Charms are the natural expression of a character’s essence, a specific and trained way for their internal power to be expressed upon the world.

Typically, a character does not know they are using a specific charm: it is simply an instinctual channeling of essence to produce the desired effect.

System Presentation

Charms, and other powers, will have a header designating quick information.

Type: Reflexive; Scene
Cost: 1m

Type

The Type will designate the rules for how it can be activated, and how long the power will last, as follows:

Type: (Activation); (Duration)

Activation Types:

  • Simple. Consumes an entire Action.

  • Supplemental. Does not consume an action, but can only be activated on a character’s turn. Often, the text of the charm will describe some additional restriction—for example supplementing a Strike action.

  • Reflexive. Does not consume an action, and can be used outside of the normal turn order. Often will have specific conditions that need to be met to be used, such as “in response to being attacked.”

  • Permanent. Once purchased, this power is always active.

The duration then specifies how long the power will naturally be active for. This ranges from the remainder of the Scene, to days, to even stranger conditions. If a duration is not specified, the duration is Instant, meaning that it immediately activates and then dissipates.

Exalts may always prematurely terminate their Powers early, if so desired.

Resolving Timing Conflicts

If there is ever a timing conflict, such as with two Reflexive Charms going off at once, the resolution goes according to the defender’s choice.

If that is still unclear, there should be a contested roll using the relevant Finesse Attribute: Dexterity, Insight, or Wits.

Cost

The cost of charms is almost always designated in terms of Motes (m) or Anima (a). The character must remove the designated number of motes or anima from their sheet to activate the power. The motes or anima then must be regained through their natural means.

Prerequisite

Occasionally, a charm will require a prerequisite before being purchased, such as a different charm, or dots of a particular ability.

Universal Charms

Exalts will tend to use their powers to enhance their natural skills. These are grouped together as Universal charms.

While the effects of the powers are the same, the manifestation and method these charms may take will be wildly different. A Lunar might borrow the eyes of a falcon to see further, while an Air Dragonblood would create a focal lens out of the air—but they both would spend the same number of motes and end up with the same perception advantage. The Player should be encouraged to take their own unique spin on the Charm.

Universal charms require that the character have at least 1 dot in the associated Ability. Even the power of the Exalted cannot enhance a skill that does not exist.

Greater and Capstone Powers

Some Powers are designated as Greater or Capstone Powers. These powers require extra skill and precision to use, and so cannot be learned until Essence 3 or 5, respectively. Normal charms are sometimes called Lesser Charms, to help differentiate between the tiers.

There are very few Greater or Capstone Universal Charms—these almost always the domain of Exaltation specific areas.

Unstoppable Force, Immovable Object

As the player enters into the Capstone level of play, they will start to gain some extremely powerful Charms that simply declare that something happens. This can run aground of other effects of equal power that may something different happens. The classic situation is a Power declares that it hits another, while another Power declares that they are not hit.

Whenever a situation like this occurs, the two side should immediately perform a relevant Contested Roll (e.g. Accuracy vs. Defense) to see which Power overwhelms the other.

As consolation, the losing side regains half of the motes/anima spent to activate it (rounded up), and does not “use up” the Power if it is limited use—such as once per Scene.

Custom Charms

Making and using Custom charms (or other powers) is completely encouraged. Creating a charm follows much the same rule as a Strife: “Is this cool?” and “Does it enhance the story to have?”

Judging Level

  • Lesser means this will be a standard power for an Exalt—something they would have with little training or experience. Remember that Exalted is a high-powered system: simple tricks are something you can do with a roll, and don’t require a dedicated charm!

    These typically cost 1-2 motes to activate.

  • Greater powers will be those that fundamentally changes how your character plays and interacts with the world, and are only available after concentrated study and enlightenment. Greater Powers represent someone who is a master at what they do.

    These typically cost 2-3 motes, or 1-3 anima.

  • Capstone powers are those whose presence and use will utterly warp the narrative around them, reserved for only the highest and most powerful of Exalts. Capstone Powers are reserved for Exalts of Legend, which is why Solars with their Supernal Force are so terrifying.

    These typically cost 3-6 anima.

Archery

Arrow Storm Technique

Type: Simple
Cost: 2m

The sky becomes filled with a barrage of arrows, blotting out the celestial bodies with their mass before they come crashing down into their foes.

The Exalt makes an Archery Strike against up to (Archery) foes within an adjacent Zone. All creatures with a Defense less than the attack take (½ rounded up) of the normally calculated damage.

Dragonfly Finds Mate

Type: Permanent

The arrow flies true and with purpose, deflecting any incoming projectiles before they have a chance to hit their intended target.

Against any ranged attack, you may define Defense as (Dexterity + Archery)/2. This may be used to Defend Others across Zones equal to your weapon’s Range.

Inescapable Judgment

Type: Supplemental
Cost: 1m

The Exalt locks their senses onto their target, imbuing Flows of Essence into their bolt to protect its inevitable journey.

No Disadvantages from environmental effects, such as visual conditions of darkness, smoke, or environmental effects such as high winds will harm the path of the projectile. Cover and line of sight still apply.

Splitting the Arrow

Type: Supplemental
Cost: 1m

The Exalt strikes with unerring accuracy and lethality, finding the smallest chink of armor and exploiting it.

The Archery Strike bypasses Defense and Block, only targeting Evasion.

Wise Arrow

Type: Supplemental
Cost: 1m

With perfect control, the Exalt lets loose a bolt of a perfect arc to strike their target.

So long as there is a physical path to their target, such as over barriers, through doors, or even between slits of a door, the Exalt may make a ranged attack against their foe, ignoring any cover.

Athletics

Feather Foot Style

Type: Reflexive; Scene
Cost: 1m

The Exalt may run up walls, cross liquids, and even run across the underside of a horizontal surfaces, such as bridges or roofs, so long as they continue to run.

Flashing Anticipation

Type: Reflexive
Cost: 1m

You strike before the opponent can gather their thoughts. You may interrupt the natural turn order, taking your action before a target character. However, this will limit you to 1 single action, rather than 2.

Graceful Crane Stance

Type: Reflexive; Scene
Cost: 1m

The Exalt has perfected balance, and suffers no penalties from rough or unsteady terrain. They may effortlessly walk across things far too narrow or weak to normally support them.

Lightning Speed

Type: Supplemental
Cost: 1m

The Exalt may double their running speed for a specific task, blazing off with great abandon. For races and tests of speed, the Exalt may add (Essence) successes to their roll.

In combat, this allows a person to cross an additional Zone on a move action.

Reed in the Wind

Type: Reflexive
Cost: (1m per 3 Dmg.)

Matching their rhythm to their attackers, the Exalt can minimize even the attacks that do manage to land.

For every mote spent, reduce incoming damage by 3 Health.

Soaring Leap

Type: Reflexive; Scene
Cost: 1m

The Exalt increases their leaping distance, allowing them to cross chasms and scale buildings. They may effortlessly leap a single story vertically or horizontally in one bound, and may continue to vault upwards if there is some surface firm enough for their force.

In addition, Exalts do not take fall damage from such leaps, nor from descending from all but the tallest of buildings.

Brawl

Fists of Iron

Type: Permanent

The fists of the Exalt become honed and suffused in the fires of passion, rivaling forged weapon.

Your Unarmed attacks gain 2 Points worth of Weapon Tags. They retain the Natural tag, and cannot become Ranged. If you have a Martial Arts Form that duplicates this effect, instead gain an additional +1 Point of Tags.

Force-Delivering Blow

Type: Supplemental
Cost: 1m

On a successful Brawl hit, immediately knock the target back one Zone.

Knockout Blow

Type: Supplemental
Cost: 1m

If your Brawl Strike would place the character below 5 Health, the target is immediately knocked unconscious, and will remain so for several hours unless specifically roused.

Outside of combat, this may be used on foes with an (Essence) score lower than yours, and you must succeed on a Brawl vs. Block roll.

Ox-Stunning Blow

Type: Supplemental
Cost: 1m

On a successful Brawl Strike or Maneuver against a target, force them to lose one of their next actions on their next turn. A target cannot have less than one action on their turn.

Sledgehammer Strike

Type: Supplemental
Cost: 1m

The fists of the Exalt can tear down even the most stubborn of structures.

On Feats of Strength, such as breaking through walls or destroying scenery, add (Essence)x2 dice. The Exalt is even able to damage walls made of magical materials, though must roll to do so.

Additionally, a Strike against animate beings (such as Earth elementals and golems), add (3) dice to the Damage Roll.

Melee

Blow Deflecting Stance

Type: Permanent

The Exalt gains Parry, which may be used as a Defense to deflect any incoming attacks, or guard others.

Their Parry score is equal to (Dexterity + Melee)/2.

Bulwark Stance

Type: Reflexive
Cost: 1m

You may reflexively defend anyone in your zone without taking an action.

Alternatively, you may sacrifice one of your next actions in order to move Zones and protect another within an adjacent Zone.

Call the Blade

Type: Reflexive
Cost: 1m

Return a weapon to the Solar’s hand, so long as a path exists for the weapon to follow. This charm may also be used to banish or summon a weapon from Elsewhere.

Iron Whirlwind

Type: Simple
Cost: 2m

With a rush of wind and flashing steel, the Exalt sweeps across the battlefield and cuts down all of their enemies.

Make a Melee Strike against up to (Melee) targets in the same Zone. If their Defense is less than the Strike, deal (½, rounded up) of your damage to each individual.

Perfect Strike

Type: Supplemental
Cost: (1m per Dmg.)

For every mote spent, deal an extra point of Damage on a Strike. You may add no more than (Melee) damage this way.

Physique

Increasing Strength Exercise

Type: Simple; Scene
Cost: 1m

The Exalt may lift, carry, haul, or otherwise exert such feats of strength far beyond their mortal limits—performing duties deemed impossible.

If a roll is required, they are guaranteed a minimum of (Strength) successes on their roll.

Visage of Force

Type: Reflexive
Cost: 1m

All who gaze upon the Exalt can see that their threats are not empty. On attempts to intimidate, threaten, or otherwise coerce another through physical means, you may immediately add (3) extra Dice.

Toxin Acclimation

Type: Reflexive; Scene
Cost: 1m

The Exalt resists any mundane toxin, poison, or psychotropic, and is granted +(3) dice to resist any supernatural version.

As well, they do not suffer ill-effects from mundane drink or other mundane recreational substances.

Ox-Body Technique

Type: Permanent

Gain an additional +5 Health. This charm may be repurchased as a Greater and then Capstone Charm.

Body-Mending Meditation

Type: Permanent

The Exalt speeds up their natural recovery when resting. They regain 5 Health every hour, or 50 Health on a full night’s rest.

Durability of Oak

Type: Reflexive
Cost: 1m

The Exalt can withstand nearly any blow thrown at them. Increase your Block by (Essence) against a single attack.

Thrown

Flashing Draw Mastery

Type: Supplemental
Cost: 1m

Pull all weapons thrown by the Exalt back to themselves, so long as a possible path still exists. This charm may be used Supplemental to an attack to perform a thrown attack from an unexpected angle.

Angle-Tracing Edge

Type: Supplemental
Cost: 1m

With perfect control, the Exalt lets loose a Thrown Attack that performs a perfect set of ricochets to reach its target, eliminating any benefit from Cover.

Cascade of Cutting Terror

Type: Simple
Cost: 2m

Target all foes within the same zone you occupy, and a single adjacent one. Make a Strike: any targets with a Defense less than the attack are hit with half of the calculated damage, rounding down. Cover zone

Any supplemental damage is applied only to a single target.

M and make a Strike. Any who has a Defense less than the attack are hit and take damage

When making a Flurry Decisive attack, add +1 Damage per target. Groups grant +1 per Size scale.

Fan of Blades

Type: Supplemental
Cost: 1m

The Exalt spreads out a hundred blades, ensuring that at least one will hit. They may target Soak instead of DV on their Thrown attack.

Joint-Wounding Attack

Type: Supplemental
Cost: 1a

On a successful Strike disable the use of a limb of the target for a day. In combat this lasts at least 3 rounds, or until the character takes a considered action above difficulty (3) to restore functionality.

Bureaucracy

Foul Air of Argument Technique

Type: Simple; (Essence) Weeks
Cost: 2m

The Exalt knows that a few well placed words are all it takes to crash the trust of an organization. Exploit the weaknesses of a regional organization, or a local charter. For the next (Essence) weeks, that organization becomes mired in in-fighting, red-tape, and miscommunication. Only one target may be so influenced at a time, and the same target cannot be affected more than once a Season.

Infinitely-Efficient Registrar

Type: Simple
Cost: 3a

Immediately push a friendly and cooperative organization to finish a task of monumental proportions. What normally takes months to complete takes but hours. This charm may be used to force a Bureaucracy Project to immediately complete.

The Player may go into resource debt (up to 3 Res, 1 Keystone) if using this on a Project. The Obstruction roll(s) of the Project are immediately resolved and interpreted in this light—and may be postponed until later.

Speed the Wheels

Type: Simple; Month
Cost: 2m

Cutting efficiently through red tape and other impediments, the Exalt may speed the machinations of an organization. They will double their speed on a particular task for one month.

Alternatively, the Exalt may jam up the organization with some well placed words, slowing down a task by ½ of its original pace.

Testing the Waters

Type: Simple
Cost: 2m

Studying the actions of those in a court, the Exalt may quickly predict what future Political action the subject will embark on, ranging from how they will vote, to whom they will speak with next.

Perform an opposed Bureaucracy roll. On a success, the Player may perform a “Read Intentions” act on the subject to ask a question regarding their target’s current intended political action.

Unknowable Visage

Type: Permanent

Through vast experience, the deft Politician knows exactly how to disarm and dismiss probing questions.

Their political actions always keep opponents guessing. If an opponent attempts to “Read Intentions” after performing a such a Political action, gain +(Essence) on their defense.

Command

Command-Breaking Stance

Type: Simple
Cost: 1m

A skilled commander knows what brings drilled groups together, and what can break them apart.

The Exalt breaks up a group of Lesser Foes, causing their next actions to be lost as they reform.

Direct Orders

Type: Simple; Scene
Cost: 2m

The Exalt may take charge of a group of allied Lesser Foes, directing their action, and granting them a moderate advantage on that action for the remainder of the scene. This boon cannot be stacked.

Fury Inciting Speech

Type: Simple
Cost: 1m

The Exalt immediately Instills anger, rage, or a similar emotion into any mortal or sapient creature that can observe the Exalt with an Essence Rating less than their own.

Organization of Command

Type: Supplemental
Cost: 1m

The Exalt may command across large groups with great ease. When commanding a Group to Perform a Task, the Exalt may negate any Resolve bonus from being in a Group.

Ritual of Endowment

Type: Permanent

You may now perform Projects to grant the Rank 3 Endowment Merit to those with significant ties to the character, granting them access to a single Supernatural Ability.

Note: This charm does nothing for Exalts that have no supernatural abilities, such as Solars.

Rulership-Gazing Eye

Type: Reflexive
Cost: 1m

With but a glance, the leader of a group can be immediately recognized if present, even if that leader is acting through a proxy. If they are not present, the Exalt recognizes this fact.

This charm immediately succeeds against any mundane group interaction, but against an unnatural foe requires a contested Command vs. Subterfuge roll.

Integrity

Enduring Mental Toughness

Type: Reflexive; Scene
Cost: 1m

For the scene, remove any Disadvantages to Resolve caused by pain, illness, or other such physical anguish that the Exalt is enduring.

Heart-Hardening Response

Type: Reflexive
Cost: 1m

Calls to pure emotion are easy to spot, and the Exalt has become trained to resist them.

Against any Influence Intimacy rolls that employ emotion, raise the Exalt’s Resolve by +(Essence).

Mind-Cleansing Meditation

Type: Permanent

Once per day, the Exalt takes a ritualistic rest of the mind, focusing inward on meditation, reviewing and renewing their mental fortitude.

On purchase of this charm, select one of the character’s Intimacies. So long as the Exalt is able to keep up their daily meditations, none are able to use that Intimacy as leverage for social influence. This may be repurchased as a Greater charm to protect all of the Exalt’s Intimacies in such a way.

Integrity Protection Prana

Type: Permanent

The Exalt is able to resist the ambient and intoxicating energies of places such as the Wyld, and other such places of abundant swirling essence that seek to change and alter their body. Against directed effects, such as from a Fae, the character gains +2 Resolve.

This does not protect against secondary effects—such as being burned by Wyld Fire, and this protection will breakdown against the most intense ambient energies, such as those in the deepest part of the Wyld.

Righteous Lion Defense

Type: Permanent

The Exalt becomes one with their own Intimacies, and instinctively knows when people are attempting to lead the Exalt to take action against them, no matter how sweet their words or naive their intention may be.

Additionally, if the Exalt ever finds themselves in an impossible situation where they would have to betray one of their Intimacies, they will find a new, seemingly impossible path that they will be able to successfully pursue.

Investigation

Attentive Listener’s Ear

Type: Simple
Cost: 1m

The Exalt brings a friendly and relaxing air with them, pushing others to more easily speak their mind—and spill their secrets.

On any attempt to prod someone for information, sift through a rambling story, or otherwise parse a spoken testimony, gain +3 dice.

Crafty Observation Method

Type: Simple
Cost: 2m

Examining undisturbed physical evidence, the Exalt is able to reconstruct what happened to bring that object to its present condition.

You may immediately, and without a roll, Recall a Fact about the Scene, focused on a particular object. This may only be used once per Scene.

Irresistible Questioning Technique

Type: Simple
Cost: 2m

Through either compassion or terror, the Exalt is able to force words out of even the most stubborn of witnesses.

As a question and immediately roll Investigation vs. Resolve. If successful, the target will reveal one useful fact related to a question—either by spilling it directly through words, or indirectly through something such as a subtle glance. If the target has no useful information to give, that fact is relayed instead.

Motive-Discerning Technique

Type: Simple
Cost: 1m

Immediately make a Read Intentions roll against a target, without need for them to take an action.

Watchful Justiciar’s Eye

Type: Simple; Scene
Cost: 2m

By observing for an action, the Exalt can identify which characters of the scene are behaving outside what would be considered normal for the scene. They may also keep track of all characters and their actions, so long as they do not leave the place for more than a brief moment.

The Storyteller must inform the character of any suspicious movements, or disappearances of characters in the scene.

Performance

Dance of Flashing Swords

Type: Simple
Cost: 1m

After the fact, the Exalt can explain away that a particularly egregious action—a fight, explosion, or similar altercation—as a spontaneous act of street performance. Most will accept this at face value, but gain a Moderate Advantage to convince others.

Irresistible Diversion

Type: Simple; Scene
Cost: 2m

The performer can command attention to themselves, making sure that they and only they are noticed by onlookers. Characters with less (Essence) than the Exalt cannot turn their eyes away from the performance until it is finished, and others can be entranced by a successful Performance vs. Resolve roll.

Mood-Inducing Music

Type: Reflexive
Cost: 1m

The Exalt provides appropriate music, inflaming or dampening emotions in the scene. Attempts to Influence, Instill, or otherwise capitalize on Emotion are granted a Moderate Advantage or Disadvantage, at the choice of the Player.

Phantom Scenery

Type: Supplemental; Scene
Cost: 1m

The Exalt may conjure scenery, props, or other phantoms as extensions of their anima, showing up as distorted, shadowy figures. In typical application, such as on stage or during a structured performance, this illusion does not arouse suspicion of the Exalt’s nature—people will be primed to believe this is just stage magic. In other circumstances, the Exalt must use a contested (Performance) vs. (Awareness) roll to disguise this as a mundane effect.

Shining Expression Style

Type: Simple
Cost: 1m

The Exalt embodies a specific Emotion, folding it perfectly into their performance. All who watch are struck with the raw power of that emotion, and cannot help but resonate.

Any who view this with a Resolve less than (Essence)—including their allies—will openly display an Intimacy related to the Emotion.

Soul-Firing Performance

Type: Supplemental
Cost: 1m

A performance can speak directly to each individual, as though it were a one on one conversation. With a Performance Roll, ignore any Resolve bonus from being in a Group.

Socialize

Dauntless Assayer Method

Type: Reflexive
Cost: 1m

The Exalt, on failing a Read Intentions roll, may try their roll again. The Player must describe a small action that allows for a new roll, from spilling a drink, readjusting their observing position, or simply clearing their mind.

Discretionary Gesture

Type: Reflexive
Cost: 1m

A chain is only as strong as its weakest link—a fact known by any in the socialite circles. Through subtle (and not-so subtle) means, the Exalt can interrupt an interrogation of one of their compatriots, using their own Resolve in place of their Ally’s.

Easily-Discarded Presence

Type: Reflexive; Scene
Cost: 2m

It is easy to make people believe what they want to see. On activating this charm, the Exalt specifies a false Intimacy or intent, which is seen as truth to any who fails a “Read Intention” action against the Exalt.

Excellent Friend Approach

Type: Permanent

The charms of the Exalt are hard to resist. So long as there is no specific reason against it, Mortals and beings with (Essence) lower than the Exalt’s will be friendly and cordial to them, even if they have just met, and they gain +2 dice on their first Social roll against a target.

Irresistible Salesman Spirit

Type: Simple; Day
Cost: 2m

On a successful Socialize roll, instill a near-obsession level of fascination, idea, or desire for a product in the target—so long as it does not conflict with an existing Intimacy.

For a day, the target(s) gain an Intimacy towards the specified product, and will attempt to pursue it, potentially leaving their posts or other aspects of their life temporarily behind.

Mastery of Small Manners

Type: Reflexive; Scene
Cost: 1m

The Exalt may quickly understand and emulate local mannerisms and customs, ensuring that they blend into the society around them. They suffer no ill effects from being an outsider, quickly acclimating to and understanding new customs with but a simple glance.

Subterfuge

Mimicry of Form

Type: Simple; Week
Cost: 2m

After studying a mannerism of a target for a short time, such as handwriting, voice, or even walking pattern, the Exalt may replicate it as needed for a week, gaining (3) additional dice to do so.

Hidden Meaning

Type: Supplemental
Cost: 2m

The Exalt hides their true meaning in inflections, allusions, and other roundabout ways of speaking, writing, or other methods of communication.

The intended contact will be the only one who can divine the true meaning of the conversation, but others may make a contested roll (Cunning + Investigation) vs. the Exalt’s (Cunning + Subterfuge) to notice that there is a coded message.

False Pursuit

Type: Simple; Scene
Cost: 2m

On a successful (Charisma + Deception) roll against the Resolve of a target, they become convinced that an ultimately benign or small point of the Scene holds great value to their current goal. For example, they may be convinced that the blades used murder are made of a special composition, which is a keystone to their case, despite the blades being only slightly out of normal make.

Flashing Quill Atemi

Type: Simple
Cost: 1m

With just a short moment in possession of a written text, the Exalt may insert, expunge, or replace words as they see fit. No mundane means or mortal characters will be able decipher the difference between the altered content.

An Exalt, God, or other creature of power must successfully contest the Guile of the forging Exalt to notice that the document has been altered at all—let alone what specifically has been altered.

Mind-Wiping Gaze

Type: Reflexive; Scene
Cost: 3m

The Exalt pierces the target with a gaze that penetrates the very soul, extinguishing the flame of memories.

Interrupt a target taking a Social Influence action, or who is attempting to communicate in a way. On a successful Subterfuge vs. Resolve roll, the target loses their thoughts and memories regarding their action and immediately fails on their action. In addition, they cannot remember to pick the task up again until after the scene. This may only be done once per scene.

Awareness

Inner Eye Focus

Type: Reflexive; Scene
Cost: 1m

Eliminate all mundane Disadvantages caused by visual conditions such as smoke, fog, and darkness.

Supernatural forces can be overcome with a (Int. + Awareness) vs. (target Essence) roll.

Living Pulse Perception

Type: Simple
Cost: 2m

The Exalt expands their soul into the world around them, feeling the flows of Essence around them.

Make an Awareness roll. All character in the Scene with a (Stealth) lower than the roll have their presence briefly acknowledged. Creatures that are not part of Creation—such as Demons, Fae, and those whom have purposefully cut themselves off, gain +2 against this sense.

Sense-Destroying Method

Type: Simple; Scene
Cost: 2m

On touching a target with a successful (Awareness) vs Defense roll, the Exalt can impede one of the classical five senses at their choice for a scene. Only one sense of a target may be clouded per scene.

This effect is considered a Moderate Disadvantage, and can be cleared with a dedicated roll that exceeds the Awareness value of the Exalted.

Surprise Anticipation Method

Type: Permanent

The Exalt suffers no penalties to Awareness rolls occur due to being tired, exhausted, or other similar mental disadvantage. Awareness rolls may always be made while asleep.

Uncanny Perception Technique

Type: Permanent

The presence of dematerialized, intangible, or otherwise spectral creatures may be natively detected—although the precise location still remains a mystery. The creature may attempt a contested (Awareness) vs. (Stealth) roll combat this.

This sense will manifest in all manner of strange sensory phenomena appropriate to the being: a chill of winter, coppery taste, or the sound of bells. As well, this sense is distinctive to the specific being, allowing for recognition upon sensing it again.

Craft

Workshop Without Bounds

Type: Permanent

In the hands of the Exalt, a simple rock can become as strong and resilient as a blacksmith’s hammer, and a grand sword as nimble as a paring knife. The Exalt suffers no Disadvantages from improper or damaged tools.

There is a limit to this charm for extremely specialized tools, such as delicate changes to the flow of essence lines in an Artifact.

Discerning Craftsmanship

Type: Simple; Story
Cost: 2m

The Exalt studies an object, forming its composition and structure into their mind.

For the remainder of the story, the Exalt is granted +2 dice on efforts to mimic the style of the original artist. They also may use (Insight + Craft) with a +2 dice advantage to study other objects to recognize it as the crafter’s work, and not a forgery.

If this current object they are studying is in fact a forgery, difficulty to recognize this fact is lowered by 1.

Deftly Applied Tools

Type: Supplemental
Cost: 1m

All things, with the proper study and analysis, may be approached without the need for brute force. During Feats of Strength, such as lifting, carrying, or destroying crafted materials, they may use (Wits + Craft) roll instead.

Crack-Mending Eye

Type: Permanent

Projects to repair, alter, or destroy crafted materials such as Manses, Artifacts, and other such physical goods are now 1 scale lower. (i.e. Minor repairs now are at -3 to Scale, Major at -2, and Monumental at -1).

Mark of the Maker

Type: Simple
Cost: 1m

Glean immediate insight into the original purpose, material makeup, age, and other such information while studying a Crafted object. Often, you are able to glance into the very emotions of the original craftsman at the moment, seeing it in the handiwork of their creation.

Lore

Absence of Thought

Type: Simple; (Day+)
Cost: 2m

Sometimes, knowledge can be a burden. On touching a character, and on a successful (Int. + Lore) vs. Resolve roll, purge a thought, idea, or other-self contained concept from the target’s mind.

This absence of knowledge is guaranteed for a Day, after which it may return based on the Storyteller’s discretion.

Concept-Forming Thought

Type: Simple
Cost: 1m

The Exalt can manifest their ideas into a concise, easily-understandable format with no chance of misunderstanding.

Simple ideas and commands can be immediately transcribed onto a physical document and replicated. More complex thoughts, like entire tomes, need to be transcribed over a course of a night.

Endless Depths of Knowledge

Type: Permanent

Once per Session, Immediately Recall a Fact without a roll. This Fact can directly help the scene. This Fact may still be vetoed for self-consistency by the Storyteller.

Flowing Mind Methodology

Type: Permanent

On purchasing this charm, designate a non-player character that has a significant connection to the Exalt, such as an Ally or a Ward. The Exalt may only designate (Essence) targets in total.

Whenever the Exalt gains xp, the targeted character will keep pace, staying at around ½ of the total xp the Exalt has.

Strange Tongue Communication

Type: Simple
Cost: 1m

Bypassing any language barriers, the Exalt can communicate a self-contained concept to the target. The concept may be moderately complicated, such as directions to a place, but does not include any subtleties of language, or allow subterfuge.

Sagacious Reading of Intent

Type: Simple
Cost: 2m

After analyzing a written (or otherwise recorded) work, immediately glean insight into the writer’s state of mind, general well-being, and motivations behind the writing. If they were trying to hide such matters, the character may make a contested (Lore) vs. (Subterfuge) roll.

Medicine

###

Banishment of Pain

Type: Simple; Scene
Cost: 1m

Upon touching a target, the Exalt is able to calm and ease the physical pain they are under. While it does not cure the underlying cause, it allows the target to focus without mental clarity, or even escape from being bedridden for a time.

Giving of the Self

Type: Reflexive
Cost: (1 Health)

So long as you are able to touch another, you may sacrifice your own Health to gift it to another, no more than (Essence)x5 per turn.

Walking Amongst Death

Type: Simple; Scene
Cost: (1m per target)

You concoct some sort of remedy or potion to give to targets, specifying specific instructions that contains one flaw—they must hold onto a branch of herbs, breath through a mask, or drink a sip of a tonic every 5 minutes, for example.

For the remainder of the Scene, so long as your targets adhere to your rules, you cannot be afflicted by a specified toxin, disease, or parasite.

Wholeness-Restoring Method

Type: Simple
Cost: 3m

So long as they have the non-decayed tissue, or a suitable prosthetic, the Exalt may reweave severed body parts into their patient with little but a scar. This process will require a Day for the patient to recover from.

Wound-Mending Care

Type: Simple
Cost: 2m

Touching the target, you may immediately heal them for 5 Health.

On rolls to treat the sick and injured, this may be used to increase a Medicine roll by +3 dice.

Grizzled Cataphract’s Way

Type: Permanent

The Exalt always remains vigilant and may keep watch, pilot ships, or guide horses without sleep without penalties. This may be done up to 3 consecutive nights in a row.

Master Maintainer

Type: Permanent

No accidents, such as horseshoes falling off, ships springing leaks, or wheels falling off of wagons will happen under the Exalt’s care, so long as the exalt is able to spend moments attending to their mode of transportation each day. Even the most shoddy of ships will hold together for a trip, or the sickliest of horses keep their breath.

Deliberate sabotage may be uncovered with a roll during the Exalt’s maintenance.

Sometimes Horses Fly

Type: Reflexive
Cost: 1m

For an Action, the Exalt’s mode of transportation is able to defy conventional movement. Horses can run across rushing rivers, ships barges across land, and wagons can sail across an empty canyon.

Terrain Conquering Path

Type: Simple; Scene
Cost: 1m

The rough terrain of the deepest of jungles and the maelstroms of oceans hold little sway over the Exalt. They may ignore such disadvantages on their Navigation rolls.

Traceless Passage

Type: Simple
Cost: 2m

When purchasing this Charm, the Exalt chooses a favored terrain, such as city streets, jungle, desert wilderness, or river passages. The Exalt may disappear with up to a Crowd of followers into this terrain, leaving behind no trace or chance for pursuit.

In any other terrain, this charm may be activated to disguise their tracks, increasing the difficulty of any pursuit by (Essence).

Stealth

Blurred Form Style

Type: Reflexive
Cost: 1m

The Exalt may sink into hiding, even in the middle of an open field. The suffer no penalties from a lack of cover or items to hide behind.

Easily-Overlooked Presence

Type: Simple; Scene
Cost: 2m

The Exalt easily blends into a crowd, becoming impossible to pick out from a sea of faces. So long as the Exalt takes no distinct or overt action and stays with the same crowd of people, they cannot be found by anything except for systematic checking of each individual.

Lightning-Hand Sleight

Type: Reflexive
Cost: 1m

The Exalt is unseen in their movements, and may reach out and swap, change, or tamper with anything that is within reach without anyone noticing, so long as the alteration is smaller than a hand. This alteration will not be noticed for at least (Essence) hours, or until the time when it is directly inspected.

Lock-Opening Touch

Type: Reflexive
Cost: 1m

Gain +(Essence) automatic successes on any attempts to open a lock, knot, gate, or other contraption used to bar people’s way.

Magpie’s Invisible Talon

Type: Supplemental
Cost: 1m

Extending their Essence, the Exalt is able to manipulate objects at a distance of up to (Essence) meters away.

Shadow Victor’s Repose

Type: Reflexive
Cost: 2a

After landing a successful Strike, the Exalt disappears into the shadows, becoming hidden from all sight. All opponents must roll (Wits + Awareness) vs the Exalt’s (Cunning + Stealth), or else loose track of the Exalt’s position.

Survival

Spirit-Tied Companion

Type: Permanent

On purchasing this charm, specify an animal, lesser spirit, or other creature with whom to form a willing bond with. This creature becomes unbreakable loyal to the Exalt, to the point of becoming an extension of the self.

The Exalt may treat their companion as an unquestioning Ally (3). They may peer through their senses if separated, though at a -2 dice penalty.

During combat, the Exalt may sacrifice one of their actions to have their companion perform a directed action. When doing so, the companion uses the Exalt’s Attributes and Abilities, though it may use its own natural weapon and armor. Otherwise, the companion is considered to be performing “other” duties in the background of the scene, such as corralling extras.

Hardship-Surviving Spirit

Type: Permanent

The fluctuations of heat and cold do not bother the Exalt, regardless of outfit. They will find the environment comfortable and suffer no penalties to rolls caused by the heat or cold save for the harshest of blizzards or the overwhelming presence of a volcano.

The Player should describe how their Exalt physically manifests this charm—a Lunar may grow a pelt of fur, or a Dragonblood may be covered in heat shedding layer of air, or if it is simply the force of will of the character.

Living off the Land

Type: Permanent

The Exalt will always find enough food and water to survive during their travels. They may guarantee provisions for at least a Group of people during their travels, so long as the land is not barren or hostile to life. While nourishing, the sustenance is not guaranteed to be palatable.

Friendship with Animals

Type: Simple
Cost: 1m

Animals may be calmed, so long as a mundane animal has no direct antagonism toward the Exalt, such as overwhelming hunger or protection of offspring. This will allow safe passage through a predator’s territory, or docile approach to even the most skittish of herbivores. Against semi-sapient creatures, such as Fogsharks, the Exalt gains (3) dice to their rolls.

Unshakable Bloodhound Technique

Type: Simple; Day
Cost: 1m

With but the most minute signs, the Exalt may always track their quarry. In addition, they gain (3) dice if they have an item of significant link to their quarry.