MACABRi’s biography is currently being written!

Zenith Caste

The brilliant noonday light of the Unconquered Sun banishes shadows and bathes Creation in its brilliance. Similarly, the Zenith Caste banishes the dark denizens of Malfeas and the Underworld, and the Zeniths’ faith and shining example provides comfort and solace to the faithful masses. During the First Age, the Zenith Caste Solars were the priest-kings of the Realm. Its members led the Solar Deliberative, the Realm’s original governing body, and served as intermediaries between the people of the Realm and their celestial patron. The populace looked to the Zenith Caste for leadership in both spiritual and temporal matters. During the Usurpation, those Zenith Castes who escaped the Terrestrials’ ambush stood against their enemies like mountains, fortified by their unbreakable faith in the Unconquered Sun. Unfortunately, wind and water can wear away even the greatest of mountains—thus did the endless armies of the Terrestrials eventually wear them away to nothing. Members of the Zenith Caste were the first of the Solars to return. Throughout the Threshold, tough and charismatic men and women arrived in cities and towns. They wandered out of the deserts and mountains or sailed in from the sea, preaching the glory of the Unconquered Sun. Today, the Pillars of the Sun are beginning to lead the people back toward righteousness and greatness and to confront the forces of darkness and corruption with faith, fist and fire. Members of the Zenith Caste are chosen because they are natural leaders who thirst for righteousness and justice. They are willing to endure great hardship in the name of what they believe in. All members of this caste have been granted a deeply personal vision of the Unconquered Sun, and this vision kindles their passion and faith to new heights. Regardless of what he might currently believe, every member of the Zenith Caste is innately a priest of the Unconquered Sun. The members of the Zenith Caste are often both their circles’ leaders and their tireless defenders.

Zenith Caste Specifics
Core Book p.99, Scroll of Errata p.20
Anima Banner: Zenith Caste Solars bear large, bright-gold circular caste marks. Their animas are a brilliant, burning white or a majestic gold.
Anima Effects: The Zenith Caste is empowered by the light of the Unconquered Sun himself. With but a touch, the Golden Bulls can burn the bodies of the fallen for one mote of Essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or and the lower soul from rising as a hungry ghost. They are protected from and can strike down demons, the undead and other creatures of darkness. As his action, a Zenith Exalt can channel 10 motes of Essence through his anima. He then glows with the holy fire of the Unconquered Sun and illuminates the area around him as brightly as if it were noon. This illumination extends for (Permanent Essence x 10) yards. For the remainder of the scene (or until he chooses to let the effect dissipate), he gains additional lethal and bashing soak equal to his Essence against attack by all creatures of darkness. In addition, when he has activated his anima power, his player can also add the Zenith’s Essence to the minimum number of dice he rolls for any attack made against a creature of darkness (meaning that, in most cases, he will roll a minimum number of dice equal to twice the character’s Essence). This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
Caste Abilities: Members of the Zenith Caste excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Zeniths have a natural affinity for the Abilities of Integrity, Performance, Presence, Resistance and Survival.
Associations: The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity
Sobriquets: Resplendent Suns, Pillars of the Sun, Solar Thunder, Golden Bulls, Hammers of Heaven, The Blasphemous (derogatory)
Concepts: Former priest or shaman of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave.

Motivation: Why do you do what you do?
Strength 3, Dexterity 5, Stamina 3; Charisma 4, Manipulation 1, Appearance 2; Perception 3, Intelligence 5, Wits 3
Virtues: Compassion 1, Conviction 5, Temperance 3, Valor 1
Abilities: Athletics 3, Awareness 5, Dodge 5, Integrity 3, Linguistics 1, Martial Arts 5 (Barehanded +3), Medicine 5, Occult 2, Performance 1, Presence 3, Resistance 3 (Poisons +3), Socialize 1, Survival 1,

Backgrounds: Artifact 3 (Armor: Body Mender’s Paraphernalia), Artifact 3 (Peregrine’s Decanter of Life), Manse 1, Manse 2, Manse 3, Manse 3, Resources 0

Willpower: 10
Essence: 4
Essence Pool: 22/38 (48)
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap
Join Battle: 8

Other Notes or Constant Effects: 

  1. MACABRi has a general aura of holiness, and anyone meeting him instinctively regards him as trustworthy and devout. If they don’t know better, they may assume he is a priest.
  2. He is immune to all non-magical diseases and poisons, from arsenic to plague. He also gains no effect from alcohol or other intoxicants, other than enjoying their taste. In addition, he automatically resists all magical poisons, such as Yozi venom or poisons produced through Charms or thaumaturgy.
  3. He can sense injuries or illnesses as glowing patterns overlaying the bodies of any person or animal he can see clearly. Not an exact diagnosis but does tell him both the location and severity of any problem. He can also see at once if living allies or foes are near death, and can tell the living from the undead in even the dimmest lighting.
  4. He can sense any deaths that occur within a one mile radius. He knows their precise location and can easily find the location. He can also sense and locate any deaths in this radius that have occurred within the last month and can tell the exact moment of each death.
Merits & Flaws - Great Mien, Spectre Meat, Natural Enmity: Ghost Blooded
  • Great Mien – Supernaturally increase your Charisma by +3 for a scene (5m,1wp)
    (Mutation: Abomination +6) This mutation allows a God-Blood to temporarily channel his supernatural parent’s incredible beauty or awesome appearance to charm or intimidate others.By spending five motes and one Willpower, the character may take on a supernatural aspect. This aspect grants three bonus Attribute dots that are divided between the Social Attributes (Charisma, Manipulation and Appearance) and reduce the cost of all Social-keyword Charms and other social powers by two motes. These effects last for the rest of the scene, and the Attribute bonuses must be set when this mutation is selected. In addition to these effects, the God-Blooded appears noticeably less human when this mutation is in effect. His eyes glow with power, and his hair and skin change slightly to reflect his supernatural heritage. Valor rolls must be made for mortals seeing him against a difficulty equal to the God-Blood’s Essence rating. Failure grants the character one automatic success on all dice rolls to charm, intimidate, seduce or persuade the mortal. Supernatural characters are immune to this effect.
  • Spectre Meat – Allows all ghosts within a mile to sense his presence (opposed roll), attempt to track & devour him.
    (Mutation: Debility -2) This mutation causes a God-Blood to exude a faint aura or scent that attracts ghosts. A successful (Perception + Occult) roll at difficulty (6 – the character’s Essence) allows such creatures to sense the character’s presence from up to a mile away. Hungry ghosts will track the God-Blooded and attempt to devour him if possible. More intelligent ghosts can act as they desire. Since every health level of blood from the character grants three motes of Essence and is useful in some rare rituals, however, even the more reserved denizens of the Underworld might attempt seek him out.
  • Natural Enmity: Ghost Blooded – increases the difficulty of all social rolls with the other Ghost-Blooded by two.
    (Flaw: Debility -2)  As if life weren’t hard enough for most God-Blooded, some carry a mutation in their blood that creates natural animosity among certain creatures. This mutation is always linked in some way to their supernatural parents’ background. This relation can be general or personal. For example, the daughter of a ghost might inspire revulsion in animals simply because of her Half-Dead nature, but a son of a the Lord of the Nine Rivers might create loathing in the demon spawn of the Quarter Prince, Octavian, because of his father’s victory over the demon warlord.Creatures who have a Natural Enmity with the character are assumed to be automatically hostile toward him by default. Certain individuals might have personal reasons for not feeling this way, but the vast majority of them simply go with their instincts and decide the God-Blood is a threat, a villain or generally up to no good. This mutation increases the difficulty of all social rolls with the subject of the Natural Enmity by two. The negative feelings this mutation generates are supernatural in origin, and even if they are overcome by heroics or persuasion, they do not disappear. The God-Blood will always put the target creatures on edge on some instinctual level, even if they choose to ignore those impulses.The severity of the mutation determines the size and general power of the group in whom the God-Blood inspires hostility. Deficiencies indicate a Natural Enmity with a relatively focused group that is generally less powerful than the God-Blood (such as a certain breed of animals or a certain class of mortals). Debilities affect either a larger less powerful group (such as all mortals or animals) or a more focused powerful group (such as earth elementals). Deformities involve a larger powerful group (such as elementals or demons).Note that simply because these creatures dislike the God-Blood does not mean they will necessarily attack or even harass him. They just naturally don’t like or trust him. This does suggest that some individual creatures will attack the character when the opportunity presents itself, but this is not universal. Also, fortunately for the God-Blood, really powerful creatures (double the character’s Essence or more) will generally just ignore the character unless he starts something first. Sure, they’ll be really rude and dismissive. They might even make a point of reminding the God-Blood how insignificant he is to them, but they aren’t likely to harm him permanently, at least. This mutation is meant to be an inconvenience, not a death sentence.
Movement - Move 5; Dash 11; Climb 5; Swim 5; Jump 6/12
Move 5Dash 11Climb 5Swim 5Jump 6 (vertical)Jump 12 (horizontal)
  • Dexterity +5

Your basic movement is just your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Dexterity +5
  • Dashing +6

Your Dash speed is your Dexterity +6 yards per tick, minus any mobility penalty from your armor.
Dashing also decreases your DV’s by -2.

  • Dexterity +5

Your basic climb rate is your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Dexterity +5

Your basic swim rate is your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Strength +3
  • Athletics +3

Vertical jump is Strength + Athletics in yards, plus any bonus modifiers, minus mobility penalty from your armor.

  • Strength +3
  • Athletics +3

Horizontal jump is (Strength + Athletics) x 2 in yards, plus any bonus modifiers, minus mobility penalty from your armor.

Main Attack - Attack 14; Damage 5; Speed 5; Rate 3; *Extra
Accuracy 14Damage 5Speed 5Rate 3Extra
  • Dexterity +5
  • Ability +5
  • Specialty +3
  • Weapon Accuracy +1
  • Weapon +0
  • Strength +3
  • Hearthstone Bracers +2
Speed of the weapon, and list of any charms that might effect it.
Rate of the weapon, and list of any charms that might effect it.
Any special abilities your attack might have.
Other Attacks
  • Punch: Speed 5, Accuracy 10, Damage 5B(0), Defense 9, Rate 3
  • Kick: Speed 5, Accuracy 7, Damage 8B(3), Defense 5, Rate 2
  • Clinch: Speed 6, Accuracy 10, Damage 7B, Defense –, Rate 1
Defense - Soak 21L/24B (*26L/29B); Hardness 9L/9B; DodgeDV 8; ParryDV 7; DMDV 8; PMDV 3; Knockdown 7/9 (*12/14); Stunning 3/7 (*3/12)
Soak 21L/24BHardness 9L/9BDodge DV 8Parry DV 7DMDV 8PMDV 3Knockdown 7/9 (12/14)Stunning 3/7 (12)
  • Natural Soak :  12L/12B
    • Stamina Soak :  3L/3B
    • Invincible Essence Reinforcement (x3) :  9L/9B
  • Armor Soak :  9L/12B
  • Piercing Soak :  16L/18B

Your Form charm increases your Natural Soak by your Conviction level for an entire scene.

  • Armored Hardness:  6L/6B
  • Invincible Essence Reinforcement :  3L/3B

List of any charms that enhance hardness.

  • Dexterity +5
  • Dodge +5
  • Essence +4
  • Hearthstone Bracers +3

List of any charms that enhance dodge.

  • Dexterity +5
  • Martial Arts +5
  • Specialty +3
  • Weapon Defense +2

List of any charms that enhance parry.

  • Willpower +10
  • Integrity +3
  • Essence +4

Dodge Mental Defense Value = (Willpower + Integrity + Essence) divided by  2

  • Charisma +4
  • Presence +3

Parry Mental Defense Value = (Charisma/Manipulation + Investigation/Performance/Presence) divided by 2

  • Threshold 7 (12)
    • Stamina +3
    • Resistance +4
    • (Form Charm +5)
  • Pool 9 (14)
    • Dexterity +5
    • Resistance +4
    • (Form Charm +5)

If hit, MACABRi is hurled backwards one yard per 3d raw (pre-soak) damage. If the attack’s raw damage is greater than MACABRi’s (Stamina + Resistance), the force of impact hurls him to the ground unless he makes a successful reflexive ([Dexterity or Stamina] + [Athletics or Resistance]) roll, difficulty 2. Rising from prone requires an action (see p. 144).

  • Threshold 0
    • Stamina +3
  • Pool 7 (12)
    • Stamina +3
    • Resistance +4
    • (Form Charm +5)
  • Target Number: [Damage Suffered – 3 (MACABRi’s Stamina)]

If MACABRi suffers a greater number of actual health levels of damage than his Stamina rating, he may be shaken and disoriented from the trauma. Reflexively roll 7 (Stamina + Resistance) at a difficulty of (damage – Stamina). Failure leaves MACABRi at -2 dice to all non-reflexive rolls until the tick when his attacker next acts.

He’s a martial arts practitioner of “The Art of Relentless Persuasion”

The Imperfect Lotus, p.21
This style reminds its foes of the immovable mountains in the South and the eternal waves of the West. Practitioners of this style appear unassailable in their chosen stance, stolid and strong, and their attacks always come with a certainty that they will eventually connect. Students of the art train by pushing against boulders many tons more massive than they, racing deer and hares until they can win or performing their forms until they are past the point of exhaustion. Gods, their power founded on their stubborn natures, favor this style.

Debaters with great Conviction are almost impossible to sway. More than a few who choose to deny such a disputant’s claims finally give up simply because the debater refuses to accept that his opponents have countered his points. It is the same in battle. Strikes of conviction sometimes succeed only because a combatant will not accept failure. Almost nothing can stop a person of great Conviction from reaching his goal… even if he’s going the wrong way. Weapons and Armor: The Art of Relentless Persuasion must be performed barehanded. Students of the style use armor in order to center and ground themselves, and practitioners lose one die from the style’s Charms when they use the techniques unarmored.



Second Awareness Excellency - bonus successes (Ref 2m+)
Cost: 2m per success;  Mins: Awareness 1, Essence 1;  Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.185

Solar Exalted with this Charm are known for their unwavering perfection. The Exalt’s player can invoke this Charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.

This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.

Keen Sense Technique - 2 bonus successes on all scent/smell checks for a scene (Ref 3m)
Cost: 3m; Mins: Awareness 3, Essence 2; Type: Reflexive
Keywords: Combo-OK; Duration: One scene; Prerequisite Charms: Any Awareness Excellency
Essence enhances the Solar’s senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste.

This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.

Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. With a legendary success, he can detect but not identify a few drops of tasteless poison in a wine—as its presence serves to dilute the wine.

Unsurpassed Sense Discipline - double the successes of all smell/taste rolls for a scene (Ref 2m)
Cost: 2m; Mins:Awareness 5, Essence 2; Type: Reflexive
Keywords: ComboOK; Duration: One scene; Prerequisite Charms: Appropriate Keen (Sense) Technique
Essence grants the character supreme sensory prowess. Unsurpassed (Sense) Discipline is actually three Charms. One heightens sight, one heightens hearing and touch, and one heightens smell and taste.

This Charm doubles the character’s successes on Awareness rolls, before subtracting any external penalties. Should the character employ this Charm in combination with the appropriate Keen (Sense) Technique, it is reasonable to imagine that she could critique the mating practices of insects, read with her fingertips or gauge an individual’s mood by scent.

Martial Arts

FORM: Relentless Persuasion Form - add 5 to your B/L soak* and Resistance rolls (Sim 4m)
Cost: 4m; Mins: Martial Arts 3, Conviction 3, Essence 2; Type: Simple
Keywords: Form-type; Duration: One scene; Prerequisite Charms: Quiet Resolve, Hurried Proof

Gathering about her an air of command and assurance, one who believes in the power of her own Conviction finds the foundations of her arguments invulnerable to assault. Her facts become undeniable and her priorities unquestionable. He stands tall in the knowledge that her belief is irrefutable.

A martial artist who undergoes Instruction in Devotion adds her Conviction to her bashing and lethal soak, and to all Resistance rolls. *Further, he may reflexively spend one mote to add a like amount to her aggravated soak and Hardness against any single attack.

ATT: Hurried Proof - take up to 10 move actions and then attack (Sup 1m)
Cost: 1m; Mins: Martial Arts 3, Conviction 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, Obvious*; Duration: Instant; Prerequisite Charms: None

One who truly believes in his cause will hurry, when he must, to complete his task and take the next step along the road to victory. If necessary, the debater will even sacrifice his argument’s efficacy to get the point across.

After activating this Charm, the martial artist may take up to his (Dexterity + Martial Arts) Move actions during the tick, as long as he attacks a target at the end of the movement. For every full Move action he makes beyond the first before he reaches his target, subtract one die from the following attack. *This Charm becomes Obvious if the martial artist takes more than two Move actions to reach his target, as he moves more quickly than anyone can believe and trails Essence.

ATT: Ceaseless Arguments - if attack misses, reroll it to try again, up to 5 retries (Ext 1m,1wp)
Cost: 1m, 1wp; Mins: Martial Arts 4, Conviction 4, Essence 3; Type: Extra Action
Keywords: Combo-Basic; Duration: Instant; Prerequisite Charms: Driving the Point Home

Sometimes a debater’s opponent can brush her arguments aside without admitting their purpose. Once the devotee of Conviction learns this skill, he becomes expert at pressing her point, often repeating it ad nauseam, until her opponent concedes the point or simply gives up.

This magical flurry provides another attack as long as the attack previous was unsuccessful. Each attack uses the martial artist’s full dice pool and increases the onslaught penalty as normal. The martial artist may continue to attack at her full dice pool until he hits her opponent. He can make no more attempts than he has dots of Conviction, however, and each repeated attempt must be identical to the original attack.

ATT: Ineffable Correction - your attack become unstoppable by anything but a perfect defense (Sup 2m,1wp)
Cost: 2m, 1wp; Mins: Martial Arts 5, Conviction 5, Essence 3; Type: Supplemental
Keywords: Combo-OK; Duration: Instant; Prerequisite Charms:Ceaseless Arguments, Ignoring Denials of Truth, Disarming Rebuke

A master of this martial art might find herself treading over a snake pit in the fierce arguments that fl y back and forth. But he listens as he argues, and her keen mind can still find her opponent’s weakest points. When he makes a mistake, however small, he will correct him. And in that moment, he will destroy him.

Her ultimate Conviction guides the Exalt’s attack to the flaw in her foe’s defense. Whatever Martial Arts attack he makes becomes utterly unstoppable—even when the target defends successfully, treat the attack as though it hit with one extra success. Only a perfect defense prevents her blow from landing.

DAM: Driving the Point Home - reroll up to 10 damage dice that didn't show successes (Ref 4m)
Cost: 4m; Mins: Martial Arts 4, Conviction 3, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK; Duration: Instant; Prerequisite Charms: Instruction in Devotion

When the skillful debater finds that his argument has taken effect upon his opponent, he can press the advantage for all it’s worth. Re-emphasizing the point, he makes sure that his verbal foe loses as much ground as possible.

Upon the successful roll of at least one die of damage, the martial artist’s player may reroll any damage dice that did not show successes, to a maximum of (Conviction x 2). Successes on that roll inflict damage as normal.

DAM: To the Heart of the Matter - ignore some of target's natural or armored soak (Sup 1+m)
Cost: 1+m; Mins: Martial Arts 4, Conviction 3, Essence 2; Type: Supplemental
Keywords: Combo-OK; Duration: Instant; Prerequisite Charms: Instruction in Devotion

A cunning student of Conviction tries to see the center of another’s philosophy and undermine it directly, ignoring reasoning that logically should be eliminated before attempting to refute the core beliefs.

  • Spending any combination up to 4 motes total, you can:
  • 1m = ignore 5 points of target’s Natural soak and Hardness; or
  • 2m = ignore 5 points of target’s Armored soak and Hardness.

By spending a mote on this Charm, the martial artist enables a single attack to ignore a number of points of his target’s natural soak equal to his (i.e., the martial artist’s) Conviction. For two motes, he can ignore a like amount of soak from armor. This condition applies equally to bashing, lethal and aggravated soak values. Both options can stack with each other or themselves, but the Exalt can spend no more motes on this Charm than he has dots of Essence. Reducing soak from armor reduces any Hardness from that armor by a like amount.

Example: Confronted by a stone-armored automaton, Without Fear Lei augments an attack with To the Heart of the Matter. The golem’s soak is 20B/16L (Stone plates, 16B/12L), and Lei’s Conviction is 3. Lei may spend one mote to ignore three points of the automaton’s natural soak or two motes to ignore six points of its natural soak. He could also spend two motes to ignore three points of the soak from its stone plating. As the automaton has only four points of natural soak, Lei instead spends three motes—one to ignore three points of natural soak and two more to ignore three points of armor soak. His final attack is against a soak of 14B/10L.

If the automaton had Hardness that Without Fear Lei needed to overcome, spending two motes to reduce the soak from its armor would reduce that as well.

DAM: Ignoring Denials of Truth - ignore target's armor, and any object/wall in between (Sup 4m,1wp)
Cost: 4m, 1wp; Mins: Martial Arts 5, Conviction 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious; Duration: Instant; Prerequisite Charms: To the Heart of the Matter, Understanding the Foundation

The practiced debater of Conviction can learn when to ignore certain strictures and guidelines laid upon the debate, allowing him an opportunity to freely express his arguments and make his impact before a discussion’s moderator slams the rules down once more.

Essence makes things less solid, allowing the Exalt to ignore whatever inanimate objects stand between him and his target. The target of this attack gains no benefit from armor. Additionally, if there is something solid, such as a door, a wall or a window, between the martial artist and his target, the attack passes through it without affecting or being affected by it. Range for such an attack is hand-to-hand range, typically one yard.

Attacking someone through an opaque object applies a -2 external penalty for not being able to see the target. A character may reduce this penalty to -1 if he knows his target’s precise location.

DEF: Quiet Resolve - increase soak vs a single attack by 5B/3L (Ref 2m)
Cost: 2m; Mins: Martial Arts 2, Conviction 2, Essence 1; Type: Reflexive (Step 7)
Keywords: Combo-OK; Duration: Instant; Prerequisite Charms: None

One of the first things followers of Conviction learn is how to remain stolidly faithful to their chosen Virtue. They find themselves able to ignore the impressive arguments of others, their accuracy or truth notwithstanding.

A martial artist with this Charm increases her soak against a single attack. Her bashing soak rises by an amount equal to her Conviction and her lethal soak by half that amount (rounded up).

DEF: Incautious Point of Contention - increase ParryDV by 5 until next round, but if hit, PDV drops to zero (Ref 2m)
Cost: 2m; Mins: Martial Arts 4, Conviction 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK; Duration: One action; Prerequisite Charms: Instruction in Devotion

When there is no time to create a true defense for a claim, sometimes a sham will do just as well. The debater of Conviction recognizes this and does not hesitate to use falsehoods and partial truths to accomplish her goals. This defense will not weather the fiercest analysis, however. When it falls, it falls hard, pulling the weight of lies and misdirections upon its wielder.

Weaving a complex but delicate defense with her martial skills and Essence, the Exalt adds an amount equal to her Conviction to her Parry DV against all the attacks against her in a single action. If this is enough to turn the blows, then the danger is over. When he does not successfully parry an attack, however, the conflict is resolved as though her DV had been zero the entire time—and against any later attacks, until he takes a new action.

DEF: Disarming Rebuke - counterattack that can disarm attacker, keep or throw weapon (Ref 4m)
Cost: 4m; Mins: Martial Arts 5, Conviction 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack; Duration: Instant; Prerequisite Charms: Incautious Point of Contention

Debaters with true Conviction try anything to win discussions. When a debater recognizes a particular argument that his opponent uses to great efficacy, a timely turn of phrase can render that argument useless.

With the perfect timing that only a Charm can provide, the martial artist counterattacks, performing a disarm on his attacker’s weapon. Unlike usual attempts to disarm, this suffers no external penalty and adds two automatic successes to the attack roll. If the counterattack succeeds, the Exalt ends up holding the weapon. He may reflexively throw it (Strength + Athletics) yards in any direction, if he chooses.

MISC: Understanding the Foundation - increase/decrease the soak of an inanimate object (Sup 3m)
Cost: 3m; Mins: Martial Arts 4, Conviction 3, Essence 2; Type: Supplemental
Keywords: Combo-OK; Duration: Instant or one scene; Prerequisite Charms: Instruction in Devotion

Once a debater understands a foreign philosophy, he can use arguments from her own beliefs to either support or undermine those of her rivals.

The martial artist has two options when using this Charm. Most simply, he adds a number of levels of damage equal to her Conviction to her attacks against inanimate objects by letting Essence guide her strike. Alternatively, he can add that Virtue to inanimate objects’ soak (and Hardness) for a full scene by touching them as he invokes the Charm, using her Essence to counter its weaknesses. In the second invocation, the martial artist must actually touch every object that he wishes to strengthen. All the objects must be close enough that he can reach them all on a single tick, and he may touch no more objects than he has dots of Dexterity.


ATT: Hurried Proof - take up to 10 move actions and then attack (Sup 1m)
Cost: 1m; Mins: Martial Arts 3, Conviction 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, Obvious*; Duration: Instant; Prerequisite Charms: None

One who truly believes in his cause will hurry, when he must, to complete his task and take the next step along the road to victory. If necessary, the debater will even sacrifice his argument’s efficacy to get the point across.

After activating this Charm, the martial artist may take up to his (Dexterity + Martial Arts) Move actions during the tick, as long as he attacks a target at the end of the movement. For every full Move action he makes beyond the first before he reaches his target, subtract one die from the following attack. *This Charm becomes Obvious if the martial artist takes more than two Move actions to reach his target, as he moves more quickly than anyone can believe and trails Essence.


Ox-Body Technique (x2) - increase your number of permanent health levels (Permanent)
Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable;  Duration: Permanent;  Prerequisite Charms: None
Source: Core Book p.208

The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels. A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides one of the following, at the player’s option, determined at the time of purchase:

• One -0 health level
• Two -1 health levels
• One -1 health level and two -2 health levels

Invincible Essence Reinforcement (x3) - increase your natural bashing and lethal soak (Permanent)
Cost: —;  Mins: Resistance 3, Essence 2;  Type: Permanent
Keywords: Stackable  Duration: Permanent  Prerequisite Charms: None
Source: Ink Monkey p.21

Undertaking a grueling regimen of endurance training, the Solar folds Essence into his body until his skin becomes hard enough to turn aside blades. The Lawgiver’s natural lethal and bashing soak calculations become (Stamina + 3). This Charm may be purchased up to a total of (Resistance) times; each purchase after the first adds 3 to the character’s natural lethal and bashing soak.

With Essence 4+, the Solar also gains natural lethal and bashing hardness equal to the number of times he has purchased this Charm.

Artifacts & Gear
Peregrine’s Decanter of Life (Artifact •••)
Books of Sorcery, Vol. 1: Wonders of the Lost Age p.66

Repair: 2

Damage to Heal Cost to Healer Time Required
1 level of Bashing/Lethal Damage 1 Mote of Essence 1 tick total
All levels of Bashing/Lethal Damage 1 level of lethal health damage until healer’s next action
1 level of Aggravated Damage 1 Willpower + a Mote of Essence 5 ticks per hl
“Conduit” health can only absorb motes Opp. Wp rolls, healer +Ess successes
Regrow a limb 1 Willpower + 10 Motes Takes 24 hours, motes committed

Andric “The Ivory Peregrine” was a famous scientist, healer, and Twilight Caste Solar in the First Age, renowned for his ability to heal any and every ailment in Creation. Following the overthrow of the Primordials, he was oft sought after for hard-to-diagnose maladies, occasionally with the aid of Sidereal astrologers and healers. Wanting to push the limits of his research should the Primordial forces ever resurge, he started dabbling in new and dangerous healing practices. The strain became too much for him, and he began to slowly go insane in the later years of his life, often speaking of visions of “the Dreamless Dead.” His peers were unsure of what had caused the madness, so given their ignorance of latent results of their burial practices, Andric’s gloves, armor and all of his marvelous equipment were buried with him and sealed tightly away in his burial vault.

Several hundred years later (and just recently), word reached influential ears that the artifacts themselves had finally leached through into the Underworld, and the graven goods of the once-powerful scientist were doppelled and ripe for the picking. It didn’t take long for Andric’s burial place to be found and looted, though hundreds of unlifes were lost in the process of overcoming the many traps and obstacles guarding his resting place. Today, the tainted versions of his many artifact wonders can be found scattered about the Underworld in the possession of some of the most politically powerful ghouls, and changing hands almost as often as they are used.

A First Age joint effort by the Sidereals and a few Solar artisans, “Andric’s Decanter of Life” is a set of black gloves that are laced throughout with threads of orichalcum, green jade, and hidden threads of soul steel, all culminating in a circular pattern in the palms. When activated, the threads extend into the wearer’s palms, allowing the player to channel his own Essence through them and into another person with just a touch.

The user can use these gloves to affect a patient’s Essence flows in a profound manner, allowing him to heal a patient’s wounds with exceptional speed. Characters can also use these items to heal themselves. By spending one mote per health level he wishes to heal, or sacrificing just one unsoakable level of his own lethal health points, the user can automatically heal a patient’s bashing and lethal damage. This damage heals completely by the medic’s next action.

If the wielder places one hand on the person to be healed and one hand on another individual, it is possible for the gloves to drain the essence out of one patient and use it to heal the other. If the source of the motes is an unwilling and consciously-aware target, the target and the healer must make opposed Willpower rolls, with the healer gaining a number of automatic successes equal to his permanent Essence. If the source of the health is not Exalted, this effect instead drains a like number of lethal or bashing health points. For either method to work, the healer must simultaneously have one hand on each target.

If the user spends a point of Willpower, plus two motes per health level that he wishes to heal, he can even cause aggravated damage to heal, though this damage heals at a rate of 10 ticks per health level. Healing aggravated damage is quite difficult. The user’s player must make a successful (Perception + Medicine) roll, difficulty of 3 (5 if attempting self-healing). Fortunately, while they are being used, the artifacts eliminate all pain and cause the patient to feel calm and relaxed.

The Decanter can heal any wound or injury, including damage caused by poison, as well as repair crippled or missing limbs. If used to heal damage caused by poison, this artifact also causes the poison to instantly cease damaging the patient, preventing further poison damage from occurring during the time this artifact is being used upon the patient. In addition, it completely purges a poison from the patient’s body once it has healed all damage the poison has already inflicted. If used before a poison has caused damage, the gloves need be used for only the time necessary to heal one health level of that type of damage. Like other healing artifacts, this device will work on any living being who had at least one parent born in Creation.

Despite the time required for healing, this artifact can even heal patients who are dying when the user begins to treat them—the artifact’s energies keep a patient alive until he can be fully healed. This healing ceases the second both gloves break contact with the patient, however.

This device does have one interesting drawback. Because this version of the gloves is the copy that made the unfortunate transition from Creation to the Underworld with their ghostly creator, it retains its ability to heal people, but the healing now carries with it a subtle distortion from traversing the boundaries of Creation. Each time it is used to heal someone, there is a slim chance it will also inflict a temporary mutation or affliction upon the recipient of the healing. The recipient of the healing must roll a d10, and on a botch receives a randomly selected minor mutation. If the recipient does receive a mutation, the effects last until the sun next crosses the horizon, at which point he must make a second roll. If this too is a botch, the mutation lasts for one year. These rolls cannot be aided by charms or any other influence, outside of Sidereal fate-altering charms.

Body Mender's Paraphernalia (Artifact ••)
Book of Sorcery vol.3, Oadenol’s Codex p.37
Copy and paste description of armor.

  • Soak: 7L/10B
  • Hardness: 5L/5B
  • Mobility: -1
  • Fatigue: 0
  • Attune: 6
  • Tags: 0
  • Orichalcum increases Soak +2L/+2B and Hardness +1L/+1B
Hearthstone Bracers (Artifact ••)
Core Book p.105
Another common survivor of the First Age (and still manufactured occasionally the DragonBlooded), hearthstone bracers provide powerful defensive bonuses to the Exalt who wear them. These bracers come as a pair, one of which has a setting for a single hearthstone and the other of which is imbued with magical power. These powers work only for an Exalt of the appropriate type. Hearthstone bracers require the commitment of four motes of Essence to activate them—two motes for each bracer. A bracer must be worn with its mate and will not activate unless worn as a pair. Regardless of construction, hearthstone bracers provide a three-die bonus to dodge attempts made by an attuned user.

Orichalcum: Ornately wrought in homage to the Unconquered Sun, these bracers cause the Solar Exalt who wears them to strike with the surety and power of the Unconquered Sun. All of the character’s attacks have their damage increased by two dice while he is wearing the bracers.

Gem of Injury Sense (Hearthstone of Wood •)
Book of Sorcery vol.3, Oadenol’s Codex p.85

Fine, iridescent cracks run through this transparent, blue-green teardrop. The hearthstone’s bearer can sense injuries or illnesses as glowing patterns overlaying the bodies of any person or animal she can see clearly. The information revealed by this stone does not provide an exact diagnosis but does tell her both the location and severity of any problem. In addition to reducing the difficulty of Medicine rolls to treat patients she examines by -1 (to a minimum of 1), the stone also allows the bearer to see at once if living allies or foes are near death. She can also tell the living from the undead in even the dimmest lighting.

Grandeur of Candor Gemstone (Hearthstone of Earth ••)
Book of Sorcery vol.3, Oadenol’s Codex p.85

This marble of shines like a silvery mirror and imbues its bearer with a general aura of holiness. If the character avoids words or actions that obviously contradict this aura, anyone meeting her instinctively regards her as trustworthy and devout. If they don’t know better, they may assume he is a priest. The bearer receives one additional die to any Manipulation or Charisma rolls to gain trust or convince someone of her honesty. The bearer’s player gains a bonus equal to the average of her character’s Conviction and Temperance (round up) to any Social roll where the character tells the truth without exaggeration or deliberate deception.

Death-Sense Stone (Abyssal Hearthstone •••)
Book of Sorcery vol.3, Oadenol’s Codex p.85

This disc of opaque white enables the bearer to sense any deaths that occur within a one mile radius. He knows their precise location and can easily find the location. He can also sense and locate any deaths in this radius that have occurred within the last month and can tell the exact moment of each death. The bearer gains no information about a death other than its location and time.

Bloodstone (Hearthstone of Water •••)
Book of Sorcery vol.3, Oadenol’s Codex p.85

This faceted, rectangular stone is a deep sea green flecked with blood red. It purifies and controls the blood of anyone who carries it. While carrying such a stone, the bearer becomes immune to all non-magical diseases and poisons, from arsenic to plague. The Exalt also gains no effect from alcohol or other intoxicants, other than enjoying their taste. In addition, the bearer automatically resists all magical poisons, such as Yozi venom or poisons produced through Charms or thaumaturgy, though he still suffers some effect (see Exalted, pp. 130-131). Finally, the bearer also never bleeds, even if a limb is severed. Although all wounds produce normal damage, the character never loses blood from her body and so never need worry about bleeding to death.


Talismans & Prayer Strips
Core Book p.379

It is human nature to attempt to persuade fate and chance to change their course. Some pray to the gods, while others carry magic charms and talismans to bring them luck. In the world of Exalted, these methods are quite effective, if unreliable. Most talismans are generated by a natural event—a stroke of good luck, a noteworthy deed—whose magic lingers in mementos of the incident. Individuals seek out the best mementos they can find and cross their fingers.

Talismans can also be created by thaumaturges and occultists, Exalted and otherwise. By combining materials pleasing and displeasing to the spirits and the gods, a magician may seek to make a lucky item. The raw materials for such an undertaking are often costly, and the results are uncertain, but the chances of success are better than attempting to get a talisman by gathering mementos. Both sorts of talismans are offered for sale, though the buyer should beware of fakes. The natural sort usually have a cost between Resources 1 and 3, while the created sort begin at Resources 3 and go up from there. It requires a successful difficulty 3 (Intelligence + Occult) roll to create an effective talisman, though the difficulty decreases to 2 if the character actually has the memento of an appropriate event from which to work.

It is impossible to tell, from visual inspection, if a talisman is effective. A character with Occult 2 or higher can make certain simple tests on the item involving spoken words or passes of the hands. This testing requires a difficulty 1 (Perception + Occult) roll. If successful, the character can tell whether the talisman possesses true power.

The talismans described here represent just a small selection of the kinds available. For example, there are fertility talismans for crops, livestock and humans as well as charms for safe sea voyages and for luck in business. For every endeavor, thaumaturgy has produced a magical helpmeet, sometimes effective but often not.

It’s worth noting that the effects of multiple talismans of the same type do not stack. In general, a character will benefit from only the best talisman he carries, though the Storyteller might wish to extend some additional benefit to truly prodigious talisman collections.

Each type of talisman has an effect and lists the possibility of more potent talismans with two or three times that effect. A talisman with the basic effect has a talisman rating 1, with rating 2 talismans having double the effect and rating 3 being triple. Naturally occurring talismans usually sell for Resources equal to their rating, while manufactured talismans generally cost one or two dots more. Storytellers may allow characters to gain talismans through the Artifact Background—three total points of talisman rating, whether from one potent talisman or multiple weaker talismans, is approximately equal to one dot of Artifact.

Charms Against Disease
One of the rarest and most valued talismans is a charm against disease. Carried on a character’s person, this talisman adds one die to the (Stamina + Resistance) roll made to withstand disease and one die to the (Stamina + Resistance) roll made to overcome its effects. Used to protect a household, the talisman adds two dice to the (Stamina + Resistance) rolls made for all those within when they attempt to resist infection. However, the charm is effective only so long as the individuals are within the warded house. Very strong charms against disease have double or even triple these effects.

Good Luck Charms
Good luck charms don’t so much give a character good luck as protect him from bad luck. Once per story, a good luck charm will protect the character from the negative effects of a botch, either one the player rolls or one another player rolls that would hurt the talisman-carrying character. This protection may have indirect effects. For example, if the character is aboard a ship that crashes into a shoal due to pilot mishap, he might be picked up by a passing ship or might find a floating spar and be cast safely ashore. Very powerful good luck charms will negate two or three botches in a single story.

Naturally occurring walkaways are created from mementos of an impressive accidents where the survivors should have been killed or maimed, but instead emerged unharmed (hence the name). Once per story, an effective walkaway will negate one success on a single, life-threatening damage roll. Very powerful walkaways can negate two or even three successes, but they must all be from the same damage roll.

Warding Charms
There are different talismans that protect against the Fair Folk, spirits, elementals, demons or the walking dead. These charms cause beings of the appropriate type to suffer a -1 penalty to all their dice pools when attempting to affect the wearer. Very powerful warding charms might have double or even triple this effect. Magical beings can sense when an individual is warded against their power and often react with hostility. Warding charms are the easiest sort of talismans to make—reduce the cost and difficulty of the rolls involved by one.

Item Resources Cost
Premade prayer papers •
Special prayer papers ••
Small animal sacrifi ces ••
Large animal sacrifi ces •••
Burning rare incense ••••
Found good luck talisman •
Found disease talisman ••
Found warding charm •••
Created warding charm ••••
Created good luck charm ••••
Created walkaway •••••