Vous êtes sur la page 1sur 20

CHAPTER EIGHT: ANTAGONISTS

many things: courage, martial skill, and the knowledge that


MORTAL ANTAGONISTS even gods are imperfect and fallible.
Decades have passed since she left Blind Sword’s fortress.
Scavenger Lord Now Deepali is a guru herself, one of many at the Gaharai
Monastery, where she instructs monks and warriors in
Adventurers who seek wealth in the ruins of the past are
philosophical and martial techniques. But she must occasionally
known as scavenger lords. Theirs is a dangerous profession, for
absent herself to serve in the Prasadi Wyld Hunt, battling rogue
the relics of the First Age are often guarded by traps and
gods, Fair Folk, and other supernatural entities that refuse to
monsters, or by mundane dangers—wild animals, cave-ins, bad
submit to the Pure Way’s strictures.
air. Surviving this gauntlet requires a good mix of courage,
On the Hunt, Deepali bears a composite bow and bronze-
caution, and cunning.
shod staff. The two fingers missing from her left hand—lost
Kurokami is a small, spare man whose pouches and pockets
fighting the elemental Frost Cracking White—impair her skills
bristle with a multitude of obscure tools. His dark eyes are as
not a whit. Her mastery of mortal martial arts makes her no less
opaque as his past. If pressed regarding his history, he regales
deadly unarmed, but conflicts at the monastery are typically
listeners in his soft voice with anecdotes encompassing a range
social or intellectual in nature.
of contradictory backgrounds—mudlark, second-story man,
adventurous merchant, dilettante aristocrat or disgraced Essence: 1; Willpower: 7; Join Battle: 10 dice
thaumaturge. Health Levels: -0/-1x2/-2x2/-4/Incap.
Acquaintances suspect a more common and prosaic
background as another scavenger’s apprentice. Actions: Knowledge of Spirits: 6 dice; Prayer: 6 dice; Read
Though he prefers to avoid confrontation and hires Intentions: 7 dice; Senses: 8 dice; Social Influence: 7 dice
bodyguards whenever he has valuable cargo or sizable wealth, Appearance 2, Resolve 5, Guile 3
Kurokami stays prepared for unexpected attack. He wears a Combat
short sword on his belt, a chain shirt under his tunic and several
protective talismans around his neck. His final defense is Attack (Staff): 8 dice (Damage 12)
information: he can offer secret knowledge of ancient caches— Attack (Unarmed): 10 dice (Damage 10)
including the tomb of a First Age Solar—and how to bypass Attack (Self bow): 8 dice at short range (Damage 10)
some of their defenses. In all cases he negotiates bluntly but Attack (Grapple): 10 dice (10 dice to control)
with full awareness of the values of his skills and his wares. Combat Movement: 9 dice
Evasion 4, Parry 6
Essence: 1; Willpower: 4; Join Battle: 5 dice Soak/Hardness: 9/0 (Reinforced buff jacket)
Health Levels: -0/-1x2/-2x2/-4/Incap.
Actions: Ancient History: 5 dice; Assess Goods: 9 dice;
General / Admiral / Staff Officer
Avoid Traps: 9 dice; Read Intentions: 7 dice; Senses: 7 dice; At the highest ranks, military officers rarely involve
Social Influence: 6 dice themselves directly in battle if they don’t wish it. Instead, they
Appearance 2, Resolve 3, Guile 4 dedicate themselves to leadership, strategy, and logistics. Some
are promoted through the ranks. Others gain their posts through
Combat
bribery, nepotism, or repayment of political favors.
Attack (Short sword): 5 dice (Damage 10, minimum 2) Whelk the Younger has been elected to Brightwork’s
Combat Movement: 4 dice (6 dice to disengage or council of strategoi on several occasions. He lacks the political
withdraw) ambitions of his peers, seeing the role as a distraction from his
Evasion 2, Parry 3 genealogical research tracing the descent of his city’s leading
Soak/Hardness: 6/0 (Chain shirt) families from the hero-admiral Tetram and the god-kings of the
First Age. Still, he dare not ignore his duties—training,
Merits
logistics, commanding Brightwork auxiliaries on Azurite
A scavenger lord may have access to weakened or damaged military campaigns—lest he suffer exile.
artifacts plundered from ruins of the ancient past. These are At least two loyal bodyguards—all cousins, nieces, or
generally useful—a full-sized clay horse that moves with the nephews—always accompany Whelk in public. His battlefield
speed of a living stallion but never tires, a daiklave scabbard panoply includes a short sword, reinforced breastplate and
that can sheathe a blade of any size, a black pearl ring that can masked helm. He relies on elaborate fortifications when
make its wearer’s hand invisible—but not comparable to those defending and makes good strategic use of terrain on the attack.
of a fully- functional artifact, unless repaired by an Whelk bears no love for the Azurites; he’s far more likely to
extraordinarily skilled craftsman. surrender when fighting under their banner than when
defending his homeland.
Guru / Lama / Martial High Priest
Essence: 1; Willpower: 4; Join Battle: 6 dice
Through decades of austerities, elder monks hone both body Health Levels: -0/-1x2/-2x2/-4/Incap.
and mind. Princes and heroes seek them out for training;
Actions: Command: 7 dice; Read Intentions: 5 dice; Sailing:
acolytes call upon them for insight; peasants beg their aid in
8 dice (Admirals only); Senses: 5 dice; Social Influence: 6 dice;
dealing with the ravages of bandits and spirits alike.
Strategy: 7 dice
When Deepali was but a novice, her guru sought to temper
Appearance 2, Resolve 4, Guile 3
her gentle, acquiescent nature through nivedana—the traditional
year of service to a god—by assigning her to the minor war Combat
deity Blind Sword. Her time in the god’s sanctum taught her
1
Attack (Short sword): 8 dice (Damage 11, minimum 2) outsiders, but from reality itself.
Combat Movement: 5 dice (8 dice while mounted, generals
Essence: 1; Willpower: 5; Join Battle: 5 dice
and staff officers only)
Health Levels: -0/-1x2/-2x2/-4/Incap.
Evasion 2, Parry 4
Soak/Hardness: 8/0 (Reinforced Breastplate) Actions: Feats of Strength: 6 dice (may attempt Strength 3
feats); Senses: 5 dice; Tracking: 6 dice
Prince / Oligarch / Minister Appearance 2, Resolve 3, Guile 1
From town elders to empresses, officials of the highest rank Combat
typically have decades of experience with politics. While they
have some use for skill at governance, affairs of state can be Attack (Axe): 7 dice (Damage 13)
handled by subordinates; the prince’s primary tools are bribery, Attack (Javelin): 8 dice at close range (Damage 13)
image, and ruthlessness. Attack (Shield bash): 5 dice (Damage 13)
Lapis of Rake started her reign by slaying her elder brother Attack (Grapple): 5 dice (8 dice to control)
on the battlefield. She has since dedicated herself to expanding Combat Movement: 4 dice
her domain through marriage alliances, espionage, and war. A Evasion 2, Parry 3
large, strong woman, she holds a reputation for powerful Soak/Hardness: 7/0 (Studded hide armor)
appetites, personal dynamism, and a hot temper. Her generosity Merits
toward loyal servants is matched only by her merciless
treatment of rebels and personal enemies. Exposure to the warping energies of the Wyld gives some
Her battle regalia—mace, target shield, articulated plate, and borderland barbarians strange mutations (pp. XX-XX). These
slotted helm—are all of the finest quality, inscribed by priests can be a considerable advantage in battle, but inevitably alienate
and savants with blessings and purportedly puissant runes. Even them even further from civilized society, and sometimes even
in her palace, she always keeps a sword at her hip, a breastplate their own clan. Common mutations include claws, extra limbs,
beneath her shirt and a dagger up her sleeve, for while she or an unusual hide.
retains a host of guards, she does not rely wholly on their skill
or loyalty.
Aquatic Beastfolk
Essence: 1; Willpower: 4; Join Battle: 5 dice Gentle has lived her whole life in the Greenfin Shallows
Health Levels: -0/-1x2/-2x2/-4/Incap. among the Seven Meyu Tribes. While her elder sisters hunted
sharks and rays, or accompanied the occasional raid on the
Actions: Command: 7 dice; Read Intentions: 7 dice; Senses: surface people, she remained in her family’s coral-encrusted
6 dice; Social Influence: 8 dice; Strategy: 5 dice dolmen-house to perform domestic tasks— harvesting kelp,
Appearance 3, Resolve 5, Guile 3 weaving baskets, knapping flint. But a legion of crustacean folk
has swarmed up out of the deep to seize the Greenfin Shallows,
Combat
their hard-shelled soldiers outmatching the Meyu warriors.
Attack (Mace): 7 dice (Damage 12) When all the neighboring sea peoples—from the city-dwellers
Attack (Short sword): 6 dice (Damage 12, minimum 2) of Cavort Reef to the peripatetic Dolphin Tribes—refused to
Attack (Knife): 8 dice (Damage 10) help the Meyu, Gentle set off to seek aid from the air- breathing
Combat Movement: 3 dice folk of the surface realm.
Evasion 1, Parry 4 Though her features are those of the tribal peoples of the
Soak/Hardness: 10/0 (Articulated plate) southern Caul, Gentle has rubbery magenta skin, an elongated
skull, gill-slits along her neck and suction cups on her palms,
Merits
fingertips and the soles of her feet. She carries a spear but wears
Princes of great power and wealth sometimes retain the no armor. Other than a pouch- laden belt, her only garment is a
services of rare mortal sorcerers or local gods as allies, thus cloak to ward off the sun and to soak so as to remain
obtaining enchanted or blessed arms, armor, or other comfortable out of the water. Though her reflexes have yet to
appurtenances. While not comparable to the artifacts forged by fully adjust to moving about on land, a life spent underwater has
the Exalted, such wonders might include a flaming sword, left her far stronger than most surface-dwellers.
warding talismans, or gemstones that warn against poison or
Essence: 1; Willpower: 4; Join Battle: 3 dice
betrayers.
Health Levels: -0/-1x2/-2x2/-4/Incap.

STRANGE FOLK AND Actions: Feats of Strength: 8 dice (may attempt Strength 3
feats); Social Influence: 4 dice; Senses: 5 dice; Swimming: 7
MONSTERS dice
Appearance 2, Resolve 4, Guile 1
Wyld Barbarian Combat
Attack (Long spear): 4 dice (Damage 14)
Survival on the fringes of the Wyld is a constant struggle. Attack (Unarmed): 8 dice (Damage 12)
Not only do mortals risk being warped by chaos, they’re Attack (Grapple): 4 dice (5 dice to control)
constantly threatened by mutated beasts, labyrinthine mirages, Combat Movement: 5 dice
unwholesome foodstuffs, and Fair Folk or other chaos-kind. Evasion 2, Parry 1
Tribes survive here only through strict loyalty to kin, ready Soak/Hardness: 4/0
violence against outsiders, and aid from local supernatural Merits
powers—gods, elementals, ancestors, renegade Fair Folk, or Benthic Expertise: Aquatic beastfolk add two bonus dice
idiosyncratic entities. By civilized standards, Wyld barbarians on Join Battle, attack, and movement rolls while underwater.
are all somewhat mad. Even those whose minds aren’t broken Gills: Aquatic beastfolk can breathe both underwater and in
by chaos are off-kilter; they expect treachery not merely from air.
2
Zicnal of the Asmani Offensive Charms

According to legend, when the elder powers first shaped Limb-Wrenching Grasp (10m, 2i; Simple; Instant;
Creation, they set the asmani to hold up the four corners of the Decisive-only): When an asman throws a grappled enemy, it
sky. When the Contagion came and the Fair Folk poured over may first tear them asunder, doubling the bonus dice of damage
the edges of the world in an unstoppable tide, the asmani were it receives from forfeited rounds of control. If the rolled damage
swallowed up by the Wyld. Warped and reshaped almost exceeds the victim’s (Stamina x 2), double the total levels of
beyond recognition, they wander as vast protean colossi through damage unless the victim accepts a crippling injury, which does
the shallows of chaos. not count against the once per story limit. Dead or alive, the
Zicnal appears as a titanic man fifty feet high. His three victim is flung aside afterwards, ending the grapple.
faces are white-haired and bushy- bearded; his many hands hold Scything Blow (5m, 1wp; Simple; Instant; Decisive-only):
parchment and brush, plumb line and measuring cord, scepter With one blow of its weapons, the asman makes a decisive
and sword. Where most of his kin remain in the deepest Wyld, attack against two enemies, dividing its Initiative evenly
meandering mindlessly or making war against things of chaos, between both to determine the raw damage of the attack. Once
Zicnal dwells upon an island of stability beyond the world’s per fight, unless reset by building up to Initiative 20+.
edge. There he rules the demented city of Marakanda, home to Triple Threat (15m, 1wp; Simple; Instant; Withering-only):
ten thousand mutated mortals and an endless variety of Zicnal makes three separate withering attacks, each of which
inscrutable goblin-things. must use a different weapon and be directed against a unique
target. He gains Initiative as normal from the attack that dealt
Essence: 5; Willpower: 7; Join Battle: 10 dice the highest amount of damage, but the other two attacks cannot
Personal Motes: 50 award more than 5 Initiative each (not counting Initiative
Health Levels: -0x10/-1x20/-2x20/-4x10/Incap. Breaks). Once per fight, unless reset making three separate
Sample Intimacies decisive attacks over the course of the scene.
• Defining Principle: “Though I am fallen from my Social Charms
former state, I still deserve respect from the powers of
Elegant Goblin-King Brushstrokes (20m, 1wp; Simple;
Creation.”
Instant; Written-only): When Zicnal writes an edict of law into
• Major Tie: The Fair Folk (Wary Resentment) the code of Marakanda, his persuade roll is applied against the
• Major Tie: Marakanda (Exasperated Responsibility) Resolve of all Wyld mutants and creatures who inhabit the city
• Minor Tie: Other Asmani (Disappointment) without them needing to read it. Those who are convinced to
Actions: Command: 8 dice; Feats of Strength: 15 dice (may follow his dictates act as though the law had always been in
attempt Strength 10 feats); Knowledge of the Wyld: 6 dice; place. Once per story.
Long Memory: 8 dice; Read Motives: 7 dice; Senses: 10 dice;
Miscellaneous Charms
Social Influence: 10 dice
Sky-Shouldering Exertion (20m, 1wp or 4i, Supplemental,
Appearance 3, Resolve 5, Guile 3
Instant): The asmani doubles 7s on the roll for a feat of strength.
Combat
Attack (Colossal sword): 11 dice (Damage 24, minimum 5) Other Asmani
Attack (Giant’s scepter): 11 dice (Damage 24, minimum 4) Zicnal’s traits are representative of the asmani in general,
Attack (Plumb line): 9 dice (Damage 23, minimum 5) although the warping power of the Wyld may cause others to
Attack (Unarmed): 8 dice (13 dice to control). Asmani have mutations, Charms, panoplies, or domains far different
automatically win control of grapples against enemies of from his own. The twelve-armed asman Sanek, for instance,
smaller size, and roll unopposed to determine how many rounds lacks Zicnal’s three faces, but instead has the lower body of an
of control they establish, unless their victims use magic that immense scarlet worm, her underbelly lined with unblinking
allows them to clinch larger enemies, such as Dragon Coil faces, and wears an armored raiment woven from honeybees.
Technique. She wanders the Wyld as a penitent, hoping to reclaim her
Combat Movement: 10 dice former glory through deeds of what she perceives as virtue.
Evasion 1, Parry 5
Soak/Hardness: 15/5 Mouse of the Sun
Merits
The Mice of the Sun appear similar to ordinary mice—they
Legendary Size: Asmani take no onslaught penalties from
have stark white fur and bright golden eyes. Though they live
attacks made by smaller opponent, unless magically inflicted.
and breed like normal animals, they bear the blessing of the
Withering attacks made by smaller enemies cannot drop
Unconquered Sun, and have an affinity for the returned Solar
asmani below 1 Initiative unless the attack has a post-soak
Exalted. A Lawgiver who bonds with one of the mice will have
damage of 10 dice (although attackers can still gain the full
a companion for life. These tiny creatures are clever,
amount of Initiative damage dealt). Decisive attacks made by
inconspicuous, and loyal to a fault—more than capable of
smaller enemies cannot deal more than (3 + attacker’s Strength)
slipping into a prison cell with a lockpick, or spotting an
levels of damage against asmani, not counting any levels of assassin that their master has missed. The mice also serve as a
damage added by Charms or other magic.
vector for the Unconquered Sun’s divine judgment: the Plague
Threefold Focus: Whenever Zicnal spends a Willpower to
of the Sun, a disease that falls upon those who have displeased
enhance a dice roll, instead of gaining an automatic success, he
him.
adds three dice to his pool.
Wyld Resistance: Asmani are immune to the warping and Essence: 1; Willpower: 8; Join Battle: 7 dice
addictive properties of ambient Wyld energies, save for when
Health Levels: -0/-1/-2/-4/Incap. Mice of the sun are
they enter Pure Chaos at the outermost edges of the Wyld. They
fearless in battle, no matter how badly injured they are.
double 9s on rolls to resist shaping inflicted by creatures of the
Actions: Complex Thought: 4 dice; Gnaw Through Things:
Wyld.
4 dice; Scurry Through Tight Spaces: 7 dice; Senses: 6 dice (see
3
Keen Nose); Stealth: 9 dice (see Slink Away and Tiny Creature) ground in combat, the penalty for doing so begins at -0, instead
Resolve: 4, Guile: 1 of -3.
Combat Sunlit Fur Warmth: Once per story in which he somehow
Attack (Gnaw): 5 dice (Damage 2). Damage increases to 5 upholds the principles or virtues of the Unconquered Sun, the
against any enemy housecat-sized or smaller. player of the master of a mouse of the sun who spends a scene
Combat Movement: 7 dice petting and playing with his familiar may roll a single die,
Evasion 3; Parry 1 (see Tiny Creature) removing one point of Limit for each success.
Soak/Hardness: 1/0 Tiny Creature: The mouse of the sun adds +2 Evasion
against any attack made by any foe larger than a housecat. In
Special Attacks
addition, characters of that size subtract two successes from any
Distracting Scurry: The mouse of the sun can attempt a Awareness- based roll made to notice the mouse.
distract gambit, adding two automatic successes to the attack Dancing Mouse Fury (Latent): If her master is one of the
roll against an enemy who is larger than a housecat. An enemy Solar Exalted, when both she and her master roll Join Battle,
who is successfully distracted by the gambit also suffers the she gains two Initiative for each 10 in her master’s Join Battle
penalties of being blinded until their onslaught penalty has roll.
refreshed, as his attentions are so thoroughly focused on the Resplendent Solar Avatar (Magical): The Solar may grant
small pest assailing him that he cannot notice anything else in the mouse any of the benefits of his anima banner for free when
his immediate surroundings. he uses them himself, or may pay separately to activate them on
Plague of the Sun: An enemy damaged by a decisive gnaw the mouse’s behalf. This is not compatible with anima effects
attack must also roll for exposure to the Plague of the Sun if that allow characters to acquire permanent traits, such as an
they have offended the Unconquered Sun with prayers Eclipse’s ability to learn certain spirit Charms or a Twilight’s
unworthy of the Most High or wicked deeds committed in his ability to bind spirits as familiars. In addition, the mouse may
name. This is generally an issue of Storyteller discretion, rather reflexively surround itself with radiance emulating its master’s
than something the mouse’s master can decide. anima banner at the burning level.
Scampering Misdirection: Scampering across the enemy’s Sun’s Shadow Companion (Magical, 1wp): The mouse can
body, the mouse of the sun frustrates him into striking at learn to use effects equivalent to the Solar Charms Invisible
himself. After successfully executing a distract gambit against Statue Spirit, Lock-Opening Touch, and Stealing from Plain
an enemy, the mouse of the sun may redirect any attack made Sight Spirit, paying a point of Willpower in lieu of the mote
by that enemy that it successfully evades back at its attacker cost of these Charms. Each Charm the Solar wishes to teach to
until its next turn. The mouse must remain within close range of his familiar requires a separate use of Beast-Mastering
the distracted enemy to use this special attack. Behavior.
Flashing Sun Clash (Latent): By paying 1 Willpower, the Vanishing Flare (Magical): The mouse of the sun has the
mouse of the sun moves at the speed of sound to clash an attack. Essence of Solar flame. It may unknit its physical substance to
The mouse may move anywhere in her master’s line of sight to vanish into a curl of Solar flame until its master calls it back. In
make this attack, even over air. This clash is decisive and adds addition, if the mouse would be killed, it instead vanishes into
her master’s Initiative to her own for the purposes of ignoring the fires of its anima, slowly reforming over the course of the
hardness, though only the mouse’s damage is rolled. If the story. Once the next story has begun, the mouse emerges at an
mouse fails, she is struck by the attack instead of the original unforeseen moment to aid its Solar master.
target.
Orichalcum Fang Strike (Latent): When the mouse of the The Plague of the Sun
sun attacks demons, undead, or other creatures of the night with The Plague of the Sun is a supernatural disease with
its gnaw attack, its withering attacks have a base damage of 5 virulence 4, morbidity 4, and an interval of one week. In
regardless of the enemy’s size, and its decisive attacks deal addition to the usual traits of a disease, it has the following
aggravated damage. If the mouse spends Willpower to enhance effects:
the attack, it may apply the double 10s rule to the damage roll. • Minor Symptom: The victim is haunted by a sense of
Paw of Judgment (Magical): When the mouse of the sun’s judgment as the sun rises into the sky, causing him to lose a
master successfully damages an enemy with a decisive attack point of Willpower every day when the sun reaches its noonday
after receiving Initiative from a distract gambit made by the zenith unless he is totally cut off from all natural light at the
mouse against that enemy, the damaged character must roll time. In addition, once a character has contracted the Plague of
against contracting the Plague of the Sun. the Sun, even the most powerful healing magic cannot reduce it
Merits below the level of a minor symptom. A sincere prayer made to
the Unconquered Sun asking for forgiveness can lower the
Faithful Servant: All mice of the sun have a Defining Tie intensity of the disease by one step or cure it entirely for those
of loyalty to the Unconquered Sun, which cannot be weakened who have it at a minor symptom, but only for those who have
or altered by any influence rolls or magic. committed sufficient atonement for whatever sin originally
Fed by Virtue: The mouse of the sun does not sleep, but drew down the Sun’s wrath. Such prayers can be made no more
she does tire. She may sate hunger and thirst by normal means, than once per interval of the sickness.
eliminating any fatigue penalties, but she may also feed and
quench her thirst by acting compassionately or courageously to
• Major Symptom: In addition to the above effects, the
victim takes a -2 penalty on all actions when exposed to
aid another. Additionally, her hunger pains may be allayed by
daylight. This penalty is decreased to -1 if he wears thick,
witnessing her master do the same. In times of trouble, an
concealing clothing or uses other similar means to keep the sun
Exalted master may also feed her a single mote of Essence to
off the flesh.
restore her vigor for a single day.
Keen Nose: The mouse of the sun applies the double 9s rule • Defining Symptom: In addition to the above effects, the
on Perception-based rolls made using scent. victim is considered a creature of darkness for the purposes of
Slink Away: When the mouse of the sun attempts to go to Charms that have additional effects against them, such as Edge
of Morning Sunlight or Fiery Solar Chakram.
4
via Nemissary’s Ride, and its Disguise bonus is only compatible
THE DEAD with Monstrous Mien if the doppelgänger is imitating a
similarly monstrous creature.
Doppelgänger Nemissary’s Ride (20m, 1wp; Simple; Indefinite; Essence
1): The doppelgänger moves into a human corpse, animating it.
Long ago, the sea lords of Azure conquered the Auspice
He uses the physical Attributes, soak, and health track of the
Isles and claimed the people as chattel. One enslaved Auspicene
corpse’s former life in place of his own, but otherwise retains
priest used curses, trickery, and poison to work such subtle
his own statistics. If the body is freshly dead or expertly
revenge on his new masters that many died before he was
embalmed, this imposes a -1 die penalty to disguise actions;
discovered and executed in the Kraken’s Pool. He continued his
more advanced decay increases the penalty or make disguise
revenge even after death until the Azurite ancestors drove him
impossible. The possessor is ejected if the animated corpse runs
from their shores.
out of health levels. Attacks capable of striking the immaterial
Western mortals call him the Blue Shadow. He has mastered
damage both the corpse’s health track and the possessing
the art of moliation—the shaping of ghostly flesh—to copy
ghost’s.
others’ countenances. Making himself visible to mortals, he
uses false faces to gain their confidence and plays on their Echo / Haunt
passions with clever lies. Murder alone no longer satisfies him;
he relies on seduction, treachery and deceit to induce his Merchants cross Harden Ford only when the sun is high in
victims to destroy themselves and those around them. He also the sky, and make sure to camp far from the site. Hundreds have
practices the nemissary arts, stealing the bodies of the freshly died here over the centuries in wars and raids—soldiers, traders,
dead for more tangible charades. herders, pilgrims. Each night, their ghosts rise to re-enact the
His name is lost to history, as is his old shape. Should magic battles and the slaughter.
tear his false faces from him, his visage is as blank and Haunts—also called “Echoes” or “Drones”—are as shadows
featureless as the moon. even among ghosts. Lost in death, they can do nothing but
repeat their last moments over and over. Only those things that
Essence: 2; Willpower: 5; Join Battle: 6 dice
were important to them in life will stir a spark of awareness.
Personal Motes: 70
Confronted by the face of a lover or the banner of a hated foe, a
Health Levels: -0/-1x2/-2x2/-4/Incap.
haunt may turn its attention from the recurring tableau of its
Actions: Disguise: 8 dice; Lockpicking/Pickpocketing: 6 death to act in the living world.
dice; Read Intentions: 8 dice; Senses: 5 dice; Social Influence: Sadly, all too many of those slain at Harden Ford defined
10 dice themselves through bloodshed. The passage of the living draws
Appearance 3, Resolve 3, Guile 6 their eyes and their ire. Taking on substance and solidity, these
Combat haunts eagerly turn their spectral blades on passers-by,
Attack (Unarmed): 7 dice (Damage 10) darkening the ford’s waters with blood.
Attack (Grapple): 3 dice (4 dice to control)
Essence: 1; Willpower: 1; Join Battle: 4 dice
Combat Movement: 5 dice
Personal Motes: 60
Evasion 4, Parry 2
Health Levels: -0/-1x2/-2x2/-4/Incap.
Soak/Hardness: 5/0 (or 11/0; see Monstrous Mein)
Actions: Senses: 4 dice
Merits Appearance 1, Resolve 5, Guile 1
Combat
Cult 0-2: Doppelgängers and other actively malicious
ghosts are often propitiated by mortals who fear the ghost’s Attack (Short sword): 6 dice (Damage 12, minimum 2)
depredations. Attack (Shield bash): 5 dice (Damage 12)
Combat Movement: 4 dice
Offensive Charms Evasion 2, Parry 3
Monstrous Mien (8m, 1wp; Simple; One scene; Essence 2): Soak/Hardness: 8/0 (Ghostly hauberk)
In an instant, the doppelgänger’s body expands into a horrid Note: Echoes usually have some other dice pools relating to
shape. His skin grows scaly, his visage bestial, his limbs long their actions at the time of their death. The highest of these dice
and bandy and tipped by vicious claws. This transformation pools are generally six dice, while others are four or five dice.
grants the ghost the Hideous Merit for its duration, doubles 8s These combat traits assume an echo that died in battle or by
on unarmed attack rolls and threaten rolls, and adds six points to violence. Those who did not are generally incapable of
the ghost’s soak. deviating from their morbid routine to engage in combat.
Soul-Thieving Method (1wp; Supplemental; Instant;
Merits
Withering-only; Essence 2): Stealing his victim’s Essence, the
doppelgänger does not receive any Initiative from a withering One-Track Mind: A haunt treats all influence unrelated to
attack, but instead converts each point into a mote stolen from its dying moments or its perpetual labor as unacceptable. It can
his enemy’s Essence pools and added to his own. be made to realize that it is dead with an instill roll that must
contend against the +4 Resolve bonus it receives from its
Miscellaneous Charms
Defining Principle of belief to the contrary. Such a haunt
Apparition (1m; Simple; One scene; Essence 1): A typically then passes into Lethe, the cycle of reincarnation.
doppelgänger may become visible, but not corporeal, for one
Miscellaneous Charms
scene with this Charm.
False Face (8m; Simple; Instant, Essence 2): Ghostly flesh Apparition (1m; Simple; One scene; Essence 1): Haunts
flows beneath his fingers like clay as the doppelgänger alters his may use this Charm to become visible, but not corporeal, for
appearance to assume the guise of another ghost or mortal, one scene. They are not generally capable of materialization,
negating all penalties for imitating a specific character and but a few haunts have been known to do so if it is necessary to
doubling 9s. False Face doesn’t work on dead flesh possessed act out their post-mortem “script.”
5
Susurrus group’s Might).

Ghosts are not immortal. Some surrender to Lethe and Gorging on Ghosts
rebirth, while others are consumed by oblivion or forged into A susurrus that devours large numbers of ghosts will grow
soulsteel. And then there are those subjected to such terrible in size and gain additional health levels. This typically occurs
forces, from earth-shattering sorcery to a hekatonkhire’s jaws, over long periods of time, but a susurrus that tears into a ghostly
that they are torn asunder. Most such ghosts are too badly battle group may grow amidst combat, gaining a new -1 or -2
dismembered to recover, but when many are riven apart at once, health level (whichever it has fewer of) whenever it uses
their surviving fragments can come together to form a Devour the Dead in response to major losses to the battle group.
patchwork whole—a susurrus. Upon obtaining ten additional health levels, a susurrus generally
A susurrus at rest spreads itself thinly across its haunting- gains a dot of Essence and the Legendary Size Merit possessed
place, manifesting as whispering voices and a chill in the air. If by tyrant lizards and other large monsters A susurrus of
provoked, it coheres into a tattered mass of shadows, faces, and legendary size may use Patchwork Possession to take control of
wisps of spectral flesh fluttering like banners in the wind. a human’s body via an ectoplasmic pseudopod without having
Hungry to be whole, a susurrus will thrust its sprawling to physically merge with them. The number of humans it may
piecemeal bulk into a human body as a possessing spirit, its control this way is limited only by the cost of the Charm.
fractured mind driving the victim to erratic bouts of elation,
sorrow, lust, shame, homicidal rage, and suicidal melancholy. Bonesider
The dead have more to fear from the susurrus than the
living. It rips ghosts to fragments that it incorporates into its Mortals eschew the meat of animals that have feasted on
own piebald frame. The more ghosts a susurrus consumes in human flesh, for tainted animals may carry the puppeteer’s
this manner, the larger and more powerful it becomes. More plague. The disease and the creatures it creates have been used
than once, ancestral spirits have begged an Exalted descendant as terror weapons throughout this fallen age. In the modern day,
to free a shadowland from a susurrus’s hunger. warlords from the Bull of the North to the Mask of Winters
have driven infected cattle to the gates of besieged cities, using
Essence: 2; Willpower: 3; Join Battle: 6 dice starving citizens’ hunger to bring about their doom.
Personal Motes: 70 The bones of an infected victim die, taking on an evil
Health Levels: -0/-1x5/-2x5/-4/Incap. existence of their own as a skeletal creature still clothed in their
Actions: Read Intentions: 5 dice; Senses: 6 dice; Social host’s living flesh. Soon the skeleton begins to move, dragging
Influence: 5 dice; Stealth: 8 dice; Tracking: 7 dice the body along with it to commit mayhem—a struggle the host
Appearance 5 (Hideous), Resolve 5, Guile 2 inevitably loses, as muscles tire but the bones do not. Insanity
Combat born from atrocity and the endless maddening itch of unliving
Attack (Rend): 12 dice (Damage 17, minimum 3) bones is a blessing; it spares the victim from full awareness of
Combat Movement: 6 dice the disease’s final stage, when the skeleton tears free from its
husk of meat to continue its wicked work.
Evasion 1, Parry 4 Fleshless, these coal-black skeletons creep through thinly
Soak/Hardness: 10/3 populated regions in the North and East, haunting small villages
Offensive Charms and isolated farmsteads. They feed on fear and pain, horror and
Patchwork Possession (30m, 1wp, Simple, Indefinite; madness—cravings they satiate by stalking, torturing and
Decisive-only; Essence 2): A susurrus cannot materialize, but it slowly slaying helpless mortals.
may attempt to possess a living character, pouring itself through Essence: 1; Willpower: 5; Join Battle: 6 dice
his orifices and overwhelming his mind to take control of his Health Levels: -0/-1x2/-2x2/-4/Incap.
body. This is a gambit with a difficulty equal to the higher of
the target’s Resolve or Willpower. Success allows the susurrus Actions: Stealth: 7 dice; Tracking: 5 dice; Threaten: 6 dice
to take over the victim’s body, using his physical Attributes and Appearance 3 (Hideous), Resolve 2, Guile 1
health track in place of its own for the duration of the Combat
possession. Attacks capable of striking the immaterial damage Attack (Claw): 6 dice (Damage 11, see Osseous Contagion)
both the victim’s health track and the possessing ghost’s. The Combat Movement: 6 dice
susurrus cannot take advantage of any of the possessed Evasion 4, Parry 1
character’s magic, but it may pull knowledge from his mind Soak/Hardness: 4/0
with a read intentions action rolled against his Guile. Possession Special Attacks
victims may roll (Wits + Integrity) at difficulty 3 at the end of Osseous Contagion: Living characters that take damage
each scene as an extended action to force out the possessing from a decisive claw attack are exposed to the puppeteer’s
ghost, doing so upon attaining a goal number of 10. The host plague.
may make an additional roll whenever the susurrus tries to force
him to act in opposition to any of his Intimacies, adding that Walkure
Intimacy’s rating in dice to his roll.
Born of death-dreams on Northern battlefields, the walkuren
Defensive Charms appear as ghastly, majestic syntheses of divine warrior and
Devour the Dead (1m, 1wp; Reflexive; Instant; Essence 2): carrion bird. Some manifest as winged and clawed avatars of
When a ghost is destroyed or discorporated within short range, battle; others are terrible men and women soaring astride black-
the susurrus uses this Charm to absorb the disintegrating plumed hippogriffs, their swords bright as pain, their hauberks
remnants of the ghost’s corpus, rolling dice equal to the ghost’s red as blood. All dwell at the borderlands between life and
Essence and healing one level of damage per success. Damage death, prowling battlefields and shadowlands—alone or in
dealt to a battle group made of ghosts also allows this Charm to flocks—in search of ghostly prey. And if all they find are the
be used, rolling dice equal to (the points of Magnitude lost + the living, new ghosts can always be made.
Frarithi strikes more subtly than many of its ilk. Tall and
6
gaunt, swathed in furled black wings resembling a hooded that pits the petitioner against the ghost to be freed, the planting
feather cloak, it leans on its spear like an old man with a staff. of a living tree in Underworld soil, the right to name a first-born
But it moves swift as death on its stilt-like bird’s legs, while its child.
horrid, shifting face is that of a killer seen through the eyes of a Though rantai most often trouble the dead, they can also
fever-struck child. imperil the living. A wounded rantai seeks out a shadowland
Most walkuren bring captured ghosts to their larders to inhabited by mortals and strips out their skeletons, which it
assuage their own weird hungers. But Frarithi is bound to the reshapes into new rings of bloody bone to replace those it has
service of a mighty master, and it carries its victims aloft to that lost.
dark monarch’s citadel.
Essence: 3; Willpower: 6; Join Battle: 10 dice
Essence: 2; Willpower: 5; Join Battle: 9 dice Personal Motes: 80
Personal Motes: 70 Health Levels: -0x3/-1x6/-2x6/-4/Incap.
Health Levels: -0/-1x3/-2x3/-4/Incap.
Actions: Feats of Strength: 7 dice (may attempt Strength 3
Actions: Fly: 9 dice; Senses: 8 dice; Tracking: 6 dice; feats); Fly: 8 dice; Senses: 7 dice; Social Influence: 8 dice;
Threaten: 7 dice Underworld Lore: 8 dice
Appearance 4 (Hideous), Resolve 4, Guile 2 Appearance 5 (Hideous), Resolve 5, Guile 6
Combat Combat
Attack (Long spear): 9 dice (Damage 14) Attack (Chain lash): 11 dice (Damage 12)
Combat Movement: 9 dice (11 dice while mounted) Attack (Grapple): 9 dice (8 dice to control)
Evasion 2, Parry 3 Combat Movement: 8 dice
Soak/Hardness: 9/0 (Spectral hauberk)
Evasion 2, Parry 5
Offensive Charms Soak/Hardness: 11/3
Offensive Charms
Horrific Wail (5m; Supplemental; Instant; Essence 1): If a
walkure successfully threatens an enemy, it drains three points Cascade of Chains (10m, 1wp; Simple; Withering-only;
of Initiative from him as terror overwhelms even the steeliest Instant; Essence 2): The rantai makes a single withering attack
nerves. One use per fight, unless reset by crashing an enemy or against any number of enemies in close range. It gains Initiative
landing a decisive attack. as normal from the damage roll that inflicted the highest amount
Sky-Catch Talons (6m, 4i; Simple; Instant; Perilous; of damage, but the total Initiative it receives from all other
Essence 2): The walkure may flurry a rush to swoop down on damage rolls cannot raise the total award above 10 (not
an enemy from above with a grapple against that enemy, counting Initiative breaks). Against a battle group, this doubles
without the usual flurry penalties, adding any extra successes on 7s on the damage roll of an attack. Once per fight, unless reset
the rush roll as bonus dice to the roll to establish control over by incapacitating an enemy.
the grapple. If it successfully establishes the clinch, its first Ghost-Gaoler’s Leash (3m per ghost; Simple; Instant;
action must be to drag the target into the air, carrying them in its Essence 2): The rantai unspools the lengths of chain that bind
own talons or those of its mount, depending on its form. If it ghosts to it, sending them forth to fight on its behalf. Each ghost
fails to establish control, it reflexively moves one range band rolled into battle with this Charm has the traits of a war-ghost
away from the target in any direction. One use per fight, unless unless the rantai uses a specific ghost it has bound. It cannot
reset by spending two consecutive turns moving upwards to send out more chained ghosts than it has points of temporary
build altitude. Willpower, although if its Willpower falls below the current
number of ghosts it does not have to retract any. A character
Defensive Charms
capable of striking dematerialized enemies may attempt a
Shadow-Veiled Stroke (3m, 1i; Reflexive; Instant; difficulty 4 gambit against a ghost that has been sent out with
Perilous; Essence 1): Streaming shadows behind its spear, the this Charm to sever the chain. Success frees the ghost, which
walkure adds +1 Parry against an attack. Against attacks made may either flee or fight alongside its liberator, and deals one
from close range, the bonus increases to +2. level of damage to the rantai.
Impaling Barbs (4m, 1wp; Supplemental; Until released;
Rantai Essence 2): On a successful grapple, the rantai doubles its extra
successes to determine how many rounds of control it
From a distance, a rantai resembles a tangle of red ribbon or
establishes, and takes no Defense penalties for clinching.
scarlet thread drifting on the breeze. Then it comes closer,
Attacks that fail to damage it do not cause it lose any rounds of
moaning as it moves against the wind, and its true shape is
control. If it savages a clinched character, it adds +2 damage to
revealed—an airborne mass of blood-drenched chains, each link
a decisive attack or +5 damage to a withering attack. A ghost
a barbed loop of bone. Dozens of ghosts writhe on these hooks,
that is Incapacitated or crashed while grappled is imprisoned on
their shrieks blending into a cacophony of woe.
the rantai’s hooks, becoming a slave to the rantai.
The rantai collect ghosts for no discernible reason and put
Skeletonize (3m; Reflexive; Instant; Essence 3): As the
them to no visible use. Hundreds or even thousands dangle from
rantai kills a living creature with a decisive attack, it strips out
the barbs of the most ancient of their breed. The agony of these
the victims’ skeleton in a shower of gore. The bones crack and
fettered spirits only ends if some lesser Underworld predator
writhe as they reshape themselves into new barbed links to
snatches them, shrike-like, off the hooks and devours them—or
repair the rantai’s blood-drenched chains, healing a single
if they should somehow be freed, either through violence or
health level. Any decisive attack against a battle group made up
parlay.
of living characters offers the opportunity to use this Charm,
Centuries of carrying screaming ghosts have taught the
healing one level of damage per point of Magnitude lost.
rantai most of Creation’s tongues. Though they cannot speak,
Symphony of Woe: (5m, 1wp; Supplemental; Instant;
they compel the ghosts bound to them to give word to their
Essence 3): The rantai may treat its Join Battle roll as an inspire
wishes. But their desires are as alien as their natures, and they
roll against all enemies to fill them with sadness, terror, or
may demand peculiar terms to release a prisoner—a test of skill
7
dread. inside unless the Storyteller allows them to with a stunt. Even
Characters who pay Willpower to resist this influence lose then, they must contend with its full Defense and soak. The
three Initiative. Those who don’t pay lose two Initiative at the ghostfisher is not large enough to swallow more than one
start of each round as they succumb to their dark emotions. human-sized character at a time.
Quaking Slam (10m, 1wp; Simple; Withering-only; Instant;
Ghostfisher Essence 1): With its massive bulk, the ghostfisher slams itself
downward with such force that the earth trembles and shakes. It
Out in the gray wilds of the Underworld, travelers may
makes an unblockable withering slam against each earthbound
encounter a seemingly benign ghost requesting aid, such as a
character within medium range. It does not roll damage;
maiden chained to a stone or an old man trapped beneath a
instead, each character struck is knocked to their feet and loses
fallen log. This ghost is merely a simulacrum, a lure maintained
Initiative equal to (3 + extra successes). Once per fight, unless
by the dreaded ghostfisher. Come too close, and the monster’s
reset by going three turns above ground without taking a
true form—an enormous worm as massive as a redwood, its
movement action or taking damage from a decisive attack.
striated flesh gleaming fish-belly white—bursts from the barren
Enemies that lose more Initiative than their (Stamina +
Underworld soil to feed. The ghost lure, now shriveled as a
Resistance) tumble towards the ghostfisher as the earth cracks
prune, dangles above an enormous many-fanged maw.
beneath their feet, causing them to move a range band forward.
Ghostfisher burrows form vast three-dimensional labyrinths.
Ghosts occasionally use these tunnel networks—which intersect
with other corridors and chambers of diverse origins—as GODS
shortcuts to other Underworld realms. Such journeys are
perilous, as the traveler risks encountering ghostfishers or even MARKET GOD
worse creatures down below.
Gods of marketplaces and bazaars are among the more
Essence: 2; Willpower: 4; Join Battle: 4 dice puissant gods of city, town, and village. Each market is a
Personal Motes: 70 crossroads for all manner of goods and currencies, and these
Health Levels: -0/-1x5/-2x10/-4x15/Incap. gods bear witness to each transaction. It’s said that in the First
Actions: Feats of Strength: 11 dice (may attempt Strength Age, the patterns formed by money flowing across Creation
7+ feats); Disguise: 8 dice; Read Motives: 5 dice; Senses: 5 helped hold back the Wyld. Today, these gods’ reports to
dice; Social Influence: 6 dice (lure only) Heaven gather dust, and they attend more to offerings and
Appearance 2 for lure, 4 (Hideous) for the ghostfisher; prayer than any higher concern. Merchants who fail to tithe at
Resolve 4; Guile 4 the god’s shrine—sheaves of paper money to burn at the altar,
Combat or silver coins to be forged into sacred emblems—soon go out
Attack (Bash): 8 dice (Damage 18) of business as customers unaccountably reject their wares.
Attack (Grapple): 8 dice (12 dice to control) Pickpockets who fail to make a similar tithe suffer more
Combat Movement: 7 dice tangible agonies.
Evasion 2, Parry 1 These gods typically resemble the merchants attending their
Soak/Hardness: 16/4 domains. Spirits of dynamic markets look fat and happy, their
Merits round bodies richly clothed and ornamented, while gods of
Tunneling: The ghostfisher can burrow through earth and impoverished markets appear ill-clad, bony, and skittish. All
stone alike. It can establish stealth in combat by rolling its carry some sort of salable goods, from bolts of silk to trays of
combat movement pool to dig down into the earth, and does not dried fish, and wear purses of coin—some bulging with jade,
need to make new rolls to remain concealed while moving others with only two copper bits to clink together. These things
underground. convey their divine magic, inspiring wonder or greed in
customers and merchants, or blessing the bargains of wandering
Offensive Charms peddlers and Guild factors.
Spectral Lure (1m; Simple; Indefinite; Essence 1): Like an Essence: 3; Willpower: 7; Join Battle: 6 dice
anglerfish, the ghostfisher extends an alluring organ from its Personal Motes: 80
snout to attract prey while the rest of its body remains Health Levels: -0/-1x3/-2x3/-4/Incap.
concealed. The lure, which takes the form of any ghost the
monster has ever consumed, is only semi-intelligent; it becomes Actions: Knowledge of Markets: 12 dice; Read Intentions:
confused if conversation diverges from a simple script. If a 10 dice; Senses: 7 dice; Social Influence: 10 dice; Stealth: 6
character touches the spectral lure, the ghostfisher may pay a dice
point of Willpower to emerge from the ground and ambush him Appearance 3, Resolve 4, Guile 5
with a grapple attack. The ghostfisher makes a disguise roll Combat
when it creates the lure to determine the quality of the Attack (Blackjack): 9 dice (Damage 10)
simulacrum. Any character who overcomes the roll notices Combat Movement: 5 dice
something strange about the lure without spotting the Evasion 4, Parry 3
submerged monster; three extra successes makes the Soak/Hardness: 5/0
ghostfisher’s subterranean presence apparent. Merits
Swallow Whole (15; Reflexive; Decisive-only; Instant): Cult 2: Market spirits are worshipped throughout the
After dealing 3+ levels of damage to a grappled enemy by villages and cities that are home to their domains, but lack the
savaging it with a decisive attack, the ghostfisher may use this regional significance to attain higher levels of Cult. However,
Charm to swallow them alive. Within the beast’s gullet, they they are canny bargainers, and some have managed to convince
must contend with its digestive acids, an environmental hazard a more powerful spirit to share a portion of its worship with
with the traits of an acid bath. A swallowed enemy may attempt them in exchange for some gift or service.
to cut his way free with a difficulty 5 gambit rolled against the Social Charms
ghostfisher’s Defense, but cannot otherwise attack it while
8
Bazaar of Wonders (8m, 1wp; Supplemental; Instant; During the Contagion, she opened her doors to an entire tribe of
Essence 2): Market spirits may inflame greed or awe-struck survivors. In gratitude, when they founded the city of Makelo,
wonder in a crowd, making an inspire roll without speaking and they took her as their sovereign god.
even while dematerialized. Inspired characters take a -1 Resolve Other than some affection for her adopted people and an
penalty against bargain rolls to sell them goods and services on ancient loathing of the Fair Folk, Ninegala has little interest in
top of the usual effects of an inspire action. the outside world. She seeks only to be permitted to craft
Enticing Offer (10m, 1wp; Supplemental; Instant; Essence wonders in peace, aided by those Makeloans who devote
3): Market spirits are themselves master merchants, adding two themselves to her personal service. When petitioners come
bonus successes to any bargain roll they make to sell a good or seeking to purchase her impossible marvels, she sends them on
service. The cost to resist a successful offer in a Decision Point long, weird, and often dangerous quests—partially to obtain
equals (4 - chosen Intimacy) points of Willpower. rare materials to use in her craft, partially in hopes that they will
Riotous Avarice Incitement (15m, 1wp; Simple; Instant; give up and leave her alone.
Essence 3): A market spirit may abide dishonest merchants, Ninegala has charcoal-black skin, ash-gray hair, and fiery
pickpockets, and all manner of unfair trades, but should anyone eyes that blaze up when her passions are aroused. She wears
try to shut down trade, they will face its full fury. If an attempt little in the heat of the forge, but when she travels abroad, she
is made to forcibly close or shut down the market, the spirit arrays herself in arms and armor of her own devising as she
may use this Charm to rouse a mob intent on keeping it open, takes up the reins of her flying bronze chariot.
uniting all merchants and customers present who are not
Essence: 5; Willpower: 8; Join Battle: 8 dice
significant characters into a battle group to fight off the
Personal Motes: 100
opposing force. They almost always have poor Drill, but fight
Health Levels: -0/-1x7/-2x7/-4/Incap.
with the traits of battle- ready troops and gain Might 1 under the
Sample Intimacies
spirit’s blessing for the duration of the scene. The god may also
automatically employ a stratagem of up to threshold 3 based on • Defining Principle: “Only in shaping metal can one
the location or set-up of the market. find true meaning.”
Miscellaneous Charms • Major Principle: “I do not care to be disturbed while at
my work.”
Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The
spirit fades away and vanishes on its next turn, drawn instantly
• Major Tie: The Fair Folk (Antipathy)
back to its sanctum. • Minor Tie: The Makeloans (Fondness)
Materialize (40m, 1wp; Simple; Instant; Essence 1): The Actions: Crafting Wonders: 14 dice; Feats of Strength: 10
market god appears in a swirl of paper money or minor dice (may attempt Strength 5 feats); Knowledge of Crafting and
knickknacks. Exotic Reagents: 10 dice; Senses: 7 dice; Social Influence: 7
Measure the Wind (5m; Simple; Instant; Essence 1): The dice
market god can assess the nature of anyone who barters with it. Appearance 3, Resolve 4, Guile 2
Spinning Coin Decree (5m, 1wp; Simple; Indefinite; Combat
Essence 3): The market god may place its blessing on a Attack (Forge-Mother’s hammer): 9 dice (Damage 19,
character, granting them one bonus success on any bargain roll minimum 5)
to sell goods or services as well as on any Perception-based roll Attack (Boundless javelin): 10 dice at short range (Damage
to notice theft of their wares. An aura of divine favor makes the 17, minimum 4)
merchant seem trustworthy to potential customers while Combat Movement: 6 dice (11 dice while riding the flying
frightening off thieves or cheats, which acts like a Minor bronze chariot)
Intimacy. Alternatively, market gods may curse those who earn Evasion 2, Parry 4
their ire with an inverted effect, subtracting successes rather Soak/Hardness: 16/10 (Ur-Golem armor)
than adding them, while making customers distrust the Merit
merchant and marking him as easy prey for theft.
Straw-to-Silk Deceit (1m per object, 1wp; Simple; Artifacts: Ninegala has a panoply of artifacts that spans
Indefinite; Eclipse; Essence 1): The market god may place an thousands of years at the forge. This includes the forge-
illusion on an object or collection of similar objects it sees, mother’s hammer, boundless javelin quiver, and ur-golem
making them seem more valuable. Rotten fish appear fresh, iron armor listed in her traits above, as well as her flying bronze
resembles steel, and a ragged robe seems fit for an emperor. chariot, which is capable of traveling at one hundred miles an
Onlookers must succeed on a (Perception + [Awareness or hour. The Storyteller may also provide her with unlimited
Bureaucracy]) roll at difficulty (5 or the Eclipse’s access to any number of two- dot artifacts as he sees fit. To
Manipulation) to see through this illusion, although it may produce greater artifacts from her extensive collection, she uses
become obvious to them in certain cases, such as tasting a rotten her Five-Thousand-Year Panoply Charm.
fish. Cult 4: The worship of Ninegala spans not just the city of
Makelo, but the outlying Makeloan clans and the peoples they
NINEGALA, SMITH-GODDESS OF have conquered, providing her with tens of thousands of
cultists.
MAKELO Legendary Craftsman: Ninegala is one of the greatest
craftsmen in all Creation, with millenia of experience working
This ancient goddess once labored at the forge of one of the
the forge. As a Storyteller character, she does not track or gain
makers of the world. When the Exalted cast the ancients down,
crafting experience—she has sufficient experience when it
she exiled herself to Creation, using the panoply she brought
serves the story, and is taking time to gather more when it
with her to raise a sanctum on the distant Western isle of Sinti.
doesn’t. She has ten major project slots and five superior project
Eventually an enterprising mortal hero persuaded her to forge
slots.
him a weapon in exchange for a year of service; once word
spread of that exploit, others trickled in over the centuries. Offensive Charms
9
Smouldering Metal Offensive (10m, 1wp; Simple; One character cannot benefit from this training more than once per
scene; Essence 3): The heat of the forge radiates from story.
Ninegala’s hands to superheat any weapon she wields, adding Students who train under Ninegala repeatedly over a course
+4 to the raw of years take on fiery eyes and charcoal-dark skin, marking
damage of both withering and decisive attacks. Mundane them as masters of the forge.
weapons burn to ashes or melt to slag at the end of the scene if Five-Thousand-Year Panoply (—; Reflexive; Instant;
wielded with this Charm. Essence 5): Ninegala has crafted countless artifacts and exotic
devices over the centuries, most of which linger in her vaults.
Defensive Charms
Once per story, if she has need for an artifact with specific
Fire Knows the Forger (5m; Reflexive; Instant; Essence powers, or if someone wishes to procure one from her, she may
3): Having weathered the fires of her forge for millenia, roll her Essence against that artifact’s rating. Success allows her
Ninegala may shrug off flame, adding successes equal to her to find it amid her vaults; failure turns up an artifact of similar
Essence on a roll to resist an environmental hazard based on function, but whose rating is only equal to her successes on the
flame or heat and subtracting that many dice from its damage. roll.
Against attacks such as firewands or the breath of an elemental
dragon of fire, this Charm instead halves their final damage. Steal This Charm
Steel Knows the Shaper (5m, 2i; Reflexive; Until next Why do these Charms list a minimum Essence? While it’s
turn; Essence 3): Any weapon forged knows better than to strike useful to know for the Eclipse anima power and Charms like
its patron mistress. Invoking this authority, Ninegala gains a +1 Carnal Spirit Rending, the real reason is to provide guidance to
bonus to Defense against all attacks made with weapons until Storytellers when designing Charms for spirits of their own
her next turn. If a character attacks her and fails, he is creation. All these Charms can be reskinned or altered to suit
automatically disarmed, as the weapon flies from his hand lest it another god’s portfolio, or simply serve as a benchmark for the
strike the forge- goddess again. Unarmed attacks and power of effects at each level of Essence. Keep in mind, though,
improvised weapons are immune to this Charm. that the nature of a god influences their Charms as much as their
Miscellaneous Charms Essence. The patron god of fertility might equal or exceed Ahlat
in Essence, but they are unlikely to have combat Charms as
Forge-Mother’s Grace (1m+; Reflexive; Instant; Essence formidable as his own.
4): Whenever Ninegala uses an item that she has made herself,
she may add bonus dice to the roll as with a Solar Excellency.
The amount of dice she may add is based on the level of project ELEMENTALS
used to create the item:
• +2 dice for 2m with mundane tools and weapons created as CLOUD PERSON
a basic project.
Hedonistic and aloof, the cloud people spend their ageless
• +4 dice for 4m with mundane items created as a major
lives in aerial cities—masses of filmy structures built upon the
project.
largest clouds. There they indulge in all manner of airy luxuries,
• +6 dice for 6m for artifacts created as a superior project.
while away the hours amid philosophy and revelry, and study
• +8 dice for 8m for any wonder she might create as a
the movements of the upper air and the stars. Concerning
legendary project.
oneself with the lands beneath—or with the affairs of the spirit
Hammer-and-Anvil Genesis (25m, 1wp; Simple; One
courts of air— is deemed gauche.
project; Stackable; Essence 5): Ninegala is one of Creation’s
But for all their condescension toward the mortal world,
greatest craftsmen, capable of producing wonders that even the
cloud people feel a strong pull toward the evanescent beauty of
Exalted seek out. On a basic or major project, this Charm
Creation. Lovely youths, freshly blooming flowers, opulent
allows her to automatically succeed on the roll to complete it.
jewels, and the clamor of battle can all draw them down to the
Superior and legendary projects instead benefit from double 7s,
earth below. Though they quickly tire of mortal affairs, more
and double the extra successes received at each interval.
often than not they bring home keepsakes or guests, infusing
Ninegala adds two rolls to their terminus. This Charm can be
them with airy Essence that they may hover with the cloud
stacked to benefit multiple projects.
people in their gauzy cities. Sadly, anything—or anyone—
Hurry Home (10m, 1wp; Simple; Instant; Essence 1):
infused thus for more than one month per year will dissolve into
Ninegala fades away and vanishes on her next turn, drawn
dust.
instantly back to the sanctum within her forge.
Cloud people resemble slender mortals made of white
Materialize (50m, 1wp; Simple; Instant; Essence 1):
cloudstuff, such that they are often mistaken for patches of mist.
Ninegala appears as a white-hot statue of iron, which quickly
Their eyes are large and bright, their nebulous hair dozens of
cools into the form of the goddess.
feet long, their voices faint and bemused. With their impalpable
Measure the Wind (5m; Simple; Instant; Essence 1):
bodies, a cloud person can assume any form (though they
Ninegala can discern the nature of anyone setting foot in her
always remain diaphanous and cloud-pale) or ride effortlessly
forge, or who touches one of her creations.
on the wind. Their foodstuffs are equally insubstantial,
Scripture of the Forge (10m, 1wp; Simple; One month;
consisting of scents, breezes, and flickers of color.
Essence 3): Ninegala’s apprentices learn from one of Creation’s
greatest smiths. This Charm grants a group of un-Exalted Essence: 2; Willpower: 5; Join Battle: 5 dice
disciples trained by Ninegala over the course of a month a Personal Motes: 70
rating of 4 in a Craft of her choice as a training effect, along Health Levels: -0/-1x2/-2x2/-4/Incap.
with with 10 silver experience points to spend on crafting
Actions: Fly: 6 dice; Philosophical and Astrological
projects. They also gain a resistance to flame, becoming
Knowledge: 7 dice; Read Intentions: 6 dice; Senses: 6 dice;
immune to minor burns and adding +2 soak and hardness
against attacks based on fire for one year. Exalted characters Social Influence: 6 dice; Stealth: 5 dice; Writing: 7 dice
gain only 10 silver experience points and resistance to flame. A Appearance 4, Resolve 3, Guile 3
Combat
10
Attack (Unarmed): 7 dice (Damage 8) Creation from miles above, taking no penalties on Awareness
Combat Movement: 5 dice rolls to do so. Additionally, add one bonus success on rolls to
Evasion 3, Parry 2 make out minute details, such as identifying the individual
Soak/Hardness: 1/0 meeting with a courtier behind a teahouse, or three successes on
Merits rolls to make out large-scale details, such as the movement of
Libraries of the Cloud Cities: The aerial cities of the cloud an army on the ground or an oncoming hurricane churning
people hold libraries of countless books and star charts written beneath the cloud person’s aerial city.
on pages of mist, unreadable to all but the eyes of these air Sky-Hidden Secrets (30m, 1wp; Simple; Instant; Essence
elementals. As long as the cloud person has access to such a 2): Through a combination of natural prescient gifts and the
library, she adds three dice on Philosophical and Astrological immaculately kept star charts of their aerial cities, the cloud
Knowledge rolls she makes to introduce a fact, including people are adept at prophecy. Using this Charm works like
through the use of the Sky-Hidden Secrets Charm. rolling the cloud person’s Philosophical and Astrological
Knowledge pool to introduce a relevant fact, but is used to
Offensive Charms
introduce a fact about something that will happen up to a season
Wind-Whistling Trick (5m; Simple; Instant; Eclipse, in the future, rather than something about the present or past.
Essence 2): Cloud people may call up small breezes or even The Storyteller should treat the introduced fact as something
powerful gusts of wind to do their bidding. In combat, this can that is likely to happen if the roll achieves enough successes to
be used to attack out to medium range, rolling the cloud meet whatever difficulty he sets, but the oracles of the cloud
person’s (Intelligence + Occult) pool of eight dice with a base people are not infallible, due to the intrinsic instability of
withering damage of (10 + Essence). Conjured winds cannot be prophecy, the inescapable minor errors in their star charts, and
used to execute damaging decisive attacks, but they can be used their unfamiliarity with the ways of the world outside their
for all manner of gambits. This Charm can also be used outside cloud cities. Once per story.
of combat to perform feats such as lifting small objects with a
pillar of air, blowing a scholar’s books from their shelves, or
blowing over a table at a banquet. The dice pool for these
DEMONS
actions is still (Intelligence + Occult), with a difficulty set by
the Storyteller. When used by an Eclipse, this Charm’s cost
FULOPE, THE CHORAL
becomes 5m, 1wp. EQUESTRIAN, DEMON OF THE
Defensive Charms FIRST CIRCLE
Dissolving Mist Body (10m, 4i; Reflexive; Instant; Essence A fulope’s body is a mass of flexible, shifting fibers like
2): A cloud person may dissolve and reform her body around an spun glass, each strand aglow with tawny fire, flexing like a
attack with a physical weapon or projectile, adding +2 to her luminous horse’s mane adrift underwater. When calm, it swims
Evasion. Even if she is hit, subtract two dice from the post-soak through the air like an eel. But fits of passion drive it to tangle
damage of a withering attack or the raw damage of a decisive itself into knots, with each snarl blistering into a burning eye
attack. Against a grapple, she instead subtracts five successes with a lamprey-like maw as its pupil.
from her enemy’s roll to establish control, flowing out of his Like many demons descended from Adorjan—that dreadful
grasp and denying him the opportunity to take any grappling demon queen called the Silent Wind—the choral equestrian
action against her if this reduces him to 0 successes. brims with music and the urge to sing. But as its own voice is a
Miscellaneous Charms harsh buzz, it prefers to employ the bodies of others to make
music. Fastening itself to the nape of another creature’s neck, it
Cloud-Body Shapeshifting (10m, 1wp; Simple; Instant; sends its nerve-fibers winding through skin and flesh into the
Essence 2): A cloud person can transform their vaporous body victim’s brain and larynx, seizing control of body and senses.
into any number of shapes. She can seep under a door as a thin This possession is painless, but the host cannot escape the
sheet of mist, hang in the sky as a cloud to spy on those below throbbing heat of the fulope’s nerves running through his
her, or expand her body into a fog bank that conceals her tissues.
summoner. Supernatural senses are required to discern a Each fulope loves to sing and to prove its mastery of music.
transformed cloud person for what it truly is, requiring the aid Confronted with another singer— whether a skilled minstrel, a
of a Charm such as Keen Sight Technique and a difficulty 5 mother’s lullaby, or the aimless meanderings of a child—it
(Perception + Awareness) roll. This Charm is not intended for sings at them until they give way. Two fulope encountering one
defensive use; such shapeshifting is covered by Dissolving Mist another engage in hours-long duels of song, leaving their hosts’
Body. Reverting back to her humanoid form is free and throats bloody and raw.
reflexive. It’s not uncommon for a fulope to find itself obsessed with
Cloud Feather Blessing (1m per person or object, 1wp; some creature, object, or place that serves as its muse. The most
Simple; One month; Essence 2): Cloud people may enchant enticing—and regrettably common—subject for such passion is
willing people or human-sized objects with the Essence of air, the demon realm’s green sun. Left to itself, a choral equestrian
making them light enough for a cloud person to carry them in seizes a flying demon’s body and soars into Hell’s sky, singing
flight or for them to walk in the aerial cities of the air to the sun for days at a stretch. Those that fly too high are
elementals. This enhancement makes the person almost immolated; their stolen bodies plummet, blackened and blazing,
weightless, which has no intrinsic mechanical effects but can be to burst like meteors upon the city below.
exploited through stunts. However, this blessing can only be
endured for one month out of every year—if the cloud person Essence: 2; Willpower: 6; Join Battle: 2 dice
attempts to maintain it longer than that, the recipient crumbles Personal Motes: 70
to dust. Health Levels: -0/-1x2/-2x4/-4/Incap.
Downward Glance (5m; Supplemental; Instant; Essence 2): Actions: Beautiful Song: 10 dice (3 dice if the demon must
Cloud people can make out the details on the ground of use its own voice); Fly: 5 dice; Read Intentions: 6 dice; Senses:
11
4 dice; Social Influence: 6 dice
Appearance 3, Resolve 5, Guile 2 WYLD
Combat
Attack (Bite): 6 dice (Damage 10) RAKSHA NOBLE
Attack (Tendril slash): 10 dice (Damage 8)
Attack (Scream): 9 dice (Damage 11, minimum 2). The Raksha nobles are princes among the chaos, rulers of the
fulope can make scream attacks out to short range. Fair Folk. They preside over eerie courts called freeholds,
Attack (Grapple): 5 dice (4 dice to control) reigning from thrones carved of translucent poetry amid the
Combat Movement: 5 dice decadent ruins of fallen amethyst towers or holding debauched
revels in flame-lit caverns beneath enchanted hills. Cataphracts
Evasion 3, Parry 2 lead gibbering armies against Creation or rival faerie courts at a
Soak/Hardness: 4/0 noble’s command, while loreleis sing their most heart-breaking
Offensive Charms melodies for its pleasure. The raksha take to intrigue like sharks
Withering Scream (10m, 1wp; Simple; Withering-only; to water, and those who rise to prominence are those who prove
Instant; Essence 2): The fulope emits a hideous wail, making a themselves more cunning, more powerful, and more charismatic
withering scream attack against every enemy within close than all rivals for the throne. The raksha noble traits presented
range. It gains Initiative as normal from the damage roll that below represent a mix of combat and social prowess along with
inflicted the highest amount of damage, but the total Initiative it potent reality-warping curses; the Storyteller can customize for
receives from all other damage rolls cannot raise the total award a more martially- focused noble by adding Charms from the
above 10 (not counting Initiative Breaks). Alternatively, it may cataphract’s list or use the lorelei’s Charms for a noble more
direct the withering scream against a battle group, doubling 7s skilled in intrigue.
on the damage roll. Once per fight, unless reset by One such noble, the warrior-princess Moriamh of the
incapacitating an enemy with a decisive attack. Wildflower Court, rides across the Threshold in search of
Neural Reins (20m 1wp, Simple, Indefinite; Decisive-only; heroes. She tells the tale of her mother’s murder at the hands of
Essence 2): The fulope makes a decisive savaging attack Queen Nathair, and of her own subsequent flight into exile. She
against a grappled enemy, expending all rounds of control over seeks to return home, overthrow Nathair, and free the
the clinch to add that many dice of raw damage. This attack Wildflower Court from tyranny, but she cannot do it alone.
does not deal damage—instead, if the demon’s successes Over the years Moriamh has gathered many bands of heroes for
exceed the higher of the victim’s Resolve or Willpower, it this game between herself and Nathair. All have perished.
possesses the target, merging with his body. It gains total Moriamh bears all the trappings of a Chosen One. She is
control over the victim, using his physical Attributes and health inhumanly beautiful and well formed, her lean limbs sheathed
track in place of its own for the duration of the possession. It in glittering golden armor filigreed with diamonds and dreams.
also gains the benefit of the victim’s voice. It is visible only as a There is a birthmark on her neck in the shape of a crown,
small glassy lump embedded in the nape of a victim’s neck, though as one of the Fair Folk she was never truly born. Against
noticeable with a (Perception + Awareness) or Medicine roll at meaningful opposition, she attempts to instill a Tie of respect or
difficulty 3. Possession victims may roll (Wits + Integrity) at admiration to her, then persuade foes to join her quest—or, if all
difficulty 3 at the end of each scene as an extended action to else fails, to accept her surrender.
force out the fulope, doing so upon attaining a goal number of Essence: 4; Willpower: 9; Join Battle: 10 dice
10 (terminus 3, interval one minute). The host may make an Personal Motes: 40
additional roll whenever the demon tries to force him to act in Health Levels: -0x6/-1x8/-2x8/-4/Incap.
opposition to any of his Intimacies, adding that Intimacy’s
rating in dice to his roll. It is also possible, but extraordinarily Actions: Command: 11 dice; Feats of Strength: 10 dice
difficult, to extract an embedded fulope surgically if its host is (may attempt Strength 5 feats); Instill: 12 dice; Persuade: 14
restrained or subdued, an extended (Intelligence + Medicine) dice; Read Intentions: 8 dice; Senses: 12 dice; Stealth: 7 dice;
roll with difficulty 5, goal number 10, and an interval of one Strategy: 9 dice
hour. The patient suffers two levels of lethal damage per roll. Appearance 6, Resolve 5, Guile 4
Uncoiling Glassy Thread (10m; Supplemental; Instant; Combat
Essence 1): The fulope’s strands momentarily elongate to Attack (Behemoth-fang direlance): 15 dice (Damage 19,
grapple a human-sized enemy at short range, adding three bonus minimum 5)
successes on both the attack roll and the roll to establish control. Combat Movement: 11 dice (13 dice while mounted)
A successful clinch drags the target to close range with the Evasion 3, Parry 7
demon. Soak/Hardness: 14/7 (Oath-sworn raiment)

Miscellaneous Charms Merits

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The Cold Iron Bane: Weapons made of iron deal aggravated
demon fades away and vanishes on its next turn, drawn damage to the raksha, but most armies in Creation use bronze or
instantly to its summoner’s side. This Charm is unavailable steel weaponry.
when the demon is unbound. Fae Nature: As a raksha, the noble is ageless and need not
Materialize (35m, 1wp; Simple; Instant; Essence 1): The eat or drink. Its body heals as one of the Exalted and cannot die
demon weaves itself into being from stolen snatches of song in from mundane disease, but does need to breathe and sleep as
a hundred foreign voices. mortals do. In Creation, it slowly withers and calcifies to death,
Measure the Wind (5m; Simple; Instant; Essence 1): The but can stave off this fate indefinitely by feeding on mortal
fulope can discern the nature of anyone it possesses. souls. It is incapable of breaking the letter of a sworn promise.
Offensive Charms
CREATURES OF THE Impinging Web of Dream (8m, 1wp; Simple; Instant;
Essence 4): While at Initiative 20+, the noble may speak a dire
12
curse against an enemy in combat, rolling 12 dice against the Essence: 3; Willpower: 7; Join Battle: 10 dice
Resolve of an enemy within short range. On a success, it rolls Personal Motes: 30
(Essence + Initiative), with every two successes subtracting a Health Levels: -0x25/Incap (see Obsidian Body)
point of Willpower from that enemy. If the noble successfully Speed Bonus: +2
reduces an enemy to zero Willpower, it may twist that enemy in
Actions: Feats of Strength: 15 dice (may attempt Strength
mind or body. It might inflict a Defining Derangement (and
10 feats); Senses: 8 dice; Threaten: 6 dice
possibly other Minor Derangements to taste), transform the
Appearance 3, Resolve 4, Guile 1
enemy into a small animal, marble caryatid, or similarly
Combat
demeaning form, or impose another Storyteller- defined curse
Attack (Obsidian claws): 13 dice (Damage 22, minimum 5)
of similar potency. Trivial opponents lose all Willpower and are
Attack (Grapple): 9 dice (15 dice to control). Mata-Yadh
cursed without requiring an Initiative roll. Using this Charm
makes unopposed control rolls against enemies of smaller size,
resets the raksha to base Initiative. Once per fight.
unless its victims use magic that allows them to clinch larger
Defensive Charms enemies, such as Dragon Coil Technique.
Combat Movement: 10 dice
Sapphire Emptiness Kata (—; Reflexive; Instant; Perilous;
Evasion 4, Parry 6
Essence 4): When an attack would check off the noble’s
Soak/Hardness: 25/10
Incapacitated health level, it may use this Charm to reveal that
Merits
what was being attacked was nothing more than an illusion,
negating all damage dealt by that attack. The noble steps out Cold Iron Bane: Weapons made of iron deal aggravated
from concealment or throws off its disguise as a trivial character damage to Mata-Yadh.
within medium range of its location, and resets to base
Legendary Size: Mata-Yadh’s immense size makes it
Initiative. Once per story.
extraordinarily difficult for human-scale enemies to engage it in
Tension-Building Warrior’s Advance (6m; Reflexive;
combat. Attacks from smaller enemies do not impose onslaught
Instant; Perilous; Essence 2): The noble forges its martial
penalties. Withering attacks from smaller enemies cannot drop
legend through the strength of its foes. After a withering or
it below 1 Initiative unless they have a post-soak damage of 10
decisive damage roll against the raksha, it may use this Charm
dice (although attackers can still gain the full amount of
to gain one point of Initiative for every 9 or 10 rolled. It may
Initiative damage dealt). Decisive attacks made by smaller
exchange five points of Initiative reaped from a single use of
enemies cannot deal more than (3 + attacker’s Strength) levels
this Charm to heal a level of damage.
of damage to it, not counting any levels of damage added by
Social Charms Charms or other magic.
Obsidian Body: As a being of living glass, Mata-Yadh
Crippling Destiny Burden (1m, 1wp; Reflexive, Indefinite;
lacks the anatomy to make it susceptible to mundane poison and
Essence 3): After persuading a character to undertake a task, the
disease, deprivation, and conventional wound penalties.
noble may use Crippling Destiny Burden to bless them with
However, heroes may attempt to cripple the beast by shattering
glorious purpose. They add bonus dice on all actions taken to
one of its twelve limbs, a difficulty 5 gambit. Each time a limb
complete that task equal to the
is shattered, Mata-Yadh loses 3 points of Initiative from the
Intimacy that supported the persuasion. The raksha may also
sudden shock of amputation. Every two limbs destroyed this
grant up to (Intimacy x 2) mutations to aid the vassal in its
way impose a -1 wound penalty, up to a maximum of -4, at
quest, which remain even after this Charm ends.
which point the behemoth will attempt to flee to heal. If all of
Mind’s Grip Rigor (10m, 1wp; Supplemental; Instant;
its limbs are destroyed, Mata-Yadh is immobilized, unable to
Psyche; Essence 3): When the noble instills a character with a
attack as well as effectively prone and unable to right itself.
Tie towards itself, it may use this Charm to make it a
Derangement. While this carries no intrinsic harmful effects, it Offensive Charms
makes it impossible for the Tie to be weakened or removed by
Prismatic Pyre Immolation (15m; Simple; Until grapple is
ordinary social influence. Its intensity can still be increased by
released; Essence 3): When Mata- Yadh successfully grapples
social influence. Once per scene.
an enemy, it may throw him into the central aurora of its body,
where he hangs suspended in mid-air. The behemoth suffers no
MATA-YADH, THE CONGERIES disadvantages for such a grapple, and while it cannot attack or
OF OBSIDIAN AND AURORA throw a suspended enemy, its aurora imposes an environmental
hazard with difficulty 3 and damage 4L each turn. The
The Wyld births countless strange monsters and freakish behemoth’s Defense is 0 against attacks made by grappled
prodigies, great terrors that the Fair Folk hunt and tame. Mata- enemies, as it has no way to stop them from hacking away at its
Yadh is a young monstrosity, freshly born and broken to a obsidian carapace, but the attack penalties they take for being
raksha’s will, representative of the low end of the unique beasts grappled subtract successes rather than dice when they attack it.
that the Fair Folk might send to head their armies or ride into Raking Obsidian Shards (10m; Simple; Instant; Decisive-
battle. Its body is a swirling congeries of many-colored aurora only; Essence 3): Mata-Yadh’s claws whirl around it in a vortex
large enough to engulf a house, with a ridge of calcified of razor-sharp obsidian, a decisive attack applied against all
obsidian at the top, where a daring cataphract might stand to enemies in short range. The behemoth may divide its Initiative
ride. It has twelve clawed feet, each one sculpted from obsidian among enemies as it chooses when calculating raw damage. If it
and standing high as a man, but not joined to the monster’s is suffering any wound penalties from having legs destroyed,
body by any physical limb—only a few wisps of aurora fire at then these also subtract from the raw damage of each attack
its uppermost edge. While the eyeless beast is blind, it may made with Raking Obsidian Shards. Once the penalty has
sense the shadows cast by its own light, allowing it to perceive reached -2, this attack only covers close enemies.
the world unimpeded except in conditions of total darkness or
such complete illumination that no shadows can exist. Mobility Charms
Unstoppable Many-Legged Pursuit (6m; Supplemental;
13
Instant; Essence 3): Mata-Yadh may rush an enemy with lower Double 9s on a roll to disengage or control roll against a hostile
Initiative from medium range, automatically moving one range grapple. Double 8s if opposing a character with lower Initiative.
band closer on each of its target’s next two turns in addition to
any other movement it takes. This Charm cannot be used if the Immaculate of Wood
behemoth has a wound penalty of -2 or higher from having its
Essence: 2; Willpower: 8; Join Battle: 9 dice (+4 for 4m)
legs destroyed.
Personal Motes: 13; Peripheral Motes: 31
Miscellaneous Charms Health Levels: -0/-1x3/-2x3/-4/Incap.
Wall-Rending Claws (15m; Supplemental; Instant; Essence Actions: Feats of Strength: 6 dice (+2 for 2m, may attempt
3): When Mata-Yadh attempts a feat of strength to destroy Strength 3 feats); Senses: 11 dice (+6 for 6m); Tracking: 11
something, it rolls its dice pool twice and adds the successes dice (+6 for 6m)
from both rolls together. Appearance 3, Resolve 4 (+1 for 2m), Guile 1
Combat
THE DRAGON-BLOODED Attack (Unarmed): 12 dice (+6 for 6m; damage 10)
Attack (Jade staff): 14 dice (+6 for 6m; damage 14,
minimum 4)
Immaculate of Water Attack (Grapple): 9 dice (+4 for 4m; 7 dice to control, +4 for
Essence: 2; Willpower: 5; Join Battle: 7 dice (+4 for 4m) 4m)
Personal Motes: 13; Peripheral Motes: 31 Combat Movement: 7 dice (+4 for 4m)
Health Levels: -0/-1x3/-2x3/-4/Incap. Evasion 2 (+1 for 2m), Parry 7 (+3 for 6m)
Soak/Hardness: 8/4 (Jade breastplate)
Actions: Investigation: 6 dice (+2 for 2m); Persuasion: 7 Offensive Charms
dice (+4 for 4m); Senses: 8 dice (+4 for 4m)
Appearance 2, Resolve 2 (+1 for 2m), Guile 3 (+1 for 2m) Eyes of the Wood Dragon (5m; Supplemental; Instant;
Combat Withering-only): Add three dice to raw withering damage and
Attack (Unarmed): 14 dice (+6 for 6m; damage 9) ignore natural soak from Stamina.
Attack (Jade dragon claws): 14 dice (+6 for 6m; damage 14,
Soul-Marking Style (5m; Supplemental; Instant; Decisive-
minimum 4)
only, Stackable): An attack that deals 3+ levels of damage
Attack (Grapple): 10 dice (+4 for 4m; 8 dice to control, +4
leaves a spiritual mark that adds one success on the
for 4m)
Immaculate’s rolls to attack, notice, or track the enemy for the
Combat Movement: 8 dice (+4 for 4m)
rest of the fight.
Evasion 2 (+1 for 2m), Parry 7 (+3 for 6m)
Spirit-Wracking Method (3m; Supplemental; Instant;
Soak/Hardness: 12/7 (Jade lamellar)
Withering-only): Dealing 5+ withering damage inflicts a -2
Offensive Charms
penalty from spiritual pain, which falls by one point at the end
Drowning-in-Blood Technique (3m, 1wp; Supplemental;
of each of the victim’s turns. Using Spirit-Wracking Method
Instant; Decisive-only): Add up to five extra successes to raw
against a character still suffering this penalty instead adds three
damage. Dealing 3+ levels of damage doubles the victim’s
dice to the damage of the attack after soak.
wound penalties for the rest of the fight.
Unbreakable Fascination Kata (1m, 1wp; Simple;
Flow Reversal Strike (6m, 1wp; Supplemental; Instant;
Instant): Roll 8 dice + 2 successes against the Resolve of all
Decisive-only): Add one success to a decisive damage roll. If
enemies with lower Initiative who can see the Immaculate.
total damage exceeds victim’s Stamina, they take a penalty
Overcome enemies have their next turn delayed by (1 + extra
equal to the difference for the next three rounds and lose that
successes) ticks, and lose their turn if reduced to a tick of 0 or
much Initiative.
less. A character must enter a Decision Point and call on an
Rippling Water Strike (3m; Supplemental; Instant; Dual):
Intimacy to pay one Willpower to become immune to this
Add one die of post-soak withering damage or decisive raw
Charm for the rest of the scene.
damage. If 5+ points of withering damage or 1+ levels of
Wood Dragon Form (8m; Simple; One scene): Gain two
decisive damage are dealt, the attack’s onslaught penalty
temporary -0 health levels that last until the end of the fight.
applies against all enemies in close range of both the
Gain a point of Initiative at the end of every round no decisive
Immaculate and her target.
damage is taken; while Initiative is at 20+, heal a level of
Theft-of-Essence Method (1wp; Reflexive; Instant): After
bashing damage or convert a level of lethal damage to bashing
crashing an enemy, steal (5 + his wound penalty) motes from
at the end of each round.
his pool and add it to the Immaculate’s own.
Water Dragon Form (10m; Simple; One scene): Up to two Defensive Charms
1s on damage rolled against the Immaculate each subtract a
Death-Pattern Sensing Attitude (2m; Reflexive; Instant):
single success and grant her a point of Initiative. She may pay
Negate all penalties to Parry against an attack made by a living
Initiative to add successes to attack rolls, two points of Initiative
or undead enemy. Any soul marks on the attacker add +1 Parry
per added success.
each.
Defensive Charms
Mind-Over-Body Meditation (4m; Reflexive; Instant;
Bottomless Depths Defense (1m, 1wp; Reflexive; Instant; Dual): Add +7 soak against a withering attack, or subtract two
Decisive-only, Perilous): Roll (Initiative + 4) dice and subtract dice from the raw damage of a decisive attack.
the result from the successes of a decisive damage roll. Once
Wood Dragon Succor (2i per level; Reflexive; Instant;
per fight unless reset by recovering from being crashed.
Perilous): When an ally in short range would take non-
Flowing Water Defense (1m, 2i; Reflexive; Instant):
aggravated damage, the Immaculate may redirect it to his own
Impose a -2 penalty on an attack roll or rush against the
health track at a cost of two Initiative per level transferred.
Immaculate, or a roll opposing her disengagement.
Wood Dragon Vitality (1wp; Reflexive; Instant): After
Shrugging Water Dragon Escape (4m; Reflexive; Instant):
14
crashing an enemy, roll two dice and heal a health level for who has a Tie of fear to the Lunar or her current form, she may
every success. Once per fight unless reset by taking damage to a convert (Intimacy) additional dice to successes. Once per scene,
-4 health level. unless reset by changing into a form that an enemy or relevant
bystander fears.
THE LUNAR EXALTED Shadow Walker’s Revelation (10m, 1wp; Simple; Instant):
If the Lunar has been in another shape for at least an hour, she
may use Shadow Walker’s Revelation to return to her true form
WANDERING SHAMAN and cast off the umbra of that shape through sorcery, instantly
These traits are for an experienced Lunar mystic, versed casting any non-ritual spell she knows without needing to shape
both in sorcery and in the ways of spirits. She may use them to it. Once per day.
oppose the Realm and its Immaculate Order, strengthen ties
between tribal peoples and indigenous nature spirits, or simply
to gain potent supernatural allies for whatever agenda she
THE SIDEREAL EXALTED
pursues. GOLD FACTION BENEFACTOR
Essence: 3; Willpower: 8; Join Battle: 6 dice (+2 for 2m,
This is a young Sidereal who might help arrange to put
+4 for 4m)
Solars in contact with the Cult of the Illuminated or provide
Personal Motes: 18; Peripheral Motes: 46
them with counterintelligence against the Wyld Hunt.
Health Levels: -0/-1x2/-2x4/-4x3/Incap.
Essence: 2; Willpower: 5; Join Battle: 6 dice
Actions: Read Intentions: 6 dice (+2 for 2m, +4 for 4m);
Personal Motes: 13; Peripheral Motes: 37
Shape Sorcery: 11 dice (+5 for 5m, +10 for 10m); Senses: 8
Health Levels: -0/-1x2/-2x2/-4/Incap.
dice (+4 for 4m, +7 for 7m); Social Influence: 6 dice (+2 for
2m, +4 for 4m); Tracking: 5 dice (+2 for 2m, +4 for 4m) Actions: Investigation: 8 dice; Recall Knowledge: 8 dice;
Appearance 2, Resolve 3 (+1 for 2m, +2 for 4m), Guile 3 Senses: 5 dice; Social Influence: 7 dice; Stealth: 5 dice
(+1 for 2m, +2 for 4m) Appearance 2, Resolve 3, Guile 2
Combat Combat
Attack (Staff): 7 dice (+4 for 4m, +7 for 7m; damage 12) Attack (Staff): 8 dice (Damage 10)
Combat Movement: 5 dice (+2 for 2m, +4 for 4m) Combat Movement: 8 dice
Evasion 4 (+2 for 4m, +4 for 8m), Parry 4 (+2 for 4m, +4 Evasion 4, Parry 4
for 8m) Soak/Hardness: 3/0 Soak/Hardness: 4/0
Powers Defensive Charms
Shapeshifting: This Lunar takes the shape of a strix for Avoidance Kata (2m; Simple; Instant; Psyche): Roll 8 dice
both combat and winged travel, and has acquired numerous against a difficulty of 5 + turns already taken in the scene.
other animal forms in traveling the wilderness, ranging from Success causes the Sidereal to vanish, reappearing somewhere
humble squirrels to fearsome predators such as wolves or great else she might have plausibly gone today instead. Witnesses
cats. She has enough human forms to seem like a native in remember the Sidereal being present, but also remember that
almost any quarter of Creation, and may have stolen the shape she was never present at all, and find this contradiction
of a god’s priest in a bid for that spirit’s favor. unremarkable. Once per scene.
Sorcery: This Lunar is initiated into the Celestial Circle of Trouble Reduction Strategy (5m; Reflexive; One scene):
sorcery, and knows the spells Death of Obsidian Butterflies, Reflexively protect all allies in close range with Evasion, as
Demon of the First Circle, Magma Kraken, Shadows of the with a Defend Other action. Allows them to be included in
Ancient Past, and Silent Words of Dreams and Nightmares (see withdrawal via Avoidance Kata, but each individual carried
Chapter Seven). along raises the difficulty by 1.
Shamanism Charms Information Charms
Secret Sense Intuition (1m, 1wp; Reflexive; Instant): Efficient Secretary Technique (2m; Simple; Instant): Call
Whenever a dematerialized spirit or a hidden character comes up an emerald spider that retrieves any objective fact or piece of
within short range of the Lunar, she may use Secret Sense information that is publicly available and known.
Intuition to reflexively read their intentions, detecting their Of Truths Best Unspoken (5m, 1wp; Simple; Instant):
presence on a successful roll. She may also make a reflexive Spend three hours in meditation to make a recall knowledge roll
influence roll addressing the hidden character, which imposes a about any topic to learn what its importance will be in the
-2 penalty to their Resolve. Once per scene. future, from the perspective of the end of the Second Age. Once
Two Worlds Penumbra (6m; Simple; One scene): While per story.
the Lunar’s anima is at the glowing level or higher, all
dematerialized spirits within long range become visible as
shadowy figures against the silver aura. At bonfire, these
THE ABYSSAL EXALTED
shadows solidify to the point that material characters may
physically interact with them, and vice versa.
MASTER NECROMANCER
Sorcery Charms This is an Abyssal necromancer, raising armies of the dead
to ravage the land. These traits are not for a formidable personal
Waking Nightmare Invocation (5m; Supplemental; combatant, but for a character who lets his hordes of undead
Instant): When the Lunar takes the first shape sorcery action to minions fight for him.
begin casting a spell, she may roll her temporary Willpower,
with each success converting one die on the shaping roll to an Essence: 3; Willpower: 8; Join Battle: 6 dice (+5 for 5m)
automatic success. Additionally, if the spell targets a character Personal Motes: 19; Peripheral Motes: 47

15
Health Levels: -0/-1x2/-2x2/-4/Incap. generally flee after taking five levels of damage.
Speed Bonus: +2
Actions: Command Undead: 9 dice (+7 for 7m);
Actions: Endure Arid Conditions: 7 dice; Feats of Strength:
Intimidation: 7 dice (+7 for 7m); Medical Treatment: 9 dice (+7
5 dice (may attempt Strength 3 feats); Find Water: 5 dice;
for 7m); Senses: 6 dice (+5 for 5m)
Senses: 5 dice
Appearance 1, Resolve 3 (+1 for 2m), Guile 3 (+1 for 2m)
Resolve 2, Guile 1
Combat
Combat
Attack (Scalpel): 7 dice (+7 for 7m; damage 8)
Attack (Peck): 6 dice (Damage 14)
Combat Movement: 5 dice (+5 for 5m)
Attack (Talon kick): 8 dice (Damage 10)
Evasion 3 (+1 for 2m), Parry 2 (+1 for 2m)
Attack (Grapple): 6 dice (6 dice to control)
Soak/Hardness: 12/7 (Soulsteel lamellar)
Combat Movement: 8 dice
Defensive Charms
Flickering Wisp Technique (7m, 1wp; Reflexive; Instant): Evasion 3, Parry 2
Perfectly dodge any attack or source of harm by dissolving into Soak/Hardness: 4/0
formless mist and reforming one range band away. Once per Special Attacks
fight, unless reset by dodging three decisive attacks without
Brutal Kick: Enemies smaller than human size that take 5+
using other Charms or Excellencies.
damage from the austrech’s withering talon kicks are knocked
Flitting Shadow Form (2m; Reflexive; Instant): Negate all back one range band and fall prone.
penalties to Evasion against a single attack. Flesh-Rending Beak (Latent): Austreches hunt large prey
Necromancy Charms animals, such as camels and wild dogs, by kicking them
savagely with their taloned feet to weaken them before finishing
Life-Mocking Assembly (5m, 1wp; Simple; Touch): The
them with their huge beak. Once the austrech has crashed an
Abyssal makes a medical treatment roll, and is able to
enemy with a withering talon kick attack, it adds two automatic
reanimate a collection of corpses to form a battle group of loyal
successes on any decisive peck attacks it makes against them
zombies with one point of Size for every two successes. He
until they recover from being crashed.
must have access to sufficient corpses, and the process
Swift Advance: Whenever the austrech moves to keep pace
generally takes (Size x 2) days of work.
with an enemy it has successfully rushed, it may pay a point of
The Risen Hunger (3m, 1wp; Supplemental; Instant): The
Willpower to reflexively make a decisive attack against that
necromancer doubles 9s on a roll to command an undead battle
enemy.
group to attack another group. A successful attack restores two
Iron Talon Stomp (Magical, 6m): The austrech’s master
points of Magnitude to the undead group, as slain enemies are
may pay six motes to allow it to use its brutal kick special
reanimated as makeshift zombies to restock the ranks. A
attack against enemies of human or near-human size.
command to slaughter a retreating group instead restores
Additionally, if the austrech successfully knocks an enemy
Magnitude equal to the successes rolled, although this cannot
prone, it may reflexively move one range band closer to it and
increase the group’s size.
make a grapple gambit against it. The austrech can only take
Hope-Rending Teeth (6m; Reflexive; Instant): Whenever
restrain or savage actions against the clinched enemy, and
an undead battle group under the Abyssal’s command empties
cannot move without ending the grapple.
another battle group’s Magnitude track with an attack, he may
Aspect of the Garda (Magical, 5m): The austrech’s master
use this Charm to receive an Initiative Break bonus of 5 points,
may pay five motes to imbue it with the fiery-winged aspect of
and to immediately employ the demoralized stratagem against
the garda, causing its feathers to become dancing sprays of
opposing forces, who falter before the horror of his undead
flame. The garuda may use its movement action to fly through
force. When used together with The Risen Hunger, he may
the air, and its fiery glory adds one automatic success to all
combine the demoralized with the pincer attack stratagem, as
attack rolls and one die to all damage rolls. These benefits last
the survivors find themselves with the reanimated corpses of
for one round. If the austrech does not end its movement on the
former friends at their backs.
ground, its master may activate Aspect of the Garda again on
the next round, or else the bird falls.
ANIMALS Merits
AUSTRECH Desert Endurance: An austrech is adapted for survival in
deserts where water can be a scarce commodity, allowing it to
The austrech is one of the largest predators in the survive for a week without water. Even in its final hours, it
Southeastern deserts—the average specimen stands just over ignores the usual -3 penalty for dehydration, allowing it one last
nine feet tall, and bears talons that put fine knives to shame. chance to make it to a water source.
Though well- adapted to its arid home, these flightless birds are Oasis Rider (Latent): An austrech whose master succumbs
equally at home in plains, scrublands, and forests. Relatives of to dehydration will take him to the nearest source of water it can
the desert austrech are common along the southern coast of the find—carrying him on its back if he fainted on the saddle, or
Inland Sea, even ranging as far as An-Teng. In addition to dragging him with its beak if not.
hunting their own prey, they’ve been known to squabble with
lions and claw striders over kills. Wherever they’re found, these ELEPHANT/MAMMOTH
territorial beasts are an important natural resource for
neighboring human tribes. They can make an abundant source Elephants and mammoths are respected and revered as
of food or leather for tribes that can feasibly hunt them, while totems of strength and power throughout all Creation, from the
any hero brave enough to tame the so-called “Terror bird” will savannas of the south to the arctic wastes of the far North. Full-
earn a fiercely loyal mount. grown bulls, who typically travel alone or in loose groups, stand
twice the height of a mortal and weigh up to seven tons.
Essence: 1; Willpower: 4; Join Battle: 4 dice
Females gather in intimate family groups with one another and
Health Levels: -0/-1x2/-2x2/-4/Incap. Austreches will their young; they have two-thirds of a male’s height and mass.
16
Tusks—found on male Southwestern elephants, or both genders enemies cannot deal more than (3 + attacker’s Strength) levels
elsewhere—are used to guard against predators, engage in of damage to an elephant or mammoth with a single attack, not
mating battles, and tear up roots and bark for fodder. They counting any levels of damage added by Charms or other
gather near rivers, lakes, and other water sources. magic.
Elephants live for decades, and their intelligence, memory,
and emotional sophistication are akin to a human’s. They gather GIANT CONSTRICTOR
food and use tools with their prehensile trunks, and though they
cannot speak, they exhibit love and grief, generosity and humor. Legendary terrors of the Eastern jungles and Western bogs,
Many are kept in captivity to haul goods, transport passengers, giant constrictors refer to any variety of constricting snakes
or trample foes in war. Hunters kill wild elephants for their such as the anaconda or boa that can grow to monstrous sizes in
valuable ivory. Many northern tribes also use the mammoth as a Creation, reaching extremes of fifty or sixty feet in isolated
valuable meat source. ecosystems. They use their massive coils to crush the breath out
of prey such as deer, capybaras, and unfortunate humans, while
Essence: 1; Willpower: 5; Join Battle: 4 dice swallowing smaller animals like fish or birds whole. Some
Health Levels: -0x3/-1x6/-2x6/-4x6/Incap. Elephants or make their home among the treetops, blending in with foliage
mammoths will flee after taking 4+ levels of damage, unless before falling onto an unsuspecting victim, while others hunt in
protecting their young. rivers, swimming under the surface of water before lunging out
Speed Bonus: +1 to claim a hapless animal that stopped for a drink.
Actions: Feats of Strength: 13 dice (may attempt Strength 7 Essence: 1; Willpower: 4; Join Battle: 4 dice
feats); Find Water: 13 dice; Intimidate: 5 dice; Senses: 5 dice;
Endure Arctic/Desert Conditions: 7 dice Health Levels: -0/-1x2/-2x3/-4x3/Incap. Giant constrictors
Resolve 2, Guile 1 will flee after taking 6+ levels of damage, unless they are in the
Combat middle of crushing their prey to death.
Attack (Stomp): 10 dice (Damage 16, minimum 4) Actions: Climbing: 6 dice; Feats of Strength: 7 dice (may
Attack (Tusks): 7 dice (Damage 20, minimum 5) attempt Strength 3 feats); Senses: 5 dice (see Thermal Sense);
Attack (Trunk): 8 dice (Damage 15). An elephant’s trunk Stealth: 5 dice
can be used to make smashing attacks. Resolve 2, Guile 2
Attack (Grapple): 6 dice (9 dice to control). The elephant Combat
makes unopposed control rolls against enemies of smaller size, Attack (Bite): 8 dice (Damage 15)
unless its victims use magic that allows them to clinch larger Attack (Grapple): 10 dice (14 dice to control)
enemies, such as Dragon Coil Technique. Combat Movement: 6 dice
Combat Movement: 7 dice Evasion 3, Parry 1
Evasion 2, Parry 4 Soak/Hardness: 8/0
Soak/Hardness: 16/6 Special Attacks
Special Attacks
Gore: The elephant’s decisive tusk attacks add extra Crushing Coils: Giant constrictors take no Defense
successes to damage against enemies with lower Initiative, as penalties from grappling, and can drag an enemy on the same
long as the elephant has not taken any other actions (including turn it makes a savaging attack against it.
reflexive movement actions) that turn. Uncoiling Serpent Rush: Every turn the constrictor does
not take a movement action, it stocks a single success, up to a
Rampaging Stampede: The elephant may pay a point of maximum of three. Each successes it has stocked adds +1
Willpower to flurry a withering stomp attack followed by a Evasion. If it rushes an enemy, it adds all stocked successes to
decisive tusk or trunk attack. Each attack must have a different the roll, and to the roll of any grapple attack it makes on the
target. same turn in a flurry. If it received the maximum bonus of three
Trample: When the elephant closes in on a rushed enemy successes, it may also reflexively move one range band closer
and makes a stomp attack on the same turn, a successful hit to an enemy without it counting as its movement action for the
knocks that enemy prone. The penalties for being prone are turn. Any other movement actions waste all stocked successes.
applied to that character’s Defenses retroactively when Merits
calculating extra successes on the attack.
Trunk Grapple (Latent): An elephant can be trained to Camouflage: Giant constrictors double 9s on Stealth rolls
clinch enemies with its trunk. It does not take a Defense penalty while hidden amid treetops or dense foliage. Aquatic variants of
for grappling an enemy held in its trunk, but cannot make the species gain this benefit while swimming or slithering
savaging attacks against them—it can only hold or throw them. through mud.
Thermal Sense: Giant constrictors may sense the body heat
Merits of their prey, doubling 9s on any Perception-based roll to notice
Keen Nose: Elephants double 9s on scent-based Perception a warm-blooded character and allowing them to ignore penalties
rolls. for visual obstacles such as darkness or mist.
Legendary Size: Elephants’ and mammoths’ size makes it
extraordinarily difficult for human- scale enemies to engage ICHNEUMON HUNTER
them in combat. They do not take onslaught penalties from any The terrifying ichneumon hunter is the scourge of Southern
attack made by a smaller opponent, although magically-inflicted herders. While the male of the species is a harmless fly, the
onslaught penalties still apply. female is a flying wasp the size of a small dog, with an
Withering attacks made by smaller enemies cannot drop ovipositor as long and sharp as a dagger. It uses this to puncture
them below 1 Initiative unless they have a post-soak damage of the flesh of sheep, goats, cattle, or whatever warm-blooded
10 dice (although attackers can still gain the full amount of hosts are common throughout the region, and implant its eggs to
Initiative damage dealt). Decisive attacks made by smaller grow, hatch, and eventually feed on their unwilling host. While
17
it is not common for them to implant their brood in a human fearsome nocturnal hunters in their native forests, swooping
host, the agonizing deaths of those who suffer this fate are more down to catch prey and savaging it to death with their sharp
than horrific enough to make up for this. Herders protect their claws. While they are far more difficult to tame than any falcon,
flocks (and children) from the ichneumon by burning foul- they are favored as hunting animals by the Dragon-Blooded
smelling herbs in huge firepots day and night, while physicians nobles of the Realm, both for their killing prowess and as a
and medicine men prescribe infusions of wormwood to kill off symbol of their master’s own might.
implanted eggs before they have a chance to hatch.
Essence: 1; Willpower: 4; Join Battle: 4 dice
Essence: 1; Willpower: 2; Join Battle: 4 dice
Health Levels: -0/-1/-2x2/-4/Incap. Mospids will usually
Health Levels: -0/-1/-2/-4/Incap. Ichneumon hunters will flee after taking any damage, even those that have been trained
not flee from a chance to implant their eggs, mindlessly putting as hunting beasts.
the propagation of the species above their own lives, but will Actions: Fly: 8 dice; Senses: 5 dice (see Eagle Eye and
otherwise retreat after taking any damage. Night Vision); Tracking: 5 dice (see Eagle Eye and Night
Actions: Fly: 7 dice; Senses: 4 dice (see Host Scent); Vision)
Stealth: 9 dice; Tracking: 3 dice (see Host Scent) Resolve 2, Guile 1
Resolve 1, Guile 1 Combat
Combat Attack (Claw): 9 dice (Damage 9)
Attack (Sting): 8 dice (Damage 10) Attack (Grapple): 5 dice (5 dice to control). A mospid can
Combat Movement: 7 dice carry seized enemies the size of a housecat, rodent, small
Evasion 5, Parry 2 monkey, or similar prey indefinitely. They can grapple enemies
Soak: 1/0 up to the size of a dog, but only for an instant, relinquishing the
grapple at the end of their turn (which may cause falling
Special Attacks
damage if the mospid ascends). Mospids cannot slam or throw
Ambush Hunter: The ichneumon hunter adds three dice on clinched enemies.
all attack rolls made from stealth. Combat Movement: 8 dice
Buzzing Advance: The ichneumon hunter adds one Evasion 4, Parry 3
automatic success on any rush against a warm-blooded mammal Soak/Hardness: 4/0
that could host its eggs, and does not take penalties for flurrying Special Attacks
a rush and a sting attack on the same turn against such prey. Death Dive: As long as the mospid is able to soar up to long
Infestation: A living enemy damaged by a decisive sting range from the ground, it may dive down at an enemy with
attack must roll to resist having the ichneumon hunter’s eggs devastating force. The first time it moves down into close range
implanted in its body, a parasitic infestation modeled as a with an enemy while airborne and makes a decisive attack, it
disease with virulence 4, morbidity 2, and an interval of one may add four dice to the attack roll and apply the double 10s
month. Fully-grown ichneumon hunters emerge from the corpse rule on the damage roll. Once it has used this special attack, it
of anyone who dies of the infestation. must regain altitude, returning back to vertical long range
Corpse-Hive Prana (Magical, 1m): When the ichneumon before it can do so again.
hunter makes a decisive sting attack against an undead creature Harry: Mospids hunt aerial prey by denying them any
with flesh such as a zombie (but not a materialized ghost or chance of escape. On the turn that a mospid moves into close
Abyssal Exalt), its master may pay one mote to quicken the range of an enemy, if it deals 5+ damage to them with a
hunter’s eggs as they are implanted in dead flesh, causing them withering attack, that enemy cannot disengage or withdraw on
to quickly hatch and devour the creature alive. In addition to the their next turn.
damage of the attack, the undead is filled with flesh-eating Dread Clutches (Latent): When the mospid savages a
wasps, dealing one die of lethal damage (which ignores clinched enemy with an attack, it may also choose to drag him
hardness) to it every time it takes a turn. Fire will drive the along with any movement actions it takes.
wasplings away from the afflicted undead, allowing a zombie’s Hold at Bay (Latent): After successfully impeding a foe’s
master to drive them away by spending a miscellaneous action movement with its harry attack, a mospid may pay a point of
to brandish a torch or similar source of flame if it is available. Willpower to reflexively attempt to clinch them, converting
extra successes on the attack roll to bonus dice on the clinch
Merits
roll. The mospid can only hold or savage an enemy clinched
Host Scent: Ichneumon hunters are keenly attuned to the this way—it cannot drag them, unless it knows and uses Dread
scent of warm-blooded prey that can host their eggs, adding Clutches.
three automatic successes on any Perception-based roll to notice
Merits
or track them. This does not apply to rolls opposing stealth
attempts. Eagle Eye: Mospids receive five bonus dice on any visual
Brood-Sense Meditation (Magical): The ichneumon hunter Perception-based rolls made to notice something while soaring
is conjoined to the Essence of its parasitic brood, and can sense high in the air, and can make out the fine details of far-off
their emerging lives as they grow within its prey. Against any objects even when flying miles above them. They also
character infested with the hunter’s eggs, the bonus granted by automatically succeed on rolls to track a character while
Host Scent increases to five automatic successes, and allows its airborne, unless that character is employing perfect track-
tracking to contest even perfect track-covering magic such as covering magic.
the Charm Traceless Passage. Eagle Wing Rush: An eagle may dive to rush enemies from
above at long range, provided the horizontal distance between
MOSPID them is still short range.
Night Vision: Mospids can see in dim conditions as though
This flying, feathered lizard is smaller than an eagle, but far they were in broad daylight, and reduce the difficulty of
more nimble, with a two-foot wingspan and feathered tufts on Perception-based checks made in deeper darkness by one.
its tail and thumb that allow for precise maneuvering. They are
18
Precise Maneuvering: Mospids apply double 9s on all with a withering clash attack, it may use Massive Fangs at no
movement actions made while in flight. If they are in an cost, and it rolls three dice of lethal damage instead of one.
environment where they must maneuver around obstacles or
Merits
tight passages, such as a heavily forested area, apply double 8s
instead. Blood Scent: The siaka adds three automatic successes on
any Perception-based roll to sense the presence of blood in the
SIAKA water, and can smell even a drop of blood from hundreds of
miles away. If it is specifically attempting to track or detect a
Gigantic sharks that grow up to fifty feet in length, the siaka character who is bleeding, it adds an additional automatic
is the apex predator of much of Creation’s oceans, hunting success for each point of wound penalty that character is
whales and giant squid in deep water. Their massive, man-sized suffering.
mouth has five rows of dagger-like teeth, which they often Depth Lurker: While the siaka is unskilled in stealth, any
plunge into the unprotected underbellies of their prey as they character attempting to notice it while it is deep below them
swim up from below them. They can scent even a few drops of subtracts three success from any Perception-based rolls they
blood in water from hundreds of miles away, and will swim up make to do so. In combat, this applies as long as the siaka is at
from the deep if incensed by its tantalizing scent, making them long range under the water relative to the character, or if it is
a dreaded sight in the aftermath of great sea battles. moving up from long range while already hidden. It may also
Essence: 1; Willpower: 5; Join Battle: 6 dice rush enemies from long range beneath them underwater, as long
as the horizontal distance between the two is no more than one
Health Levels: -0x4/-1x8/-2x8/-4x4/Incap. Siaka will flee range band.
upon suffering 15+ levels of damage unless enraged by the Legendary Size: The siaka’s size makes it extraordinarily
smell of blood in the water. difficult for human-scale enemies to engage it in combat. It
Actions: Feats of Strength: 13 dice (may attempt Strength 7 does not take onslaught penalties from any attack made by a
feats, see Sundering Bite); Senses: 6 dice (see Blood Scent); smaller opponent, although magically-inflicted onslaught
Stealth: 2 dice; Swim: 7 dice; Tracking: 3 dice (see Blood penalties still apply against it. Withering attacks made by
Scent) smaller enemies cannot drop it below 1 Initiative unless they
Resolve 3, Guile 1 have a post-soak damage of 10 dice (although attackers can still
Combat gain the full amount of Initiative damage dealt). Decisive
Attack (Bite): 10 dice (Damage 22, minimum 5) attacks made by smaller enemies cannot deal more than (3 +
Attack (Grapple): 8 dice (10 dice to control). The siaka attacker’s Strength) levels of damage to the siaka with a single
makes unopposed control rolls against targets of smaller size, attack, not counting any levels of damage added by Charms or
unless its victims use magic that allows them to clinch larger other magic.
enemies, such as Dragon Coil Technique. Shark Sleep: Siaka do not every truly sleep, remaining
Combat Movement: 7 dice constantly active. Instead, they may enter a resting phase,
Evasion 3, Parry 3 during which they remain conscious and can still move, but
Soak/Hardness: 10/5 cannot attack or take other involved physical actions without
Special Attacks disrupting their rest. Eight hours spent in this resting phase is
Blood Frenzy: The siaka is driven to the point of near- equivalent to a night’s sleep for the siaka.
madness by the smell of blood. Whenever it makes a decisive Sundering Bite: The siaka applies double 8s on all feats of
attack against a bleeding enemy, it adds a number of automatic strength to destroy something between its crushing jaws.
successes to the roll equal to that character’s current wound
penalty. The same bonus applies on its rolls to gain control of a SIMHATA
clinch.
Death From Below: When the siaka makes a surprise The simhata is a proud and majestic creature, combining the
attack, it adds extra successes on the attack roll to the raw best aspects of lion and horse in its build, with vicious tempers
damage of the attack. On a clinch, these are instead added as and a predatory gaze. They roam Southern savannas and
bonus dice on the roll to gain control. This cannot add more Eastern grasslands, disemboweling prey with powerful claws
than five dice to the raw damage of a decisive attack. before moving in for the killing bite. While they are fearsome
Killing Surge: Whenever the siaka joins battle, if any of its predators, they have an uneasy relationship with nearby
enemies are bleeding, it may convert one die to an automatic humans—though a simhata is by no means averse to preying on
success for each point of wound penalty suffered by its human flesh, they can also be tamed to serve as ferociously
enemies, and treat the roll as a reflexive rush attempt against a loyal mounts. The affinity between human and simhata goes
bleeding enemy. back to their origins in distant prehistory as the war-mounts of
Massive Fangs: Whenever the siaka deals 5+ damage to the Exalted, and even in the Time of Tumult, the lion-horse
any enemy with a withering attack, it may pay a point of seems to have an inborn desire to serve any of the Chosen who
Willpower to roll one die of lethal damage against its victim as prove themselves worthy of it.
well. This damage ignores hardness.
Essence: 1; Willpower: 6; Join Battle: 6 dice
Rip to Shreds: When the siaka makes a savaging attack
against a clinched enemy, it may expend rounds of control to Health Levels: -0x3/-1x3/-2x3/-4/Incap. A simhata will flee
add that many dice to the damage roll. after taking 7+ levels of damage, but will never abandon a
Crew-Devouring Rampage (Latent): A siaka that has been bonded rider, even if it must sacrifice its own life to save his.
trained to fight against large numbers of organized enemies Speed Bonus: +4
treats all battle groups as having a wound penalty equal to their Actions: Feats of Strength: 9 dice (may attempt Strength 5
Size for the purposes of its abilities. feats); Intimidate: 10 dice; Senses: 5 dice (see Keen Nose);
Thrashing Predator Aggression (Latent): The siaka may Tracking: 4 dice (see Keen Nose)
spend a point of Willpower to reflexively make a clash attack Resolve 4, Guile 1
against any attack made at close range. If it deals 5+ damage Combat
19
Attack (Bite): 8 dice (Damage 17) Technique.
Attack (Claws): 10 dice (Damage 14)
Attack (Grapple): 7 dice (8 dice to control) STRIX
Combat Movement: 13 dice
Giant forest owls with fifteen-foot wingspans, strix hunt
Evasion 5, Parry 3 simply by diving down from the skies and carrying their prey
Soak/Hardness: 6/0 aloft with them—prey that can range from deer, to wolves, to
Special Attacks isolated travelers. Mottled dark-brown feathers that make no
Brutal Kick: Smaller enemies that take 5+ damage from the sound in flight and large, round eyes that see clearly in the dark
simhata’s withering claw attacks are knocked back one range make them deadly nocturnal ambush predators, while their
band and fall prone. wicked claws have more than enough strength to seize and
Savaging Maw: Any decisive bite attack that the simhata savage prey.
makes against an enemy who is prone or in Initiative Crash Essence: 1; Willpower: 5; Join Battle: 7 dice
adds extra successes to the damage roll.
Swift Advance: Whenever the simhata moves to keep pace Health Levels: -0/-1x3/-2x3/-4/Incap. A strix will attempt
with an enemy it has successfully rushed, it may pay a point of to flee upon suffering 5+ levels of damage, carrying away
Willpower to reflexively make a decisive attack against that anything still caught in its claws.
enemy. Actions: Feats of Strength: 6 dice (may attempt Strength 3
Raging Lion-Horse Fury: Whenever damage fills one of feats); Fly: 8 dice; Intimidate: 5 dice; Senses: 5 dice (see Eagle
the simhata’s -2 or lower health levels, it enters a state of Eye and Night Vision); Stealth: 7 dice; Tracking: 6 dice
frenzy. A simhata who witnesses its bonded rider being killed Resolve 2, Guile 2
(see below) also enters this berserker state. It ignores wound Combat
penalties and gains a point of Willpower on each turn, which Attack (Peck): 7 dice (Damage 15)
must be spent before its next turn to add a success to a combat- Attack (Talons): 11 dice (Damage 11)
related action or to resist influence that would cause it to cease Attack (Grapple): 8 dice (7 dice to control). A strix cannot
fighting or impede its ability to fight. An enraged simhata will throw or slam grappled enemies, but may instead release them
not flee from even the most desperately impossible battles. from a great height to cause falling damage.
However, a rider who has bonded to the simhata may attempt to Combat Movement: 8 dice
calm its rage with a (Charisma + Ride) roll at difficulty 4, Evasion 5, Parry 3
which cannot be placed in a flurry. Soak/Hardness: 3/0
Foe-Maiming Guardian’s Fangs (Magical, 1m): Whenever Special Attacks
the simhata makes a decisive bite attack against an enemy who Carried Away: When a strix deals 5+ damage with a
has attacked or threatened its bonded rider, the Exalt may pay withering talon attack, it may choose to forgo receiving any
one mote to apply the double 10s rule to the damage roll. If he Initiative it would normally receive from the attack and instead
is currently suffering any wound penalties due to a make a reflexive clinch attack against that enemy. Each point of
confrontation involving that enemy, then the amount of his Initiative it would have gained instead adds one die to the
wound penalties are added as bonus dice to the hound’s attack control roll if the clinch attack successfully hits.
roll. Dread Clutches: When the strix savages a clinched enemy
with an attack, it may also choose to drag him along with any
Merits movement actions it takes.
Keen Nose: Simhata double 9s on scent-based Perception Swooping Descent: A strix that flies downward to make a
rolls. decisive surprise attack or ambush against an enemy adds two
Predator’s Hunger: Whenever a simhata rolls Join Battle automatic successes to the attack roll. Note that a strix soaring
against an enemy it could conceivably eat, if it has not eaten high in the sky is generally beyond the range of sensory
within the last day or more, it may reroll any 1s until they fail to detection for characters who lack superhuman sight, ensuring an
appear. A simhata’s master can train it to apply this Merit to all ambush on first strike and providing the possibility of
Join Battle rolls as a latent ability by conditioning it to associate reestablishing stealth in combat by simply flying higher than
battle with being given free rein to devour his enemies. their enemies can see.
Bonding (Latent): A wild simhata that is successfully Merits
tamed—a task that involves a great deal of hard effort and raw
meat—bonds to its rider, forming a Major Tie of loyalty to Eagle Eye: A strix receives five bonus dice on any visual
them. While it may not be well-tempered or easy to handle, its Perception-based rolls made to notice something while it is
devotion is unwavering, it will accept no other rider, and soaring high in the air, and can make out the fine details of far-
anyone foolish enough to attack its master will answer to its off objects even when it is flying potentially miles above them.
claws. However, the simhata were bred in the ancient past as It also automatically succeeds on any roll to track a character
war-steeds of the Exalted. Even a bonded simhata will allow an while airborne, unless that character is employing perfect track-
Exalt to ride it if his anima is flaring, and when bonded to an covering magic.
Exalt, the Tie they form is Defining and overrides any existing Eagle Wing Rush: A strix may rush enemies from long
bonds to un-Exalted riders. range above them, as long as the horizontal distance between
Cloud-Crossing Leap (Latent): A simhata that has been them is still at short range.
trained to jump can achieve incredible heights. As long as it has Night Vision: A strix can see in dim conditions as though
two effective range bands of movement prior to a jump to build they were in broad daylight, and reduces the difficulty of
up speed, it may pay a point of Willpower to leap a distance Perception-based checks made in deeper darkness by one.
comparable to what a Solar can achieve with Monkey Leap

20

Vous aimerez peut-être aussi