the Sun from Creation. When activated, True Might of the Unassuming reinforces the owner’s unarmed attacks, giving them the stats of a light artifact weapon. For all intents and purposes, they are still unarmed attacks, and are explicitly compatible with all Brawl Charms and Martial Arts Charms that use unarmed attacks.
Special Activation Rules: This Evocation may not be purchased with Experience. It awakens for free once the Wielder has defeated a significant foe (such as another Exalt or powerful Spirit of Essence 3 or higher), using unarmed attacks.
- Orichalcum, Moonsilver, & Starmetal Flame Pieces (Artifact 5)]
Evocations
Omens of the Pyre is a single pair of flame pieces, but each piece is unique in both composition and essence. The weapons innately hold compassion toward Creation’s ilk and fury for Creation’s enemies (henceforth defined as including raksha, demons, Abyssals, and other nondivine outsiders), but most importantly, they ache to help their wielder fulfill some righteous ideal. Either piece can work on its own as a weaker, separate artifact, but together, they form a stronger, unified front.
A Solar, Lunar, or Dragon-Blooded who attunes to either piece unlocks Soul Fuels Ignition for free. A Solar or Lunar attuned to both who invests an extra 1 mote gains 1 non-charm die on in-combat social and damage rolls. A Dragon-Blooded attuned to both who invests an extra 1 mote gains
1 non-charm die on damage rolls. Against enemies of Creation, so long as the wielder maintains an Initiative advantage, they receive 1 additional non-charm die (to their respective bonuses).

Soul Fuels Ignition
Cost: 2m or 3m; Mins: Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: None
The devils of old converted internal power into external flame, setting their own essence ablaze to ignite the heart of their foe, and the wielder has
learned this secret through the legend of her weapon. As the wielder inhales, she perceives flesh and bone as heart and soul, and in that moment of clarity she pulls the trigger, her own essence bursting forth as a bolt of golden gossamer flame that sets her victim’s soul alight. In their unified burning, she can read his soul as much as her own, deducing the reason for her enemy’s opposition.
This evocation allows the wielder to forgo firedust, using motes of essence instead. Further, for an additional mote, her attack is enhanced with a Read Intentions action, which receives bonus dice equal to the number of extra successes on her attack roll; if successful, the primary Intimacy that drives her opponent to fight her is revealed to her in the essence-flames. She can use this multiple times, learning different Intimacies each time, going first through those most oppositional down to those benign. This affects battle groups, with the generally strongest opposing “intimacy” being revealed.

Wicked-Searing Coalescence
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Uniform, (Psyche)
Duration: Instant (One Scene)
Prerequisites: Soul Fuels Ignition, Corona
Many of Creation’s foes cloak themselves in deceit and shadows, and Omens of the Pyre seeks to shine the light of the Unconquered Sun’s fury upon them. As the wielder pulls the trigger and the hammer ignites the blaze, the weapon consumes the fires instantly, glowing with golden light. In that
moment, divinity is channeled, and the barrel unleashes a burning ray of essence that causes even the staunchest of convictions to wither. As raw essence instead of billowing flame, the attack’s possible range is increased by one band; as judgment manifest, the essence pressure weighs down upon the target, applying the user’s Essence in successes on the attack roll. If successful against an enemy of Creation, this additionally inflicts a -1 penalty on all rolls for the rest of the scene, the manifest effects of divine judgment on their willfully opposing essence.
Finally, if she knows the Intimacy that drives her opponent to oppose her, whether by Soul Fuels Ignition or other means, then the attack may double as an attempt to weaken that Intimacy by one level for the remainder of the scene (using [Charisma + Presence] as normal). This attempt receives bonus dice equal to the number of extra successes on her attack roll.
This affects battle groups, affecting the generally-agreed oppositional Intimacy.

Villain-Revoking Lash
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Decisive-Only
Duration: Instant
Prerequisites: Soul Fuels Ignition, Umbra
Those who would openly oppose righteousness are blights on Creation, and Omens of the Pyre unveils Luna’s wild contempt at their sin. The flames unleashed in this method move unnaturally, whipping around the target’s hands and wrists (or whatever appendages are equipped with weapons) to sear them to the bone, preventing them from taking action against the wielder.
This evocation supplements a disarm attempt. The attack roll enjoys her Essence in bonus dice. If successful, the target’s weapon-wielding hand and wrist are burned, and he treats any actions with that hand with an offhand penalty of -1 until it receives proper treatment. This charm explicitly allows disarming dual-wielders and applying the effects to both hands and wrists.
Against enemies of Creation, the off-hand penalty is instead half the number of extra successes on the Disarm Gambit roll, rounded down, minimum 1.
If the wielder knows her target’s opposing Intimacy via Soul Fuels Ignition or other means, then a successful Disarm also creates an instant Instill roll to create a Minor Tie (Fearful Respect) toward the wielder. This charm can affect battle groups, under the condition that its cost increases by 2 motes for every Size category beyond 0, and a point of Willpower at Size 4 and above.

Purging God Presence
Cost: — (1a per bonus success, or 3m on failure); Mins: Essence 3
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisites: Dual Omens Culling
As her flames burn the flesh of her foes, the wielder also burns away at their will to resist her purpose; at their lowest point, foes see her empowered conviction as raw, crushing presence. Against ordinary opponents, this presence is capable of inspiring them to atone for the immorality that brought them against her; against Creation’s foes, this presence threatens to tear asunder the fabric of their existence. Should the wielder crash her target or otherwise reach an initiative advantage of 10+, her will presses down on the disadvantaged victim, enhancing a social influence roll (determined by opponent’s classification according to Omens) of [Charisma+Presence+Essence] against Resolve.
 An ordinary opponent is forced to question everything that brought him against the might of the wielder. This acts as a reflexive attempt to Instill a Guilt-based Minor Tie matching the wielder’s own purpose for fighting, such that he grows to sympathize with her cause; if such a tie already exists, or
if Villain-Revoking Lash successfully instilled a tie of respect, this charm attempts to elevate it while also imparting the presence of this shared bond to both combatants in a moment of empathic union.
 Creation’s foes feel as if the foundations of their lives are beginning to crumble as judgment settles upon them. If successful, the victim suffers a penalty on all actions equal to half the wielder’s Essence (rounded up) for the remainder of the scene.
If the wielder’s anima banner is at the level of Iconic/Bonfire, she may instinctively convert levels of her anima into raw, overpowering presence, adding one success per level. In the event the target resists by spending Willpower, the wielder’s righteous conviction may become mystically inflamed by their refusal, driven to seek retribution. For 3 motes, her next attack or influence roll against the same target within the same scene gains the strength of her opposed Intimacy in bonus dice.
This ability can only reoccur on the same target if that target recovers from crash, and then crashes again due to the wielder’s actions. This affects battle groups, occurring when the Magnitude track fills up and ignoring the penalty for socially targeting multiple people.

Prophet of Hope and Hellfire
Cost: 8m, 1wp; Mins: Essence 4
Type: Supplement
Keywords: Perilous, Psyche, Aggravated
Duration: Instant
Prerequisites: Purging God Presence
Just as valor must be balanced by temperance, so too must conviction be balanced by compassion, lest the righteous become the damned. The wielder aims at her target and ignites her eyes with the essence of her conviction such that they burn with the intensity of the sun’s corona, allowing
her, in a moment of searing clarity, to see the language of his conviction; by her fiery will, she reaches out to insist on surrender, and she knows the
results by the stature of his soul.
This charm enhances an Aim action with a Threaten action at no flurry penalty, gaining her anima level in bonus dice. Against ordinary foes, if she has instilled new Intimacies, it is instead a Persuade action playing on whichever new Intimacy is strongest, gaining the strength of the Intimacy in question in bonus dice in addition to her anima bonus; against enemies of Creation, if they have been affected by Purging God Presence, the Threaten roll instead gains her Essence in bonus dice in addition to her anima bonus.
Should her effort completely succeed, the target finds his will to fight the wielder dwindling to nothing; he feels compelled to surrender at once and hear her out, and any temporary Intimacy effects she has caused become permanent. Should he somehow be convinced to join battle against her again in the same scene, the effects of failure immediately apply.
Should her effort fail, the target perceives the coronal brilliance of her eyes turning black as the umbra of a solar eclipse, and he becomes cursed by her judgment; all Evocations henceforth treat the target as an enemy of Creation, and all her attacks on the target do aggravated damage instead of lethal, the righteous fury of wielder and weapon coming together to strike at his very soul.
Should her effort fail against one who is already considered an enemy of Creation, all attacks do aggravated damage henceforth, and her next attack becomes a guaranteed success, receiving her Essence in bonus damage dice (aggravated if decisive). This affects battle groups, with her essence-sight judging the stature of their collective will.

Conflagrant Purification
Cost: 8m, 1wp, 1a per die; Mins: Essence 4
Type: Supplement
Keywords: Perilous, Psyche, Aggravated, Decisive-Only
Duration: Instant
Prerequisites: Prophet of Hope and Hellfire
Judgment has been passed, and the defendant has been declared guilty of opposing Creation in the eyes of the Omens and their wielder. The punishment is a cleansing that will burn away his impurities or his life, the inferno striking beyond his physical form. This charm can only be used against one whose soul has resisted the effects of Prophet of Hope and Hellfire, and it supplements a decisive attack. However, rather burning at his body, it assaults his most oppositional Intimacy; as such, Resolve is used as a Gambit difficulty rather than Hardness, and it may not be enhanced using the Intimacy under assault. She may funnel the raw power of her anima into the strike, as well, gaining a bonus die for every level of flaring essence converted. Should the attack succeed at all, the Intimacy is destroyed, burned away in essence flame.
If he is insistent on saving the Intimacy, the defender may spend 1 Willpower per rank, but never completely save it, bringing it only up to a rank
below its original strength. If he does this, the fires that would burn it completely are instead vented into his flesh, and he takes levels of aggravated damage equal to the successes as a normal decisive attack.
This affects battle groups, the fire of the attack swirling amongst them and seeping into each one to affect the group as a whole. If a Defining Intimacy is destroyed, or only preserved at Minor level, a sense of success fills the wielder's soul as she knows the target has a chance at redemption yet again—refunding the point of willpower spent on the charm.
Special Activation Rules: This evocation unlocks in the event that Prophet of Hope and Hellfire is resisted.

Dual Omens Culling
Cost: 10m; Mins: Essence 5
Type: Simple
Keywords: Dual
Duration: Instant
Prerequisites: Wicked-Searing Coalescence; Rebuke of the Blazing Ideal
Sometimes, there is no hope of peace without action to spur it onward; as such, when the powers of Corona and Umbra are united under the purpose of a single wielder, they surge with the power of the solar eclipse, the grand omen perceived across the world as the combined ire of the Unconquered Sun and Luna. The wielder’s reflexes surge with righteous essence, and in one motion, she unleashes a two-pronged blast of flame, an attack from each piece. The outcome varies on target and attack choice:
 If attacking the same target twice, the first attack may be withering and the second may be decisive. If so, the player simply rolls accordingly, with the decisive attack being treated as a staggered, near-instant follow-up.
 If attacking the same target twice, the attacks may both be withering. If so, the player rolls attack and damage once, applying the normal flurry penalty, dealing with all soak and other effects normally, before applying the same results again.
 If attacking two different targets, the attacks may only be withering. Each attack is treated normally, applying the normal flurry penalty. If she has learned of their opposing intent or influenced them in this battle, then the attacks carry the burning contempt of the Incarnae against those who continue to oppose the wielder, such that the wielder ignores her Essence in soak and hardness.
Against enemies of Creation, all damage rolls enjoy double 10s.
Attunement: 5m
Type: Medium (+12 DMG, OVW 4)
Accuracy: Close −1; Short +5; Medium +3; Long +1;
Extreme −1
Tags: Lethal, Archery (Long)
Hearthstone slot(s): 1
Era: Dreams of the First Age

Evocations of Heartsong
Heartsong can pour an emotion of the wielder’s choice into an arrow. As it leaves the bow, that arrow dissolves into a blaze of golden light that seeks its target’s heart. This passion-inciting gambit is a Psyche effect with a difficulty of the target’s (base Resolve − 2), minimum 1. If successful, it creates
an automatically successful inspire action (Exalted, p. 217) to create an emotion of the wielder’s choice.

Ardor-Sharing Technique
Cost: 1m; Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only, Dissonant
Duration: Instant
Prerequisites: None
Words and arrows alike convey the Exalt’s ardor. The wielder can supplement a passion-inciting gambit or inspire action with this Evocation if she is in the throes of the same emotion that she seeks to evoke, adding a bonus success to the attack or inspire roll.
Special activation rules: As long as the wielder isn’t dissonant with jade, this Evocation awakens at no cost when she upholds a Major or Defining Intimacy based on a strong emotion.

Suitor-Punishing Shot
Cost: 4m; Mins: Essence 2
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: Ardor-Sharing Technique
Exalt’s arrows are drawn to those who are drawn to her. When supplementing an attack against an opponent who has an emotional Intimacy or Derangement toward her, or who has focused an inflamed passion (Exalted, p. 218) or other strong emotion on her, the Exalt adds that Intimacy or Derangement’s rating to her attack and damage rolls, treating an inflamed passion as a Major Intimacy.
When used with Hunter’s Swift Answer (Exalted, p. 258), this Evocation’s mote cost is waived.

Lover’s Quarrel
Cost: 3m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Decisive-only, Psyche
Duration: Instant
Prerequisites: Ardor-Sharing Technique
The Exalt’s arrow dissolves in flight, becoming a name writ upon the air that seeks its target’s heart. This Evocation is a passion-inciting gambit that instills a Tie instead of inspiring emotion. This creates or strengthens a Tie of the wielder’s choice.

Radiant Sun-Heart Shot
Cost: —; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Lover’s Quarrel, There Is No Wind
Whenever the Solar would attempt a passion-inciting gambit, she may roll a normal decisive attack instead. As long as the total levels of damage inflicted beat the difficulty of the gambit, its effect applies as normal.

Heart-Commanding Arrow
Cost: 3m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Dissonant, Psyche, Resonant
Duration: Instant
Prerequisites: Lover’s Quarrel
Whispering to her arrow, the Exalt infuses it with a more specific desire to implant in her adversary’s heart. This Evocation is a passion-inciting gambit that creates an automatically successful persuade action instead of an inspire action. It must still leverage an appropriate Intimacy to succeed, even though it is unrolled.
Dissonant: This Evocation can only be used against an enemy in Initiative Crash.
Resonant: This influence costs an additional point of Willpower to resist in a Decision Point.

Delirium’s Dart
Cost: 10m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Dissonant, Psyche
Duration: Instant
Prerequisites: Lover’s Quarrel
The Exalt fires an arrow of wildly blazing colors that strikes at its target’s sanity. This Evocation is a passion-inciting gambit that also imposes a Minor
Derangement related to the inflamed passion. If he already has a related Derangement, its intensity is strengthened one step instead.
Dissonant: Characters dissonant with jade cannot awaken this Evocation.
An exorcist’s dream, Spirit Razor has existed since the High First Age, a tool for Solar Exalted to root out the intruders from the Underworld by understanding and banishing them. An orichalcum haft-and-blade with an azure tassel binding at the join, Spirit Razor is an elegant weapon, engraved
with dozens of mudras and prayers to the Unconquered Sun and dedicated to the placation of ghosts. Though it is efficacious at doing so, this is not a
weapon made simply to slay spirits. It is meant to be carried by one who truly wishes to understand and benefit them.

Evocations
A Solar Exalted who attunes to Spirit Razor finds his blade more efficaciously slices through ghosts. When using Spirit-Cutting Attack against a ghost, its cost is reduced to 0m.

Reading the Immaterial
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisites: None
Spirit Razor grants its wielder uncanny insight into the minds of spirits, the better to aid in placating them or, in the case of ghosts, laying them to rest. This Evocation may be activated after a successful withering attack with Spirit Razor against a spirit. Reading the Immaterial allows the wielder to make a reflexive Read Intentions action against that spirit, re-rolling 6s until 6s no longer appear. If successful, the wielder learns one of the spirit’s Intimacies. Against a ghost, he also learns the nature of one of its Fetters.

Rending the Immaterial
Cost: 5m; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Reading the Immaterial
Spirits belong in the spirit world, and their invasion into Creation can be seen as an affront. Still, Spirit Razor does not wish simply to drive them away, but to slay their concerns so they do not return. This Evocation supplements a decisive attack with Spirit Razor against a spirit. If successful, Rending the Immaterial can immediately reduce the strength of a known Intimacy or Fetter by one level. If this reduces the Intimacy or Fetter to non-existence, the spirit takes no damage from the attack.

Putting the Immaterial to Rest
Cost: None; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ghost-Eating Technique, Rending the Immaterial Souls are a precious commodity, and should not be wasted simply by devouring them. When a Solar who knows this Evocation uses Ghost-Eating Technique to slay a ghost, he may choose to regain no Essence. If he so chooses, the ghost is sent to Lethe rather than devoured by the Solar, sending the spirit on to its properly ordained reincarnation. The catharsis of doing so allows the Solar to gain one temporary Willpower; this may put the Solar above his normal maximum, or even above ten.
Evocations
An attuned Terrestrial or Solar wielder of the weapon who uses it to successfully parry a flame-based attack may absorb the energy of the attack, immediately setting the bonus of the daiklaive’s first Evocation to +3.

Salamander Tail Stroke
Cost: 1m Mins: Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: One turn
Prerequisites: None
This Evocation causes a plume of flame to trail after each sweep of the blade, adding +1 damage to Withering attacks for a turn. Each consecutive turn this Evocation is used increases the bonus by one, to a maximum of +3. As the bonus climbs, the plume grows longer, hotter, and more impressive. The bonus will reset to +1 after any turn in which the cost of this Evocation is not paid, or after either of the subsequent Evocations is used.

Dragon Tongue Caress
Cost: 4m Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Salamander Tail Stroke
As Seething Drake falls it spills its flame into the wound, searing flesh and bone. This Evocation grants double 10s on a Decisive attack. If Salamander Tail Stroke was used in the previous turn, it adds the prerequisite's bonus in additional Decisive damage dice, then resets the bonus to +1.

Jilted Forge Reprisal
Cost: 3m Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Salamader Tail Stroke
The dragon within the blade lashes out, breaking shields and shattering lesser implements. This Evocation enhances a Disarm Gambit. If the Disarm is successful, mundane weapons are destroyed entirely. If Salamander Tail Stroke was used in the previous turn, add that power's bonus as additional dice on the Gambit’s Initiative check. The bonus then resets to +1.

Wake the Flame
Cost: 8m, 3a Mins: Essence 3
Type: Simple
Keywords: Counterattack, Decisive-only
Duration: Indefinite
Prerequisites: Dragon Tongue Caress, Jilted Forge Reprisal
The wielder pours his awakened anima into the daiklaive, animating the eponymous spirit of the blade and giving it form as a long, sinuous serpent carved of flame. The serpent coils about its wielder, automatically striking at any enemy who attacks him. This is resolved as a Decisive Melee counterattack with 8 dice and a base damage of 5 that can only be enhanced by other Evocations of Seething Drake. On a successful strike, the serpent deals normal damage and then is seen to surround the target, at which point it bursts into flame. This is treated as an environmental hazard equivalent to a bonfire that persists for three turns, affecting only the struck enemy. The serpent will attempt to counter every Close range attack until it successfully immolates a target. This Evocation can only be used once per scene, but can be reset by slaying the opponent struck - the drake emerges from his gaping, fire-scarred mouth and returns to the blade, ready to be awakened again.
Special Activation Rules: The final Evocation of Seething Drake can only be awakened after the wielder faces and slays a significant enemy in single combat, relying primarily (or only) on the daiklaive to secure victory. Doing so kindles the drake to wakefulness, and ever after it will urge the wielder to greater and more glorious feats of danger and heroism.
Evocation
Attuning to the Guardian Host automatically teaches Bounty of the Pure Earth. While it is technically possible for a Dragon-Blooded to wield the blade, its resentment for their kind may result in the same fate as their foolish predecessors.

Bounty of the Pure Earth
Cost: 15m Mins: Essence 1
Type: Simple
Keywords: Withering-Only
Duration: Instant
Prerequisites: None
At the command of the Guardian massive shards of gemstone erupt under their foes ranks, shattering formations and leaving a vast wealth of gemstones across the battlefield. Bounty of the Pure Earth is an attack that strikes all enemies in a line up to medium range as an unblockable withering attack which leaves enemies prone. The vast gems that are pulled from the earth during this attack remain on the battlefield with (Essence/2, rounded up) titanic mounds of gems left on the field, these Brilliant Gem deposits are similar to diamonds but take on the hue of the jade with the closest elemental pole. On a less relevant note is the immense value that the mineral debris of this evocations leave behind as the gems are quite durable and make fantastic essence conductors.

Guardian Host Assembly
Cost: 8m Mins: Essence 1
Type: Simple
Keywords: None
Duration: 1 Day
Prerequisites: Bounty of the Pure Earth
At the command of their master the vast deposits of gems that litter the battlefield begin to shatter and flow together, before long the wielder of the Guardian Host is surrounded by ranks of gemstone golems. By expanding a single Brilliant Gem cluster on the field the Guardian can create a single size (Essence) battlegroup of Uncut Warriors wielding armaments chosen by the Guardian upon their creation. These crude constructs are clumsy golems that will only remain functional for a single day before collapsing into dust, furthermore they cannot function individually and cannot be separated from the rest of the group. Only (EssenceX2) Uncut Warrior or Polished Soldier units can be active at any one time. Uncut Warriors appear as vaguely humanoid composed of dozens of uncut geodes of precious gems wielding weapons of rough composition. They are identical to a battlegroup composed of Conscripts (pg.496) with the following modifications: +1 Strength, -1 Dexterity, +1 Might, Perfect Morale and have
a soak equivalent to heavy armor.

Gemstone Soldier Refinement
Cost: 6m(+2xp) Mins: Essence 2
Type: Simple
Keywords: None
Duration: 1 Day (Permanent)
Prerequisites: Guardian Host Assembly
Calling upon her soldiers to seize perfection the Guardian shatters a nearby gemstone cluster, its shards rain down on her Uncut Warriors transforming them into Polished Soldiers. By destroying one Brilliant Gem cluster the player may upgrade one of her Uncut Warrior battlegroups into
Polished Soldiers. While similarly limited to their lesser counterparts the Guardian may choose to sacrifice the smallest piece of his divinity to sow permanence into the Polished Soldiers. By paying 2xp a battlegroup of Polished Soldiers becomes permanent, their appearance is also refined to the point that they appear to be perfectly crafted statues. A unit of Polished Soldiers is equivalent to Battle-Ready Troops (pg.496) with the following modifications: +1 Strength, -1 Dexterity, +1 Might, Perfect Morale and have a soak equivalent to heavy armor.

Determination of Faultless Crystal
Cost: 2m, 1wp Mins: Essence 3
Type: Reflex
Keywords: None
Duration: 1 Day
Prerequisites: Gemstone Soldier Refinement
The warriors of the host were not born to defeat mortal men but beat back the chaotic hosts of the Wyld. For a single battle the Guardian may raise the Might of any Gemstone Construct unit on the battlefield by +1 to a maximum of 2. This requires the destruction of two Brilliant Gem clusters per unit affected by the charm and the effect may only last till the end of the battle.

Paragon Guard Summoning
Cost: 10m, 2wp Mins: Essence 3
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Gemstone Soldier Refinement
Refining her art the Guardian pulls together vast sums of gemstones from across the field to create her masterwork, destroying three Brilliant Gem clusters. Five times five warriors of purest adamant are born from this vast sum, armed and armoured in masterwork arms. Only one set of Paragon Guards may exist at any one time, unlike their lesser kin however they are truly living stone with each being of a completely unique appearance.
This charm creates a size 1 battlegroup equivalent to Elite Troops (pg.497) with the follower modifications: +1 Strength, -1 Dexterity, +1 Might, Perfect Morale and have medium artifact equivalent armor. All Paragon Guard have a Defining Tie of loyalty to their creator and a Major Principle to defend Creation.

Thousand Shard Renewal
Cost: 2m Mins: Essence 3
Type: Simple
Keywords: None
Duration: Instant or (Size) Days
Prerequisites: Gemstone Soldier Refinement
The host must never fail for that failure could open the way to chaos, the Guardian acknowledges that defeat is unacceptable as he raises the Guardian over his head and shatters all Brilliant Gem clusters on the battlefield. The Guardian may then distribute magnitude levels equal to the number of destroyed clusters among all the Gemstone constructs on the battlefield. Although it cannot be done during battle, the Guardian may choose to resurrect his permanent constructs using this charm but doing so requires meditation on the battlefield for a number of days equal to the size of the battlegroup that he wishes to resurrect.

Awaken the Faultless
Cost: 2m Mins: Essence 4
Type: Simple
Keywords: Perilous
Duration: Instant
Prerequisites: Thousand Shard Renewal, Paragon Guard Summoning, Determination of Faultless Crystal
Tapping into the spirit within the Guardian, the wielder summons ten Brilliant clusters across the battlefield to herself. She allows the gems to consume both her and the Guardian the gemstones transform her into a titanic duplicate of herself sculpted of adamant. Awaken the Faultless Guardian grants a number of benefits for as long as it is active. The character gains (Ex2) soak and (E) hardness in addition to the Legendary Size, Incredible Might and Sturdy as Stone merits. Lastly while this form is active cost of Bounty of the Pure Earth is reduced by two motes.
Awaken the Faultless Guardian can only be used for a single battle before each calibration or suffer dire consequences. Should the charm be used twice within the same year the essence will overwhelm the Exalt causing the colossus to fall on its knees and solidify, its limbs becoming towers and its body a great keep. All gemstone constructs will take their places within the keep guarding the throne room where the Guardian and her weapon will lay dormant in crystal.

Flesh and Gem Mastery
Cost: - Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Awaken the Faultless
The final secret of the Guardian Host is not born of prowess but failure, when her hosts lay broken and her people are defenseless the Guardian will
attempt what should not be possible. She will fuse crystal to flesh and strengthen her people, this charm grants a number of enhancements to the
Guardian Host.
-The Guardian may apply all the Host’s evocations to living battlegroups as if they were gemstone constructs. Doing so will require an (Integrity +Wits) roll at a difficulty of 3 by the Guardian if successful the battlegroup will gain +1 Appearance, a failed or botched attempt will result in the battlegroup gaining the Hideous Merit.
-The Guardian may pay (Command Rating) xp to convert any unit of Gemstone Constructs into living mortals, doing so will strip them of the modifications normally applied to the constructs. Any converted unit retains a Defining Tie of loyalty towards the Guardian and are not counted towards the total number of Constructs under the Guardians control.
Special activation rules: This charm cannot be learned normally for it is born from a moment of enlightenment.
Evocations of Night’s Sweet Whisper
Night’s Sweet Whisper is an exceptional instrument (Exalted, p. 580). Fae suffer −2 Resolve against Performance-based inspire, instill, and persuade rolls made by playing it. Silver-Voiced Nightingale stylists (Exalted, p. 447) who use the pipes to attack deal aggravated damage to fae with decisive kiais.

Moonlit Serenity Paean
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
The piper’s music brings peace even to the Age of Sorrows. When she makes a (Charisma + Performance) roll to persuade a character to refrain from harming her or the object of one of her positive Ties, the roll waives the Resolve bonus for not using spoken language and counts as being supported by a Minor Intimacy. For fae, this counts a Major Intimacy instead. If a target already has a supporting Intimacy of that intensity or higher, he suffers an additional −1 Resolve.
If a Lunar uses Beast-King Dictates (p. XX) or Taboo-Enforcing Beast (p. XX) with this Evocation, their costs are reduced by two motes each.

Nightmare-Soothing Melody
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Crossroads Walker
Entreaty, Moonlit Serenity Paean
The fae remember Allia’s beautiful music, and even the cruelest Fair Folk cannot bear to harm those who continue her song. While the Lunar uses Crossroads Walker Entreaty (p. XX), as long as she plays Night’s Sweet Whisper and takes no non-reflexive actions, fae can’t attack her or otherwise attempt to harm her, even if they’ve paid Willpower to engage in hostilities. She can extend Crossroads Walker Entreaty’s duration to Indefinite, although such activations only apply to fae.

Refrain of the Gentle Moon
Cost: 5m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Perilous, Resonant
Duration: Instant
Prerequisites: Moonlit Serenity Paean
Night’s Sweet Whisper snuffs out the flames of hostility. The piper rolls (Charisma + Performance) with (higher of Essence or 3) bonus dice to inspire peace, ignoring Resolve bonuses for not employing spoken language. In addition to the usual effects, each affected character loses (1 + the piper’s extra successes against him) Initiative, and one Initiative at the end of each of his turns (which the piper doesn’t gain).
If a Lunar uses Charismatic Lunar Trick (p. XX) or Heart-Stirring Expression (p. XX) to enhance this roll, their costs are reduced by two motes each.
This Evocation can only be used once per scene.
Resonant: The piper gains up to (Charisma) Initiative lost by affected characters from the initial roll.

Cold Iron Cadence
Cost: —; Mins: Essence 2
Type: Permanent
Keywords: Aggravated
Duration: Permanent
Prerequisites: Battle Anthem of the Lunar Exalted, Refrain of the Gentle Moon
Allia’s song was her greatest weapon against the encroaching Wyld, filling her companions’ hearts with the will to survive and triumph over the fae. Allies benefitting from the piper’s Battle Anthem of the Lunar Exalted (p. XX) gain (her Performance) natural soak, and the anthem bolsters positive Ties to groups they fight for in addition to ragebased Intimacies. Against fae, the damage dice added by the anthem are converted to successes, and the decisive attacks of characters benefitting from it deal aggravated damage.

Beast-Heart Harmony
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Resonant
Duration: Permanent
Prerequisites: Refrain of the Gentle Moon, Wild Fury Awakening
The Lunar’s song beckons pack and pride to fight for Creation. She adds (Performance) non-Charm dice on rolls with Wild Fury Awakening (p. XX) and Pack-Calling Cry (p. XX). The natural weapons of animals beckoned by either Charm count as iron against fae. If the Lunar knows Cold Iron Cadence, she may activate Battle Anthem of the Lunar Exalted reflexively when she activates Wild Fury Awakening.
Resonant: Each turn while playing Night’s Sweet Whisper, the Lunar can reflexively take one Charisma based command action targeting a battle group assembled with Wild Fury Awakening.

Edge-of-Chaos Hymn
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Harmony-With-Reality
Technique, Refrain of the Gentle Moon
Even the crumbling borders of reality and the hungry tides of chaos that wait beyond heed the Lunar’s melody. When she uses Harmony-With-Reality
Technique (p. XX), she can roll ([Charisma or Wits] + Performance) instead of the normal roll, and can use it outside of claimed territories if it benefits a group she has a positive Defining Tie towards.
Once per story, when she upholds a positive Major or Defining Tie to a community by successfully stabilizing the Wyld, she gains three Willpower and loses one Limit.

Lullaby for the Damned
Cost: 5m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Refrain of the Gentle Moon
Allia’s soul is reborn in the piper’s song, calling out to the living nightmares and soul-drinking princes of the Wyld and offering them peace. The piper rolls a special gambit with (Charisma + Performance) against the Resolve of a fae within long range. This attack roll can benefit from magic that enhances inspire rolls. The gambit’s difficulty is (fae’s higher of Essence or Willpower). Success transforms it into a harmless shape — a small animal, tree, mortal child, etc. — for a year and a day. It retains its intellect, Essence, and Charms, but its memories of the time before the transformation become hazy and dreamlike. It forms a Defining Principle of belief that it has always been whatever it was transformed into, and a Defining Principle of nonviolence. Any Intimacies incompatible with these are suppressed for the transformation’s duration. Some fae may remain transformed permanently, at the Storyteller’s discretion — usually weak fae, or those who prefer their new existence. This Evocation can only be used once per story, unless reset by succeeding on an influence roll against a nontrivial fae that’s opposed by a Defining Intimacy or instilling a nontrivial fae with a Defining Intimacy. The Dawn Caste anima power can’t reset it.
Resonant: The gambit’s difficulty is (fae’s higher of Essence or current temporary Willpower).
Attunement: 5m; Type: Medium (+3 ACC, +12
DMG, +1 DEF, OVW 4)
Tags: Bashing, Disarming, Flexible, Grappling,
Martial Arts, Reaching
Hearthstone slot(s): 2

Evocations of the Hundred Rings
Upon attuning to the Hundred Rings, the wielder awakens Serpent Ornament Embrace for free.

Serpent Ornament Embrace
Cost: 1m; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
Like the beast at its core, the Hundred Rings are of indeterminate size. The dire chain shrinks down to become a necklace, bracelet, or girdle of moonsilver links, gaining the Concealable tag (Exalted, p. 588). It can be readied and restored to full size reflexively with a second activation.

Scathing Torment Coils
Cost: 4m; Mins: Essence 1
Type: Reflexive
Keywords: Counterattack, Decisive-only, Resonant
Duration: Instant
Prerequisites: Serpent Ornament Embrace
The Hundred Rings wind around their captured prey, extending razor-thin spines that press menacingly against him. When a grappled foe makes an attack against any character, the wielder may unleash a decisive counterattack against him. She adds her current rounds of control, maximum (Strength), as dice of damage.
Resonant: With an Essence 3 repurchase, the wielder may pay a one-Willpower surcharge to clash the attack instead.

Prey-Seizing Span
Cost: 5m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Until grapple is released
Prerequisite Charms: Serpent Ornament Embrace
Hunger thrums through the Hundred Rings as they stretch toward their prey. The wielder makes a grapple gambit against an enemy within medium range, adding (higher of Essence or 3) dice on the control roll. If successful, the grappled foe remains in place. The wielder’s drag actions only cost one round of control, and she can pull him a range band toward herself even if she doesn’t take a move action. Alternatively, the wielder can extend the Hundred Rings up to 30 feet long for other purposes — providing a line to swing from, anchoring a ship, creating a tripwire to snare a behemoth, etc. Waive such uses’ Willpower cost.
Resonant: The wielder’s restrain actions only cost one round of control.

Silver Python Spiral
Cost: 4m; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Prey-Seizing Span
The Hundred Rings build an awful momentum as their wielder spins her grappled foe in circles, mounting to a deadly finish as she looses him. Her decisive throw adds (wielder’s rounds of control) attack roll extra successes as dice of damage, and can fling enemies one range band away, maximum long.
Resonant: With a throw that deals 5+ damage, the wielder can fling her foe two range bands away.

Sun-Swallowing Maw
Cost: 4m, 2i; Mins: Essence 3
Type: Supplemental
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Silver Python Spiral
Resonant: Only wielders resonant with the Hundred Rings can awaken this Evocation.
The Hundred Rings twist, multiply, and expand until they can capture even the sun in the heavens. The wielder adds a free full Excellency on a grapple attack roll, and can grapple Legendary Size foes. Every 10 on the attack and Initiative rolls rerolls a failed die on the control roll. On a successful clinch, the wielder may expend three rounds of control to knock her foe prone beneath the chains’ weight.

Living Moonsilver Vice
Cost: 10m, 1wp; Mins: Essence 4
Type: Reflexive
Keywords: Decisive-only, Resonant
Duration: Until grapple is released
Prerequisites: Scathing Torment Coils (x2), Sun-Swallowing Maw
Resonant: Only wielders resonant with the Hundred Rings can awaken this Evocation.
Stirring from its moonsilver slumber, the serpent sealed in the Hundred Rings seizes its prey with killing intent. After succeeding on the Initiative roll of a grapple gambit, the wielder can use this Evocation. If she succeeds on the control roll, the chain animates and gains its own Initiative, treating the control roll as its Join Battle roll. It takes control of the grapple, letting her act freely, and ensuring she won’t lose rounds of control if attacked or damaged.
On its turn, the serpent can only take the standard grapple actions (Exalted, p. 201), using the wielder’s dice pools to do so. She can use the Hundred Rings’ Evocations through the serpent, including letting it make counterattacks or clashes with Scathing Torment Coils. It has Parry (Strength +1), Evasion (Wits + 1), soak 16, Hardness 10, and (Essence + Stamina + Strength) −0 health levels. It doesn’t lose rounds of control if attacked or damaged. If its health levels are filled, this Evocation ends, and can’t be used again for the rest of the day.
Evocations
Benefit Attunement Cost: 1 mote
Enduring the frigid darkness for millennia on the floor of the White Sea, Claíomh Uisce Oighear is now as much at home underwater as it when is on land. This blade cuts through water as it would through air, ignoring any penalties to attacking due to being submerged. Also, the wielder is considered to have 2 higher strength when the blade is used as a tool on attempts at feats of strength involving cutting ice.

Cracking the Surface
Cost: 3m, 1W; Mins: Essence 1
Type: Simple
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: None
One Line Summary: Change the terrain to prevent an opponent from rushing, disengaging, or withdrawing within short-range of the wielder, possibly making them prone as well.
Gifted with the power to split the very convergence of water and air, a strike from this daiklave fractures the ground between it and an opponent
within short range should they be standing on the same contiguous piece of ice.
The space between wielder and target automatically becomes difficult terrain as the surface ruptures from the tremor, incurring a -3 penalty to
rushing, disengaging, or withdrawing. This is an unblockable gambit, difficulty 2. Should the gambit succeeds, the target falls into the fissure no deeper than the length of the blade, lying prone. Each additional success raises the difficulty to rise from prone by 1.

Floe-Splitting Blow
Cost: 6m; Mins: Essence 2
Type: Simple
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: Cracking the Surface
One Line Summary: Momentarily break up a battle group so that it can’t draw on its full strength
An army is much like an iceberg, a massive formation with weak points that can break it into smaller pieces. Feeling the stress points of an opposing
army the wielder can see, they thrust Claíomh Uisce Oighear into the ground, from which upheavals of ice erupt across the battlefield. The sudden
burst confuses and disconnects portions of the troops, preventing them from bringing the full force of their units to bear.
This evocation provides a difficulty 3 gambit intended for mass combat. If successful, the battle group loses its size bonus to accuracy and raw strength rolls for the next (5 - opponent’s Might) turns. This evocation has additional effects in the case of naval combat. The erupting ice manifests as icebergs, immediately making the waters treacherous. Any failed naval maneuver roll incurs 1 hull point of damage. In this case, the wielder must strike the body of water that the battle is occurring on.
Useable once per battle.

An Edge Rimed in Salt
Cost: 5m/2m; Mins: Essence 3
Type: Supplemental
Keywords: Decisive-only, Stackable
Duration: One Scene
Prerequisite Charms: Floe-Splitting Blow
One Line Summary: Literally wear away the armor of an opponent with each strike.
Upon a successful decisive attack, ice-cold sea water permeates the victim’s clothing and armor. The salt pits metal and weathers fabrics in an prodigious fashion, lowering the higher of its armor soak and hardness by 1 to a minimum of 0. On a tie, lower the soak first. Any armor that reaches 0 in both values loses critical integrity and collapses in a pile around the wearer, permanently destroyed unless the effort is taken to replace the corroded portions and make the parts whole again. Otherwise, all armor damage from Claíomh Uisce Oighear disappears at the end of the scene, the ice and brine sloughing off in sheets from the equipment.
The initial use of the evocation against an opponent costs 5 motes, which stays committed for the scene. For this battle, future uses against the same opponent cost 2 motes and do not require further commitment.
Moonlit Huntress is a gracefully recurved bow decorated with carved lunar phases along its arms. The two new moons of this design are hearthstone sockets.

Evocations of Moonlit Huntress
A Solar or Lunar attuned to moonlit huntress gains a blessing from the weapon, which fluidly shifts depending on her standing in the ebb and flow of battle:
• No Moon (0 or fewer Initiative): +1 non-Charm success to Stealth rolls.
• Waning Moon (1-4 Initiative): +1 non-Charm success to disengage actions.
• Half Moon (5-9 Initiative): +2 non-Charm successes to Awareness rolls.
• Waxing Moon (10-14 Initiative): +3 automatic successes to rush and disengage actions.
• Full Moon (15+ Initiative): The character may aim reflexively from up to long range for a decisive attack. Doing so grants no aiming bonus.

Moonlit Huntress Aura
Cost: 1wp; Mins: Essence 2
Type: Reflexive
Keywords: None
Duration: Three turns
Prerequisite Charms: None
The archer experiences a moment of near-release in which she almost loses herself in the flowing and deadly instincts of Moonlit Huntress. Rather than being carried away, her long communion with the bow mingles these killing instincts with the archer’s own Essence, granting a powerful unity of user and weapon. Activating this Evocation grants 15 points of Initiative, and while it is active, the character enjoys the benefits of all five phases of Moonlit Huntress at once, regardless of her current Initiative rating. This Evocation may only be used once per day.
Special activation rules: The character must have primarily wielded Moonlit Huntress in battle for at least two stories before she can purchase this Evocation.
 
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Armor in the Cache

Evocations of Dauntless
By paying four extra motes at attunement, Dauntless grants the Solar great strength and ferocity, adding one non-Charm automatic success to any attempt to lift or break an object and treating his Strength as if it were three higher for all such attempts. It also loves to absorb punishment:
any decisive damage roll that has at least a single 1 in the result is reduced by a single success; while in full defense, the armor absorbs all the 1s and 2s of attack rolls made by battle groups, adding them to the Solar’s Initiative. The Exalt may gain no more than five Initiative per round in this fashion.

Pounding Heart Triumph
Cost: 5m, 2i; Mins: Essence 1
Type: Reflexive
Keywords: Withering-Only
Duration: One scene
Prerequisites: None
Those who risk nothing gain nothing in return, while those who risk everything win the chance to prove it was all worth it. With this Evocation the Exalt can push past her normal limits by drawing strength from Dauntless’ innate encouragement. If activated while the Exalt is in crash, the cost simply drops her Initiative further into the negative. The armor’s soak is reduced by three points, but gains one non-Charm success on a withering attack made with Melee, Brawl or Martial Arts for the rest of the scene.
In addition, successfully gaining the upper hand over her opponent reinforces the Exalt’s confidence and drive to press her advantage as far as possible. Each time she successfully hits a target with a withering attack made with Melee, Brawl or Martial Arts, she may increase the armor’s soak by 1. The armor’s soak cannot be increased past its soak value.
Special activation rules: Rather than being bought with experience, Pounding Heart Triumph is unlocked when the Solar defeats an opponent or battlegroup that represents a Major or Defining threat.

Taste of Victory Rhythm
Cost: 3m per successful attack; Mins: Essence 2
Type: Reflexive
Keywords: Withering-only
Duration: Until next turn
Prerequisites: Pounding Heart Triumph
Like a boulder rolling down a mountainside, the Exalt who gets one taste of victory cannot help but crave more. Dealing a blow to her enemy creates a positive feedback loop of adrenaline with her armor, pushing her onward through even the most overwhelming barrage unscathed. Whenever the wearer successfully hits an opponent with a withering attack made with Melee, Brawl or Martial Arts, she may activate this Evocation to reduce her
onslaught penalty by 2. This reduction is proactive: if she is struck after activating the Charm, her Defense remains unchanged. If her Defense is at maximum, she would have to take three attacks that round before she got a single point of onslaught penalty.

Champion’s Fatal Strike
Cost: --; Mins: Essence 3; Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Taste of Victory Rhythm
The Evocation for which this armor got its name, Dauntless floods the Solar with purpose and removes any obstacles to delivering the finishing blow. This Evocation allows the wearer to ignore all wound and illness penalties on one attack against a crashed opponent. If she brings that opponent down to his Incapacitated health level or lower with this attack, she gains one temporary point of Willpower.
This Evocation may be used once per day, but may be reset by surviving a 15+ dice decisive damage roll.

Daredevil Bravado Defense
Cost: 7m; Mins: Essence 3;
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisites: Champion’s Fatal Strike
This Evocation feeds upon the Solar’s thrill of battle to increase the armor’s defensive power. To activate this power, Pounding Heart Triumph must be active and the Lawgiver has to have paid the extra attunement cost to gain the full power of Dauntless. Using this Evocation drops the armor by another 3 soak and also lowers its hardness by 5 so long as Pounding Heart Triumph remains active. However, the moment this Evocation is channeled, it can convert up to five decisive damage successes into non-successes, converting 1s in the damage roll into an equal number of damage levels reduced.
If the Exalt knows the Solar Charm Adamant Skin Technique and activates it the moment she uses this power, she reduces the cost of that Charm by three. Dauntless’s hardness does not decrease on any use after the first channeling of this Evocation. However its soak will continue to lower with each successive use.
Evocations
The essence of the Aegis is like the midnight ocean, absorbing power both mystic and physical only to return it with crushing, irresistible force. When worn by a Lunar Exalt, the moonsilver in the armor responds to the power of their Essence and shapes the armor's inlay and decorations to more closely resemble his spirit-totem. In the case of the current owner it has resculpted the armor to bear eagles’ heads on either shoulder and wings upon the central breastplate, though should it be claimed by a new owner it would slowly remake itself to suit her. Furthermore, a Lunar Exalt may
commit an additional 4m to the armor (raising the total commitment cost to 10m) to attune the spirit of the Aegis to his own mutable nature. Doing so
allows the armor to reshape itself as the Lunar changes his own shape, retaining its armor profile regardless of form. This is immediately obvious to
anyone viewing the wearer, as the armor does not disappear but physically adjusts itself to take on a configuration appropriate to whatever form the
Lunar wears - it will appear as armor or barding as appropriate to the shape, from snake to elephant to bird-of-prey. It always carries the heavy armor
Mobility penalty regardless of its configuration, however, so champions of Luna who prize speed and subtlety may find that there are times when they
wish to leave the Aegis behind rather than travel girded for war.
Note that the Evocations below, as with the attunement bonus above, are appropriate for a Lunar bearer of the Aegis. A Terrestrial would likely draw forth very different miracles, though they will still reflect the fluidity, changeability, and infinite depths of the lightless seas.

The Fool and the Sea
Cost: 1m per HL Requirements: Essence 1
Type: Reflexive
Keywords: Decisive-only, Stacking
Duration: One scene
Prerequisites: None
The spirit of the Aegis ebbs and flows with the cadence of battle, absorbing the killing intent of enemies only to return it upon them many times over. As the foolish man rails at the ocean, so does the foe who seeks to strike down Luna’s champion. Upon taking damage from an enemy’s Decisive attack the wearer may spend motes of essence up to the number of HLs suffered, which remain committed. At the start of any turn the wearer may end this commitment to immediately gain Initiative equal to the committed motes, and the effect ends. This Charm may be used multiple times, but no more than 7 motes can ever be committed this way.

Midnight Radiance Returned
Cost: 1m or 3a Requirements: Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Three turns
Prerequisites: The Fool and the Sea
As the lightless depths of the ocean drink in Luna’s radiance without diminishing her, so does the Aegis receive the glory of her Chosen. Upon gaining a level of anima through essence expenditure, the wearer can choose to spend 1m to submerge it in the endless depths of the Aegis, to a maximum of three anima levels total. Once three levels have been absorbed in the current scene, the wearer can Reflexively draw them forth to suffuse the armor with his own iconic power - the moonsilver inlays glow with pale light and the eyes of the eagles seem alive with predatory intent. Doing so immediately grants the Exalt one point of temporary Willpower and increases the armor’s Hardness by 2 for three turns. Once per scene, unless
reset by building from dim to iconic anima banner through essence expenditure.
Special Activation Rules: This Evocation can only be unlocked by a Lunar who has fully attuned to the Aegis (as described above) and who bears it into a dangerous situation in which his true nature must not be immediately revealed.

One Thousand Waves Upon the Shore
Cost: 2m Requirements: Essence 3
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Midnight Radiance Returned
As the tides recede and crash upon the shores of Creation in response to the Pale Lady’s changing face, so the Aegis gathers roiling power from the mutability of her Chosen. Each time a Lunar wearer of the Aegis takes a shapechange action to assume a new form in combat, the Lunar may spend 2m to activate this Evocation reflexively in order to declare an Aim action as part of the shapechange, ignoring the normal restrictions on doing so. After assuming three different animal forms in the same combat, the character may declare a single Reflexive shapechange action as part of a Decisive attack with greater than 10 Initiative. This shapechange action costs no motes and benefits from this Evocation's reflexive Aim effect, also
at no cost. Doing this resets the shapechange count.
Special Activation Rules: This Evocation can only be unlocked by a Lunar who has fully attuned to the Aegis (as described above), and who incapacitates a significant opponent with a Decisive attack while in an animal form.
Whispers of Perfection possesses no hearthstone sockets.

1st Tier Evocations
Stone Stands Against the Ocean
Cost: —; Mins: Essence 1;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
As waves break against a boulder, hordes break against the Exalted. This evocation is unlocked automatically on attuning to Whispers of Perfection. The wearer adds non-charm successes to join battle equal to the size factor of the largest battle group opposing him.This evocation only looks at number of attackers; legendary size does not activate it.

Fists Break on Stone
Cost: 5m, 1wp; Mins: Essence 2;
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Stone Stands Against the Ocean
Just as an untrained fighter can crush his knuckles, those who attack the Exalted risk crushing themselves. If the wearer is ambushed, he has full
defense and can launch an immediate decisive counterattack.

Stone Crushes the Scorpion
Cost: 4m, 1wp; Mins: Essence 1;
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Stone Stands Against the Ocean
Heroes do not fall to vermin and poisonous vermin deserve no mercy. When poisoned, the wearer uses her physical training to expel the venom, Roll (Wits + Highest Martial Art) against the toxin's duration. Every 2 extra successes lowers the duration by 1. Completely eliminating the toxin from an envenomed weapon earns the martial artist one willpower.

Stone Ignores the Wind
Cost: 4m; Mins: Essence 1;
Type: Simple
Keywords: Perilous
Duration: Indefinite
Prerequisites: Stone Stands Against the Ocean
As a boulder is unmoved by breezes, the true warrior's heart is not moved by mere words. By performing mental katas, the wearer is able to ignore attempts to reduce intimacies. Use highest Martial Arts score in place of Integrity to figure Resolve.

2nd Tier Evocations
In order to unlock Whispers of Perfection's 2nd Tier Evocations, the Solar must first awaken at least two of its 1st tier Evocations and have learned the form charm of one Martial Art.

Stars Surround the Moon
Cost: 5m; Mins: War 1, Essence 2, appropriate Martial Art 4 and form charm;
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Fists Break on Stone, Stone Stands Against the Ocean
The beauty of the moon is enhanced by the stars around it. Such is the glory of the Exalted when they are surrounded by an army of mortals. By training a Might 0 battle group of at lest size 1 equipped with form weapons (such as training spearmen in White Reaper style) for one day per size factor, the Exalt grants the unit Might 1.

The Key That Locks Also Unlocks
Cost: 5m;1wp; Mins: Medicine 2, Essence 2;
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Stone Crushes the Scorpion
The same knowledge that inflicts injuries can also treat them. The Exalt can treat non-amputating crippling effects and derangements by inducing her essence into specific chakras. Make a (Dexterity + Highest Martial Art) roll vs, the crippling penalty or 3,4, or 5 for a minor, major or defining derangement. Each extra success lowers the penalty or derangement rating by 1. If a condition is not completely removed, the condition returns at a rate of 1 dot per day. This evocation may be used by Whispers of Perfection's wearer once per day, but on anyone else only once per month.

The Smith's Favored Hammer
Cost: 8m, 1wp; Mins: Essence 2, appropriate Craft specialty;
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: None
A Craftsman uses the tools he knows best, even if they are not the tools another might choose. Once per craft project (but no more than once per day), the wearer may roll (Attribute + Martial Art) and add half the result (round down) as successes to the project. Whispers of Perfection will allow
an Exalt to attune to any artifact or hearthstone created using The Smith's Favored Hammer. This evocation specificly allows basic projects to be punched into existence; i.e., smashing a block of wood and picking a perfect wooden comb out of the kindling.

3rd Tier Evocations
In order to unlock Whispers of Perfection's third Tier Evocations, the Solar must first awaken at least two of its 2nd Tier Evocations and know the form charms of two martial arts.

The Master's Harsh Tutelege
Cost: 5m; Mins: Essence 4;
Type: Simple
Keywords: Decisive
Duration: Instant
Prerequisites: The Key That Locks Also Unlocks
The sifu is foremost a teacher. Stubborn students need more brutal lessons. This charm can only be used on an opponent who, in this scene, attacked the Exalt from ambush, with poison, or with significantly superior numbers (generally by commanding or being part of a battle group.) The hero may use a gambit to roll (a social stat + Martial Arts) vs. Resolve to instill a minor tie of deferential respect. A crashed opponent cannot spend willpower against this attack.

Shining Fist of Heaven
Cost: -; Mins: Essence 4, mastery of 5 Martial Arts;
Type: Permanent
Keywords: Decisive, Aggravated
Duration: Permanent
Prerequisites: None
Virtuous Exalts project the authority of heaven against against all enemies of creation. While the hero has a form charm active, his decisive attacks can do aggravated damage to demons, fae and undead.

Sifu's Wu-Jen Breaking Touch
Cost: 6m,1wp; Mins: Essence 4, mastery of 5 Martial Arts;
Type: simple
Keywords: Decisive
Duration: Instant
Prerequisites: Shining Fist of Heaven
Fists that smash iron may also break subtler targets. The wearer of Whispers of Perfection may use a gambit to attempt to counter or distort sorcery using Martial Arts in place of occult. The Exalt must make a Martial Arts attack, using the normal range of that attack, which targets the spell. The normal target numbers for damaging sorcery apply. Completely negating a spell earns one willpower.
Attunement: 6m
Type: Heavy (Soak +11, Hardness 10, Mobility Penalty −2)
Tags: None
Hearthstone slot(s): 2

Evocations of Heartsbalm
To attune to Heartsbalm for the first time, its bearer must draw upon the love embodied in a positive Tie towards another character. From that point on, that character is considered the wearer’s beloved. Romantic, familial, and other forms of love are all valid, as long as it’s a reciprocated, emotionally significant relationship.
If the wearer’s beloved is killed, or their reciprocal love otherwise ends, the wearer may designate a new character as her beloved at the start of the next story. Until then, she loses the benefit of Heartsbalm’s Evocations. She can choose a new beloved before then by spending two experience points, which are refunded at the beginning of the next story.
When Heartsbalm’s wearer uses a defend other action to protect her beloved, or her beloved protects her thusly, the protecting character gains +1 Defense.

Heart-Forged Aegis
Cost: 5m, 1i; Mins: Essence 1
Type: Reflexive
Keywords: Perilous, Resonant
Duration: Until next turn
Prerequisites: None
Girding herself against an attack, Heartsbalm’s wearer reinforces the armor with Essence and passion. She adds (her Intimacy towards her beloved) to Heartsbalm’s soak, and increases the defense bonus from Heartsbalm’s innate power to +2.
Resonant: This Evocation’s duration is extended to one scene.

Furious Guardian Reprisal
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Essence-Gathering Temper, Heart-Forged Aegis
This Evocation upgrades Essence-Gathering Temper, Willpower-Enhancing Spirit, and Fury-Fed Ardor (Exalted, pp. 376-377, 379). The wearer may invoke these Charms in response to damage she witnesses being done to her beloved as though it were being done to her.

Indomitable Guardian Ardor
Cost: 1m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Dissonant
Duration: One scene
Prerequisites: Heart-Forged Aegis
Heartsbalm armors both body and mind, ensuring its wearer’s loyalty to her beloved as well as her survival. The wearer gains +1 Resolve while in combat. If she is fighting to protect her beloved or their relationship, she adds (her Intimacy) to Heartsbalm’s Hardness, and as non-Charm bonus dice to withstand environmental hazards.
Special activation rules: As long as the wearer isn’t dissonant with orichalcum, this Evocation awakens at no cost when she and her beloved defeat a powerful opponent together.

Orichalcum Hero’s Heart
Cost: 3m, 3i, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Indomitable Guardian Ardor
A tide of power arises from Heartsbalm as its wearer withstands trials and tribulations for her love, born from resonance between the wearer’s compassion and that of every hero to have ever worn the armor. This force rebukes enemies, turning their own attacks back on them. The wearer can only use this Evocation while she is fighting to protect her beloved or their relationship. After being hit by a decisive attack, she may roll (her current temporary Willpower + Intimacy for her beloved), opposing the damage roll. If her roll wins, she takes no harm from the attack, and her attacker resets to base Initiative normally.
This Evocation can only be used once per day, unless reset by risking harm to uphold a Tie towards one’s beloved.
Resonant: The wielder may redirect a negated attack back on the character who made it, forcing him to roll damage against himself if his attack roll beats his Defense.

All-Conquering Love
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Orichalcum Hero’s Heart
This Evocation upgrades Strength From Conviction Stance (Miracles of the Solar Exalted, p. 13). In a Decision Point, the wearer may call upon sacrifices she’s made to protect her beloved or their relationship, even without a supporting Principle. Once per story, when she uses this Charm to resist a life-changing task (Exalted, p. 216), she may roll dice equal to (her Intimacy towards her beloved), shedding one point of Limit for each success.

Trust Beyond Doubt
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Orichalcum Hero’s Heart, Transcendent Hero’s Meditation
This Evocation upgrades Transcendent Hero’s Meditation (Exalted, p. 308), reducing its cost by (Intimacy) motes when the wearer invokes it in response to influence that opposes her Tie to her beloved. If the influence would cause her to harm or endanger her beloved, she may break free from it instantly, without needing to spend time in meditation.
Attunement: 5m
Type: Medium (+8 Soak, Hardness 7, Mobility Penalty −1)
Tags: Silent
Hearthstone slot(s): 2

Evocations of Kaijin
Attuning to Kaijin awakens Hazy Mirage Edge at no cost.

Hazy Mirage Edge
Cost: 3m, 2i; Mins: Essence 1
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: None
Weapons that should have just barely hit their mark slide through the edges of the Exalt’s outline instead. She gains +1 Defense and adds (Occult) to her armored soak against an attack, unless it can hit dematerialized targets.
Resonant: This Evocation’s duration is extended to one tick.

Flying Phantom Leap
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Hazy Mirage Edge, Leaping Dodge Technique
This Evocation upgrades Leaping Dodge Technique (Exalted, p. 299) when the Solar uses it after dodging an attack with Hazy Mirage Edge. She instantly vanishes and reappears at her new location, allowing her to ignore obstacles such as walls or difficult terrain that would otherwise
prevent her movement.

Silver-Tongued Blasphemies
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ancient Tongue Understanding, Hazy Mirage Edge
This Evocation upgrades Ancient Tongue Understanding (Exalted, p. 356). While speaking in Old Realm, she may add its bonus successes on any Manipulation-based influence rolls to convince others that she is a spirit.

Immanent Mantle of Divinity
Cost: 3m; Mins: Essence 2
Type: Supplemental
Keywords: Dissonant, Resonant
Duration: Instant
Prerequisites: Hazy Mirage Edge
For just a moment, the stars align to bring Kaijin’s wearer briefly out of phase with the material world. This Evocation enhances a roll to oppose a grapple, disengage or withdraw from an enemy, or otherwise escape from an enemy. The target number of the roll — the number a die must show to be counted as a success — is lowered by one. No combination of effects can lower a roll’s target number below 4.
Dissonant: The wearer may only count up to (Essence) 6s as successes.
Resonant: In addition to lowering her target number by one, this Evocation raises the target number of all opposed rolls by one. No combination of effects can raise a roll’s target number above 9.

Fateful Shift Evasion
Cost: 5m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Clash, Dissonant, Resonant
Duration: Instant
Prerequisites: Immanent Mantle of Divinity
Flickering into nothingness for a second, the Exalt lets her foe pass through her. When an enemy in close range attacks Kaijin’s wearer, she may use this Evocation to clash with a difficulty 3 gambit rolled with (Wits + Dodge). If successful, she may either reflexively move one range band away from him, or cause him to move one range band past her (and potentially into a hazard, over a cliff, and so on). For every threshold success on the gambit’s Initiative roll, she steals one point of Initiative from him. This doesn’t count as the wearer’s combat action.
Dissonant: This Evocation can only be used once per scene, unless reset by succeeding on a disengage roll and moving out of close range from all enemies.
Resonant: The gambit’s Initiative cost is waived.

Donning the Ethereal Form
Cost: 10m, 1wp; Mins: Essence 4
Type: Simple
Keywords: Dissonant, Mute, Perilous, Resonant
Duration: One scene
Prerequisites: Fateful Shift Evasion
Harmonizing her Essence with the invisible world of spirits around her, Kaijin’s wearer walks between worlds. She and all objects on her person become dematerialized, unable to interact with the material world or be harmed by it without the use of magic. She remains visible to materialized characters, but seems like a divine spirit rather than flesh and blood, requiring a difficulty 7 (Perception + Occult) roll to distinguish.
Special activation rules: This Evocation cannot be bought with experience points. It awakens at no cost when Kaijin’s wearer achieves a major character or story goal (Exalted, p. 170) by convincing a significant character or a society that she is a god.
Dissonant: Characters dissonant with starmetal cannot awaken this Evocation.
Resonant: This Evocation’s minimum Essence is reduced by 1.
Attunement: 4m
Type: Light (+5 Soak, Hardness 4, Mobility Penalty −0)
Tags: None
Hearthstone slot(s): 1

Evocations of the Quincunx
A character attuned to the Quincunx gains +1 Defense while shaping sorcery, attempting countermagic, or distorting a spell. A Twilight Caste Solar at bonfire anima may pay six motes and one Willpower to harmonize her anima banner with the Quincunx, stacking its Hardness bonus with the armor’s for the rest of the scene.

Aegis of Geometric Perfection
Cost: 1m+; Mins: Essence 1
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisites: None
The Quincunx’s design embodies perfection, channeling its wearer’s Essence to harmlessly disperse force. The wearer may spend up to (Essence) motes on this Evocation before an attack is rolled against her. If she is shaping a spell, she may spend up to (Essence + Occult) instead. Each mote spent reduces the raw damage of a withering attack by one, while every three motes spent, rounded down, reduces decisive damage by one die.

Harmonic Crystal Vessel
Cost: 3m, 1i; Mins: Essence 1
Type: Supplemental
Keywords: Perilous, Resonant
Duration: Instant
Prerequisites: Aegis of Geometric Perfection, Terrestrial Circle Sorcery
In tomes depicting treasures of the lost Age, the Quincunx is sometimes called the Harmonic Crystal Vessel for its ability to utilize crystal’s natural resonance to trap sorcerous energy. This Evocation supplements a countermagic action (Exalted, p. 446), banking dispersed sorcerous motes in the
Quincunx. The wearer may use these sorcerous motes to cast her own spells or to power the Quincunx’s Evocations. Unspent motes are lost at end of scene.
Resonant: The countermagic roll benefits from double 9s.

Resonance of Sorcerous Essence
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Harmonic Crystal Vessel, Supernal Control Method
Whenever the Solar enhances an Occult roll with Supernal Control Method (Exalted, p. 356), she may bank a single sorcerous mote in this armor for each 10 on the roll.

Sorcerer’s Crystal Aegis
Cost: 3m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Clash, Resonant
Duration: Instant
Prerequisites: Harmonic Crystal Vessel
Channeling sorcerous power through the Quincunx’s crystals, the wearer perfectly calculates the trajectory of an attack and sends whips of Essence lashing to intercept the strike. She reflexively rolls (Wits + Occult) to clash an attack against her. On a success, she doesn’t deal damage; instead, the Quincunx banks sorcerous motes equal to her total successes. This doesn’t count as the wearer’s combat action for the turn.
Resonant: Winning the clash also strips (Essence) Initiative from the attacker, which is added to the wearer’s Initiative.

Brilliant Backlash Cascade
Cost: 25m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Resonant, Withering-only
Duration: Instant
Prerequisites: Celestial Circle Sorcery, Sorcerer’s Crystal Aegis
The Quincunx’s master releases a torrent of gathered power as an unblockable withering attack with (Wits + Occult) against all enemies within short range. The attack has raw damage equal to (her Intelligence + Essence + extra successes) and Overwhelming (Essence). An enemy that takes damage is knocked back one range band and falls prone; crashing an enemy knocks him back an additional range band. Creatures of darkness are especially vulnerable to this attack, and cannot apply their soak against the damage.
The Quincunx’s wearer only gains Initiative from the highest damage roll against an enemy caught in the blast. This Evocation can only be used once per scene, unless reset by banking 10+ sorcerous motes in the Quincunx on a single tick.

Celestial Anima Harmony
Cost: —; Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Brilliant Backlash Cascade, Spirit-Drawing Oculus
This Evocation upgrades Spirit-Drawing Oculus (Exalted, p. 359). When the Solar gains motes from it, she also banks that many sorcerous motes in the Quincunx.
Attunement: 5m
Type: Medium (+8 Soak, Hardness 7, Mobility Penalty −1)
Tags: Silent
Hearthstone slot(s): 1

Evocations of Unison
Unison enables three stages of transformation, called miens, that draw it increasingly closer to its master. When the wearer shifts from one mien to another, all motes committed to the old mien count towards the new mien’s cost.
All miens terminate at end of scene.
Argent Handshake Mien (3m): Like two strangers dancing the tango for the first time, Unison and its wearer take the first step in becoming partners as ordinary clothing transforms into battle armor. Upon rolling Join Battle, the wearer may enter this mien to give Unison +2 soak and +1 Hardness. In Argent Handshake Mien, Unison becomes familiar with its wearer, and sends its protective Essence coursing through her chakras to mingle with her own.
Quicksilver Host Mien (5m, 2i): Asserting its identity, Unison supplements the Exalt’s power with its own wild, adaptable character. While in Argent Handshake Mien, the wearer may shift into this mien as a miscellaneous action. The armor becomes a skintight weave of compact rings like tiny scales
— conforming flawlessly to the Exalt’s body — and loses its mobility penalty. Its quicksilver surface allows its wearer to glide between breezes, increasing her Evasion by 1. She may revert to Argent Handshake Mien as a miscellaneous action.
Final Unity Mien (7m, 3i): The Exalt merges completely with the armor. Her armored body, made head-to-toe of Unison’s distinctive moonsilver alloy, may show cosmetic characteristics of her anima banner or spirit shape, such as glowing Old Realm runes for an iconic mandala or silvery feathers for a Lunar with an eagle icon. While in Quicksilver Host Mien, the wearer may shift into this mien as a miscellaneous action. The armor’s Hardness increases by (Essence), and she adds (Essence) to her unarmed attacks’ raw decisive damage. She cannot be knocked prone or knocked back by smash attacks. She weighs twice as much as usual and automatically sinks in water. She may revert to Quicksilver Host Mien as a miscellaneous action. Characters dissonant with moonsilver cannot enter this mien.

Evolving Quicksilver Body
Cost: 2m or 2i; Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
Unison and its wearer act as one. When the wearer takes an action that upholds a Defining Intimacy, she gains a non-Charm bonus success. The armor’s methods change depending on action — for a mental action, Unity supercharges the wearer’s Essence flows, making her mind work faster, while for physical tasks it infuses her muscles with its Essence or changes its density.
In Quicksilver Host Mien, this can enhance actions that uphold Major Intimacies. In Final Unity Mien, it can enhance actions that uphold Minor Intimacies.

Fluid Battle Evolution
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Evolving Quicksilver Body, Increasing Strength Exercise
This Evocation upgrades Increasing Strength Exercise (Exalted, p. 262). When the Solar enters Quicksilver Host Mien or Final Unity Mien, she may invoke the Charm reflexively.

Shared Passion Outburst
Cost: 1m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Dissonant, Withering-only
Duration: One scene
Prerequisites: Evolving Quicksilver Body
The Exalt’s passions become the armor’s passions. Unison suffuses her strikes with more force and speed when it senses that they hold great import. To use this Evocation, the wearer must be in Quicksilver Host Mien or Final Unity Mien. She chooses an Intimacy that represents her reason for fighting, and adds (Intimacy) to the Overwhelming rating of all her withering attacks for the rest of the scene.
Special activation rules: As long as the wearer isn’t dissonant with moonsilver, this Evocation awakens at no cost when she upholds a Major or Defining Intimacy while in any of Unity’s miens.

Indestructible Body Adaptation
Cost: —(7m or 5m); Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Adamant Skin Technique, Shared Passion Outburst
This Evocation upgrades Adamant Skin Technique (Exalted, p. 377). In Quicksilver Host Mien, its cost is reduced to seven motes. In Final Unity Mien, its cost is reduced to five motes.

Unleashed Fury Mantle
Cost: —; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Shared Passion Outburst, Steel Heart Stance
This Evocation upgrades Steel Heart Stance (Exalted, p. 306). When the Solar uses it to overturn influence that would prevent her from engaging in combat, she waives its Willpower cost. This use of Steel Heart Stance doesn’t count towards the once-per-story limit.

Soul Fusion Arsenal
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Dissonant, Resonant
Duration: Permanent
Prerequisites: Shared Passion Outburst
When the wielder enters Final Unity Mien, she fuses her readied weapons with her armor-body; her hand becomes an extension of her sword’s hilt or shield’s grip, just as the armor is an extension of her soul. She cannot be disarmed and treats the fused weapons as unarmed attacks for the decisive damage bonus of Final Unity Mien.
Dissonant: Characters dissonant with moonsilver cannot awake this Evocation.
Resonant: The wearer can fuse a two-handed weapon to a single limb, letting her use it one-handed for as long as she remains in Final Unity Mien.
Attunement: 6m, Type: Heavy (Soak +11, Hardness 10, Mobility Penalty −2)
Hearthstone slot(s): 2

Evocations of Seven Furies Caged
Seven Furies Caged’s wearer adds her wound penalty to the armor’s soak and Hardness.

Jubilant Loss of Control
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: None
As pain clouds the warrior’s thoughts, Seven Furies Caged offers the clarity of rage, urging her onward to the slaughter. She ignores wound penalties on a Join Battle roll, adding them as bonus dice. If she wins Join Battle and makes a decisive attack on her first turn, the attack roll enjoys the same benefit, and she adds her wound penalty in dice to the damage roll.

Harnessed Fury Mantra
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: Resonant
Duration: Permanent
Prerequisites: Jubilant Loss of Control, Relentless Lunar Fury
Seven Furies Caged feels the Lunar’s pain, humming with intensity born of agony. While using Relentless Lunar Fury (p. XX), she gains a bonus dot of Strength.
She ignores wound penalties on feats of strength, adding
them as bonus dice.
Resonant: Relentless Lunar Fury adds one die to decisive
damage rolls.

Invincible Berserker Approach
Cost: 5m; Mins: Essence 2
Type: Reflexive
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Jubilant Loss of Control
The doomed and the damned who stand against the berserker watch in fear as their blows do nothing. She adds (Stamina) to the armor’s Hardness against a source of decisive damage. If she has any damage in her −4 health levels, she enjoys this Hardness even while crashed (but not the armor’s base Hardness, or any other Hardness). If her Hardness negates an enemy’s decisive attack, she reflexively makes an ([Appearance or Charisma] + Presence) threaten roll against him, ignoring wound penalties and adding them as bonus dice.
Resonant: The wielder can use this Evocation while crashed if she has any da mage in her −2 levels.

Unrelenting Destroyer Fury
Cost: 4m; Mins: Essence 2
Type: Supplemental
Keywords: Dual, Resonant
Duration: Instant
Prerequisites: Jubilant Loss of Control
The berserker unleashes her anger in blows that crush stone and turn bones to dust. She adds (Strength) dice on an attack roll against an enemy that’s dealt decisive damage to her since her last turn. Withering attacks add (wound penalty) dice of post-soak damage; decisive attacks add (wound penalty) attack roll extra successes as damage dice.
Resonant: This Evocation can enhance attacks against enemies with a lower wound penalty than the wearer, even if they haven’t damaged her.

Bleeding Behemoth Rampage
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Decisive-only, Resonant
Duration: Permanent
Prerequisites: Blood Moon Ascendant, Frenzied Desperation Strike
Even if its master can barely stand, Seven Fangs Caged forces her body to obey her will, moonsilver doing what muscle cannot. When she uses Frenzied Desperation Strike (p. XX), she adds her wound penalty both to the attack’s damage roll and to her Initiative after resetting if successful. Frenzied Desperation Strike is reset the first time in a scene she takes damage to a −4 health level.
Resonant: If Relentless Lunar Fury is active, waive Frenzied Desperation Strike’s Willpower cost.

Blood Moon Ascendant
Cost: 5m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Resonant
Duration: Instant
Prerequisites: Harnessed Fury Mantra, Invincible Berserker Approach, Unrelenting Destroyer Fury
Howling her pain to the sky, the Lunar taps the illimitable rage of every warrior to have ever borne Seven Furies Caged into battle. To use this Evocation, Relentless Lunar Fury must be active. She rolls (Stamina + Strength), ignoring her wound penalty and converting it into bonus dice, gaining Initiative equal to the successes.
This Evocation can only be used once per scene, unless reset by incapacitating a nontrivial enemy with an attack that dealt 5+ levels of damage more than necessary to do so.
Special activation rules: This Evocation can be flurried with a feat of strength, rush, or threaten roll.
Resonant: If the Lunar gains 10+ Initiative, her attack is reset (Exalted, p. 255).

Seven Vengeful Fangs
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Counterattack, Decisive-only, Resonant
Duration: Permanent
Prerequisites: Blood Moon Ascendant, Knife-Biting Attitude
Seven Furies Caged roars as it’s struck, extending its spikes to impale its attacker. When the Lunar uses Knife-Biting Attitude (p. XX), she may unleash a decisive counterattack with any of her weapons after her attacker rolls damage. Her counterattack only uses the Initiative gathered by Knife-Biting Attitude for its damage, ignoring Hardness. It doesn’t include the rest of her Initiative or reset it, although the gathered Initiative is spent. If Relentless Lunar Fury is active, she can make this counterattack while crashed.
Resonant: The Lunar may include her Initiative in the counterattack’s damage. This resets her to base if it’s successful.
 
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Hearthstones in the Cache

Keywords: Dependent, Linked
This gemstone’s appearance varies depending on the angle from which it’s viewed — blue or green, bright or dull, clear or opaque. Socketed in an attuned artifact, it grants access to the following Evocations:

Frozen Sorcery: Emerald
Cost: 10m, 1wp; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: None
With a warding gesture, the bearer halts a just-cast Terrestrial Circle spell that either targets her directly or encompasses her within its initial area of effect, freezing the magic in its tracks. She may attempt to shatter the frozen spell as a miscellaneous action that can’t be flurried. This requires a (Wits + Occult) roll against difficulty (caster’s Essence + 3). A success shatters the frozen spell, countering it. If she doesn’t attempt this action or fails the roll, the spell thaws out at the beginning of her next turn, before she acts, and goes off as intended. This Evocation can only be used once per scene.

Frozen Sorcery: Sapphire
Cost: 20m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Frozen Sorcery: Emerald
This Evocation functions as Frozen Sorcery: Emerald, except that it freezes a spell of the Celestial Circle, the difficulty is (caster’s Essence + 5), and it can only be used once per story. This resets at the end of any scene in which the bearer defeats, suborns, or makes peace with an enemy sorcerer. The Dawn Caste anima power cannot reset this Evocation.
Keywords: Steady
When this cloudy gray stone is socketed in an attuned artifact, its bearer’s image fades like mist from pursuers’ minds. On any roll to investigate her, track her, or contest her efforts to go to ground, change the highest successful non-10 die to a 1.
Keywords: Linked
This hearthstone is outwardly clear and colorless, with a shifting prismatic radiance held deep within. It perfectly reflects and stores all of its bearer’s memories within its facets, so long as it resides within an attuned hearthstone socket and those memories were made while carrying the stone. The bearer of the Memory Stone may draw pristine recollections from the stone’s depths whenever she chooses, granting her perfect recall. If the stone ever falls from attunement for more than a day, all stored memories within it fade away, and the stone’s former master must once more rely upon her own fallible recollections.
Keywords: Linked
This stone is a rich reddish-brown, with a surface that feels like soft, furry bark, and grants its bearer the agility and balance of its namesake. When socketed into armor, it negates the armor’s mobility penalty for the purpose of climbing, leaping, or other acrobatic or arboreal actions, though not movement actions on relatively flat ground. If the armor has no mobility penalty, then the Exalt instead gains one automatic success on all rolls to climb, leap, swing, and perform other acrobatic or arboreal actions. Finally, the character never treats tree branches, limbs, crumbling ramparts, or other elevated and treacherous ground as difficult terrain.
Keywords: Dependent, Linked
While this glittering white gem is socketed in an artifact, reduce that artifact’s attunement cost by two, to a minimum of one.
Keywords: None
This stone gleams the pale green of young bamboo leaves. When its bearer sockets it in an attuned artifact and commits one mote, it helps shrug off minor injuries. She adds two to her soak, can parry lethal attacks unarmed without a stunt, and halves healing times for bashing damage.
Keywords: None
While this moonstone is socketed in an attuned one-handed artifact weapon, the Exalt can create a single duplicate of the weapon from moonlight and shadow as a miscellaneous action. The duplicate has the same traits as the original, granting the benefits of dual wielding, but doesn’t have any of its magical effects. It dissolves if either it or the original is wielded by another.
(Sidereal, Greater)
Keywords: Manse-Born
This gold-tinged orange jewel grants innate understanding of how Essence flows through martial stances and katas. While socketed in an attuned artifact, the bearer gains two Initiative when she uses a Form’s special activation rules to assume it reflexively.
(Sidereal, Standard)
Keywords: Wild-born
This chartreuse gem’s facets seem to change in number and shape each time they’re viewed. The stone counters ill fate with luck; once per day, its bearer may spend one Willpower to reroll all 1s for a single non-extended action until no 1s remain.
 
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While it’s said that Teremi Salo cut the first Wings of the Raptor from a wind dragon’s hide, these feathered cloaks were usually sewn with moonsilver thread from the skins of hybroc or strix. The cloak’s moonsilver clasp has a socket for a single hearthstone. Attuning the cloak commits one mote.

Evocations of the Wings of the Raptor
Unless the Exalt is dissonant with moonsilver, she unlocks Raptor Takes Flight for no experience cost when she first attunes to the Wings of the Raptor.

Raptor Takes Flight
Cost: 10m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Dissonant
Duration: Indefinite
Prerequisites: None
The cloak unfurls into feathered wings with a 20-foot span. As long as the wearer has sufficient clearance, she can fly as though she had the five-dot version of the Wings Merit (Exalted, p. 167). For each of the following Charms the Exalt knows, reduce the cost of Raptor Takes Flight by two motes:
Soaring Crane Leap, Unbound Eagle Approach, Eagle-Wing Style. A Lunar with a flying form reduces the cost by five motes.
Treat Raptor Takes Flight as Eagle-Wing Style for purposes of activating Bonfire Anima Wings.
Dissonant: The wings’ precision and maneuverability are equivalent to the Merit’s three-dot version.

Wind-and-Falcon Unity
Cost: —; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Raptor Takes Flight
Wearer and wings move in harmony. This Evocation permanently upgrades its prerequisite, removing the −3 precision penalty from the Wings merit.
Special activation rules: This Evocation awakens at no cost when the wielder, who must have been attuned for at least one story and is aerially engaged with a dangerous foe, defeats that foe or emerges from Initiative Crash.

God-Eagle Rules the Sky
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Resonant
Duration: Permanent
Prerequisites: Wind-and-Falcon Unity
The Exalt flies with an eagle’s swiftness and a wind-god’s grace. This Evocation permanently upgrades Raptor Takes Flight. The wearer gains +1 Evasion and two bonus dice to combat movement while flying. She moves at 80 miles per hour outside of combat. On activating Raptor Takes Flight, the wearer has the option to immediately launch herself one range band into the air.
Resonant: Only a wielder resonant with moonsilver can awaken this Evocation.
This sanxian is made of polished kauri wood and strung with silver and gold. The snakeskin covering its soundbox came from a serpent-god. The soul of an old master performer is bound into the strings, which never break or need tuning, and aids performances. When attuned for three motes, playing this sanxian adds two successes to Performance rolls. These add to whatever bonus an Exalted player can add through Charms. Any duffer can sound good playing this sanxian; a Solar musician could make Deathlords weep or call stars from the skies.
Evocations of the Golden Hounds
The Golden Hounds’ strength resides in speed. Each time the Exalt moves a range band, she gains +1 Celerity, up to a maximum of (Athletics). Her Celerity is added as non-Charm bonus dice on all combat movement rolls. At the start of her turn, her Celerity resets to zero if she hasn’t moved any range bands since the start of her last turn. Making a non-gambit attack resets Celerity to zero after the attack.
If the wearer knows Integrity-Protecting Prana (Exalted, p. 303), she gains the Charm’s benefits at no cost as long as she is running and takes no
other actions, except Perception- or Wits-based actions.

Flashing Bloodhound Pursuit
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Sign and spoor assault the Exalt’s senses as she moves faster, magnified by her haste. She adds (Celerity) non-Charm dice to tracking rolls and to Awareness rolls opposing Stealth, ignoring any penalties from moving at great speed.

Out of Death’s Jaws
Cost: 2m, 1i; Mins: Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Until next turn
Prerequisites: Flashing Bloodhound Pursuit
The Golden Hounds were forged to bear others out of danger. In order to use this Evocation, the Exalt must move into close range of an ally. She may reflexively take a defend other action to protect him (Exalted, p. 196), using her (Evasion + Celerity) instead of her Parry. If she successfully defends her ward, both she and he may reflexively move one range band in the same direction. This doesn’t count as either character’s move action.

Outrace Steel and Stone
Cost: 6m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Resonant
Duration: One scene
Prerequisites: Out of Death’s Jaws
Focusing on her speed, the Exalt becomes an avatar of haste. She gains the following abilities:
• At Celerity 2+, she may place movement actions in a flurry without taking the usual penalties.
• At Celerity 3+, using a drag action against a grappled foe only uses up one round of control.
• She can spend 1i to add (Celerity) to her Evasion against one attack.
Resonant: The Exalt adds (Celerity) to Evasion at all times without needing to spend Initiative.

Violent Lightning Practice
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Outrace Steel and Stone, and either Charm this Evocation enhances
This Evocation enhances the following Charms:
• One With Violence (Exalted, p. 278) adds (Celerity) to the extra Initiative.
• When the wearer incapacitates an opponent using Lightning Strikes Twice (Exalted, p. 281), she regains one temporary Willpower.
This artifact comes in a variety of forms including studded bands, chokers, torcs, collars or delicate necklaces. Although no artifacts are common, these collars are sufficiently simple that the Realm’s Dragon-Blooded artisans can create them without vast amounts of difficulty. Wealthy Dynasts own and wear them when possible, not just for their useful properties, but also as displays of fortune and opulence.
The purpose of this collar is to keep its wearer clean in every respect. She could spend weeks living beneath a rubbish heap and emerge at the end as though she had just spent hours preparing for a grand ball. The artifact negates all penalties to Social rolls that would be applied due to the character being dirty or unkempt. Attuning to the collar extends its powers beyond the Exalt’s clothing to her physical body. The artifact’s cleansing light adds
two dice to (Stamina + Resistance) rolls made against disease or poison. The wearer must commit one mote to use this artifact.
This heavy bracer is entirely made from a single magical material, with a hawk boldly engraved on one side. It requires fi ve motes to attune. At the wielder’s command, the hawk steps out of the bracer and onto it, like a falconer’s gauntlet. The hawk is made completely from the artifact’s magical material and much larger than mortal hawks. It has the statistics of a Clockwork Bird. It can also talk, the only way it and its owner can communicate.
The owner of the artifact may return it to the bracer as a miscellaneous action if the hawk rests upon it. If the hawk is destroyed, the artifact loses its magic irreparably. Apply magical material bonuses to the hawk’s attacks.

Clockwork Bird

Essence: 1; Willpower: 5; Join Battle: 7 dice
Health Levels: −1x2/−2x2/−4/Incap.
Actions: Senses: 6 dice; Persuade: 7 dice; Bargain: 6 dice; Inspire: 10 dice; Read Intentions: 6 dice; Stealth: 4 dice (see Tiny Creature below); Appearance 3, Resolve 4, Guile 4
COMBAT
Combat Movement: 9 dice
Evasion 4 (see Tiny Creature below), Parry 1
Soak/Hardness: 5/4
Intimacies:
• Defining Tie: Its owner (Loyalty)
• Major Principle: “The beauty and power of speech is exceeded only by that of music.”
MERITS
Automaton: Vanileth’s birds are immune to poison, disease, fatigue, and fear (unless faced with magic such as the Dawn Caste anima power), and have no need to eat, drink, breathe, or sleep.
Languages: Vanileth’s birds know all major languages and several dead First Age languages.
Mechanical Mind: Social influence cannot affect the Major and Defining Intimacies of Vanileth’s birds, nor can they raise new Intimacies to Major or Defining.
Tiny Creature: Add +2 Evasion against any attack made by any foe larger than a housecat. In addition, characters of that size subtract two successes from any Awareness-based roll made to notice Vanileth’s bird.
These slender, yard-long ropes are threaded with orichalcum and moonsilver, giving them wondrous strength and resilience. A sorcerer standing in a non-ritual sorcery spell’s path may bind the spell’s Essence in a knot, trapping it until the knot is released. The bearer must be initiated into the circle of the spell to be captured, and must succeed on a reflexive (Dexterity + Occult) roll against the enemy sorcerer’s spellcasting roll. If successful, the spell is swallowed by the knot like water down a drain.
Untying a knot unleashes the stored spell as though shaping it normally, using ([the lower of Dexterity or Intelligence] + Occult). If she attempts to a shape a spell of a circle she isn’t initiated into, it is distorted or botches — Storyteller’s choice. A sorcery-capturing cord can hold a single spell.
Looking at a pre-existing knot, one can determine the captured spell’s circle with a difficulty 3 (Intelligence + Occult) roll, and the specific spell with (Circle x 2) threshold successes. All-Encompassing Sorcerer’s Sight and similar Charms reveal this information automatically.
Destroying the cord releases a distorted or botched version of the stored spell in a random direction.
This elegant black jade and starmetal circlet has a single hearthstone setting over the Exalt’s caste mark. Its name is no poetic flourish; its manufacture requires a dragon’s tears — tears of sorrow, of anger, and of joy. Attuned for three motes, the tiara wonderfully refines its wearer’s sensitivity to the flow of Essence. She doubles 9s on non-sorcerous Occult rolls — astrology, geomancy, detecting spirits, and so on; this improves to double 8s if she has another Charm or ability that gives her double 9s. Any Occult or Perception Charms that enhance her ability to perceive the unnatural gain the Mute keyword.
Any such Charms with a duration of one scene or longer are extended to Indefinite as long as she wears the tiara, unless they have Willpower or anima costs.
Night-blacks belt made from leather from the wings of giant bats, trimmed with black jade and soulsteel, these artifacts can control shadows and cause them to conceal the wearer. Whenever she wishes, the wearer can add three dice to all stealth rolls. However, this is the least of the belt’s powers. When the wearer expends ten motes, she can transform into a living shadow for one scene. In this form, she can slip under the space beneath a door or slide through the thinnest crack. In well-lit regions, observers notice the existence of an unusual shadow if they make a (Perception + Awareness) roll at difficulty 3, unless the wearer conceals himself in a larger shadow.
When the character is a shadow, she is dematerialized and can only affect or be affected by other dematerialized creatures or by Charms and weapons capable of attacking dematerialized foes. If the wearer uses such a Charm or weapon while dematerialized, she can use it to affect a
materialized foe. Otherwise, she is immune to all materialized threats, although she can be trapped in a room that is sealed tightly enough. The character can wear any armor and take any object she can carry into the shadows with her. However, she cannot transform other living things into shadow. Once the scene ends, the character must remain in solid form for at least ten minutes before transforming back into a shadow. The wearer must commit five motes to use this artifact.
This ocean-going vessel has a hull of strong, gold-tinged wood and brilliant white sails. It requires no crew: the ship handles its own sail, bilge and maintenance. It needs only a captain. From the helm, the captain can verbally command the rest of the ship using her Sail skill. At its owner’s command, this ship can fold itself up in a visual spectacle, completing the one-minute process as a 1’ x 6” x 6” box that weighs 20 pounds. It takes just as long for the boat to unfold. The ship has the traits of a standard, nonmagical vessel decided at the time of its creation or purchase—several models of folding ships were created in the long-ago days when the Exalted made such wonders, from fast couriers to war triremes. The vessel repairs all damage if it spends one full day as a box. The captain must commit seven motes to use this artifact.
 
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