Exalted Outcastes
Exalted Outcastes
ㄒ廾乇 ㄖㄩㄒ⼖卂丂ㄒE丂
Creation is falling to chaos, and in those places beyond order’s boundary, criminals
dance with rebels, heroes rise from the ashes, bumpkins unveil hidden potentials, and
bastards defy fate. For the Scarlet Empire, those Terrestrial Exalted dwellings beyond
Despite their defiance of imperial academia and the absence of noble lineage, they stand
among the Exalted. Their journey may lack the prestigious halls of the imperial secondary
schools and the stamp of proper parentage, yet they undeniably bear the Exaltation as they
resurgence of the Anathema. Yet in the Scavenger Lands, amidst the enigmatic Forest
Witches, upon the roiling pirate waves, and within cities that scoff at imperial
authority, the societies of rivers and lakes have perennially embraced the unyielding
chaos.
But whether that chaos be new or old, the Anathema have returned. Nothing will ever be the
same again.
Are you ready to embrace it? Tame it? Or are you so lowly that you’ll merely survive it?
Tell me then, traveler, who you truly are? Take these 10,000 tokens of JP (Jianghu
Prestige), and build your legend for me. Your journey will begin five years after the
You may enter as a peripheral member of any peripheral group or identity outside the
‘mainstream’ society. All ‘outcaste’ work, whether it be Lookshy, the Western pirates,
or even stranger groups. Your origin will influence the nature of your presence.
outside of the Realms, you have Exalted with the blood of the terrestrial dragons.
Whatever the circumstance, while your path has diverged from the illustrious confines of
With the power of the Five Dragons, stride forth in glory. Whether it be the proper glory
of clan and kin, or a more selfish one seeking personal adorations, few can check your
ambitions.
You are one of the Dragonsblooded, Exalted of the Elemental Dragons. You
have Essence, can wield charms, learn faster than a human, and otherwise have the
abilities one would expect of an Exalted. You have an Aspect of your choice. While
you possess the great curse (barring perks or other measures that would protect
tricksters, manipulators, runaways, and the barbarians at the gate. They are a fallen
survivors. Though the outcastes might reject them, are they not the original outcastes,
and lords and ladies of exiles? They are born for these wild lands and will claim their
due.
You are a Lunar, an Exalted of Luna. You have Essence, can wield charms, learn
faster than a human, and otherwise have the abilities one would expect of an
Exalted. You are Casteless. While you possess the great curse (barring perks or
other measures that would protect you from it), it will fade after ten years.
connection, and anchor. In a world full of people trying to defy their fate, you want
little more than to find yours. Among those seeking to build their legend and leave a mark
on the world, you would be lucky to leave a mark in your mother’s memory.
Among all the Exalted, the Sidereal have the greatest organization and the strongest
foundation of any group in this fallen second age. So why are you a disaffected loner
You are a Sidereal, an Exalted of Maidens. You have Essence, can wield charms,
learn faster than a human, and otherwise have the abilities one would expect of an
Exalted. You have a caste. While you possess the great curse (barring perks or other
measures that would protect you from it), it will fade after ten years.
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̷͉͖̺̥͒̊͒͆̊ e̢͉̓̿̿̉m̧̘͕͇̱̾̈̓̽͘͝͏a̯̰͉̜̯͚̼̓͠ (4,000 JP)
̷̜͔̲͕͌̅̎̄͌ t̥͍̒̄̑̄͛̀h̰̝̦̏͌͝
Ą͚̘̜͍̰̏̒͆̃ͅna
The curse the Dragonsblood put down more than a thousand years ago. Tyrants of golden fire
who yoked the world with stolen divinity, undead monstrosities pulling the world into the
underworld, demons of the green sun… the glories and the nightmares. For a thousand
years, the Wyld Hunt suppressed them. Now? Now they’re back.
Even among outcastes, one such as you can find themselves hated and feared. But is that
really an obstacle? Maybe even the exiles hate you, but to hate is to care, and to care is
to open a door. An open door is more than you need to take… to take Everything.
Unconquered Sun, your kind has been shattered across many different natures. You
have Essence, can wield charms, learn faster than a human, and otherwise have the
abilities one would expect of an Exalted. You have a caste. While you possess the
(barring perks or other measures that would protect you from it), it will fade
the Princes of the Earth (or something stranger), you are just some god’s spawn.
Technically, it doesn’t have to be a god; maybe you’re the half-human child of one of the
Mountain Folk, the daughter of a ghost, a fairy’s love child, or a literal demon-spawn.
While your kind can be heroes, they aren’t the protagonists of the Second Era. That Fate
belongs to their betters. Still, despite this, you’re still at least better than a mortal.
You have non-human parentage, or were uplifted via magic, adopted into a
non-human legacy, or otherwise tainted, changed from the human condition. This
grants you some ability to develop your essence, unlocks petty powers born from the
mixing of mortal and divine, and access some of the abilities of your progenitor,
until you reach the natural ceiling your essence restricts you to.
You can pretty freely choose your Parentage within reason; if you want mommy
to be a Hekatonkhire, that’s fine, but you can’t have Loras with his power to have
spirit charms, unique and potent Arcanoi, and all Abyssal and Solar charms. A less
impressive (in the sense of what they could pass on to you) Hekatonkhire or Third
If you take this as an Exalted, know that your Exaltation will not interfere
perhaps you could arrive as-you-are. Whatever you have, that is what you have always had in
potent and invested Godsblood, while a Paragon is one of those rare Sorcerous Savants who
If you’re a kind of Exalt (or Exalt-like entity) that comes from a later edition of
Exalted, then this means your ‘kind’ of Exaltation now exists in this earlier version of
Creation. This can work for other templates that aren’t native to Exalted, but would fit
similarly.
For the purpose of discounts, you can use the appropriate discounts for what you look like,
You have awakened essence, playing along the lines of the supernatural
templates you possess. On its own, this merely means that you allow your templates
to ‘play well’ with Exalted Metaphysics. You can trust that abilities adapt to
make sense and work under the metaphysics of creation, gain the ability to fuel
themselves with essence, and your templates produce and can hold a modest amount of
essence, and whatever power sources they innately have now are also appropriately
does metaphysics or magical powers, you can freely say that your template now
If a template is some kind of Exaltation from some strange shard, but that
leaves them with some disadvantage or lack a normal Exalted would enjoy, this will
fix that issue. This is a modest effect; an Exalted vs The World of Darkness
Infernal would gain things like faster Essence Regeneration, not the ability to
charms they can learn, to pick up tricks or abilities that function in these early
For a second purchase, you can buy Growth. This grants the supernatural
template the ability to grow along ‘Exalted’ lines. Their native power now acts
as the base of charm trees, they can learn Sorcery or Necromancy as appropriate, can
learn some form of martial arts, probably can develop a ‘Hero Style’, and
otherwise can exalt-ify that template. Such charms will be in line with the
For a third purchase, not only will all your templates gain the ability to
grow in an ‘Exalted’ manner, but they can build upon each other, using each
other's abilities and magics and charms as prerequisites to build stranger powers
and unique paths, and otherwise combine into a whole greater than the sum of its
parts.
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C arms
Unless stated otherwise, all Charms cost 1,000JC.
On your journey through creation, you will need tools to rise above your lowly station. Over the
years, you have been born into or harvested 6 Lost Secrets. Each lost secret can be used to
buy a Charm. If that charm costs more than 1,000JC, it costs two Lost Secrets to take. If it
could make sense to take a Charm multiple times, you may take it multiple times.
You have the talent to be an outcaste’s outcaste, the idea so many of them pretend
to. Whether you live up to that potential is up to you, but you certainly have the basic set
First, you are a bit better than the average person on all of your basic attributes.
It’s nothing dramatic; if the average man was a ‘two’, then you’re at least a
But more than that; you express a nature strengthened by the five elements.
From Air, you’re a bit quicker on your feet, as if you had a Stone of Quick Thought.
From Earth, you are physically flawless, like the bearer of a Gem of Perfection.
From Fire, you deal well with both cold and heat, shake off many minor diseases, and
From Water, you are immune to disease and poison, and will not bleed, as if you bore
a Bloodstone.
From Wood, you excel at matters of survival and endurance through valor, as if you
You are not one to be pinned down by others' expectations or designs upon your
identity. Man? Woman? You are what you decide to be, just as if you bore a Stone of
Gender Transformation.
Lastly, outcaste society is a Dragonsblooded society, concerned not just with what
you are, but what springs from you. You can guarantee your children inherit any
inheritable trait you wish. Even if such inheritance should weaken, you can promise it
will not.
To be clear, this Charm won’t weed out traits. It’s a way of helping you pass
things on, not a way to engineer your children. That said, you don’t have to use it on any
trait you don’t wish to be passed down. Things will proceed naturally from that point.
While it’s easy to forget with all their strange magics, the exalted largely are
conventionally competent in a large number of skills. For most of them, their magic is
founded on translating normal skill into more abstract magic. And even the ones who have
more primal roots to their power find it easy to master most subjects. Indeed, while the
Exalted will have their talents, in general they will excel even in their weakest subject
That is to say, you begin this jump already skilled in all the ways you would expect
someone with your origin to be skilled. You could be a masterful occultist, skilled
orator, practice law, and be handy with a sword. In short, you have the training, practice,
and skills of an experienced Dragonsblooded Exalted who has been adventuring in your
origins’ career for about ten years, along with an appropriate number of charms for your
Origin.
Unnatural Glory
Whether it’s a gift pulled from an ancient tome, the blessing of a powerful spirit,
generational eugenics program, or something stranger… You have abilities most unnatural.
You can take five points worth of Hearthstone, and use them to model the ability.
Alternatively, you can take ten points of mutations. If there is an equivalent ‘power’,
you could take it instead (perhaps a couple of spirit charms granted through investment
could work, and many merits would make sense). These abilities are invisible and
undetectable outside of their effect upon the world, and you can generally ignore
Alternatively, you can take eight points worth of Hearthstone powers, sixteen
power. However, while normally hidden, whenever you use these abilities, they become
obvious, and in a way that demonstrates how you have diverged from humanity. While this
can be used in any alt-form, that alt-form will display the unnatural markings while the
Alternatively, you can take fifteen points worth of Hearthstone Powers, thirty
points of mutations, or some other equivalent unique and powerful ability. However, your
form is permanently and obviously changed; people will know you aren’t human without
extreme effort merely by glancing at you. You will have to decide at the beginning of a
Savant
While the Realm is often seen as the pillar of learning, in truth many of the
greatest savants learned their art from raiding ghost towns avoided by sane folk, at the
feet of ancient spirits, or by being born in Lookshy. You can count yourself among their
number, excelling at tasks related to magic and the sciences, and in all the
While this might just sound like ‘skill’, being a Savant passes beyond something
learnable in conventional ways; it’s as much supernatural as natural, and a true savant
is rare in these fallen days. That said, even in the eras where they were common, you would
have been a legendary savant, in much the same way owning the Eye of Autochthon would mean
Out among the suspicious folk of the threshold, sorcery is a mysterious power,
poorly understood and often feared. Yet the witches, sorcerers, and the heirs to the
Shogunate often wield magic that defies the understanding taught in the heptagram.
One purchase of this initiates you into either Terrestrial Circle Sorcery or
Shadowland Circle Necromancy. But more than that; magic that you wield is subtly more
powerful, flexible, reliable, effective at accomplishing your goals, and given to being
wielded in strange occult ways. You also become less likely to suffer for your use of
magic, with the strange dooms that sometimes stalk sorcerers passing you by.
While in the world and story of Exalted Sorcery is a potent thing, it flags when
condensed into rules. On taking this, you are guaranteed to be more in line with the
stories of sorcery, rather than its implementations. You also, explicitly, gain access to
Workings, as started showing up in the 3rd edition of Exalted, and can develop the same
Every additional purchase of this initiates you into another circle, but it also
makes your magic more subtle, powerful, flexible, reliable, effective, strange, and safe.
This doesn’t only apply to sorcery, but to any flexible system of occult power you
possess.
Retainers
While the stereotype for an outcaste is some loner vagabond (or adventurer,
depending on culture contest) ranging beyond the boundaries of the realm. In truth,
nothing could be further from the truth. Where in the realm there are enough Dragonbloods
to have such a thing as a ‘random low-key’, and many people cling to the thigh of the
Houses. Beyond it every Dragonsblood is a rare hero and tall tree to shelter from the
vagaries of fate.
You, like many Exalted, have a retinue of followers; at a minimum, an Aide-de-Camp,
Steward, Master-of-Arms, and Concubine. You don’t have to do anything to provide for them;
they’re less people than manifestation of Destiny, your fate to have a Retinue being
manifested.
These are neither companions nor followers, and while they may be slain, a
replacement will accumulate from the paradox of their absence over five days. These are at
a minimum heroic mortals, but as you grow more impressive, they’ll grow more impressive
as well. More fundamentally, they draw people to them, and they provide a lesser echo of
the providence that supports them. Each one of them will be able to support and retain
lesser servants to help them with their tasks. The amount of support they can offer keys
off of how secure and well off you are, how powerful you are, and how available help is.
It’s “expensive” for them to manifest further helpers from nothing, and the more you
give them to work with, the better they’ll provide for you.
The Aide-de-Camp draws to themselves those who will help with paperwork, smooths
out the necessary busy-work, and helps them perform secretarial work both minor and key.
They’ll manage the meetings for your household, and keep things in order.
The Steward will take care of the grounds, keep track of maintenance and
provisioning, helps with setup and tear down, and takes care of many of the physical tasks
you might need. The Master–of-Arms draws to themselves soldiers, security, bodyguards,
raiders, assassins; all the forms of violence you might seek to employ. The concubine will
draw to themselves musicians, cooks, dancers, artists… everything that makes life more
Some roles might be able to be fulfilled by multiple retainers; the Steward could
hire cooks as well; he’ll just do it under the mantle and with the fate of maintenance for
the household, rather than the pleasure of the household. You have some ability to move
resources ‘between’ retainers, biasing what they draw to you, though this happens at a
loss.
Family
For all that the Realm claims legacy, the last unbroken and ancient lines of the
Dragonsblood come from the Seventh Legion. Whether your line is thriving, or you are the
last remnant of it, you have been gifted with a wealth of ancestors playing martyr.
Upon taking this Charm, create five impossible ancestors, one of each Aspect. Each
of them achieved a height of essence only matched by the Scarlet Empress and wished to
pass that legacy on to their descendants. Each sacrificed through the Honored Ancestor
Exhalation, binding a will to mastery towards the subject of their specialization, born of
their Aspect.
pursuing, proving, celebrating, or growing that specialization, they can supplement their
own will with one born of their ancestor to enhance their actions.
Further, each of these ancestors left behind a wise advisor in their Well-Tended
Garden of the Soul. Through this, any descendant of theirs can realize what they would do,
or how they would approach a problem or subject. These ancestors only really have anything
to say about their specialty, but within it their advice is guaranteed to be exceptional
no matter how wise you become. If necessary, it will become wiser, simply to remain useful.
Uniquely, not only can you use this even if you’re not a dragonsblood, but so can
than beyond the boundaries of the realm. You have no House willing to take care of you so
long as you promise to have the requisite number of children. At best, your Gentes very
much require you to put out your best effort to support them.
you do. You have five strong connections with different groups. These can be general, or
specific; the more specific they are, the more favors, information, and influence they
give you. Though more general connections have their own value.
In each new jump, you’ll start with another five strong connections to leverage
Legionnaire
There’s a reason Lookshy is still independent. It is a living, breathing machine
that outputs war. When the Usurpation happened, they were the ones who controlled the
devolution to maintain their armaments. When the Realm rose, they maintained their
discipline. When it came time to fight, they alone retained a fraction of the glory of the
You know war. Not just how to fight; though you do have that skill. Nor how to fight a
war; though you could step into any role from general to cook’s assistant and excel at
the tasks both immediate and long term. But your real talent is in everything that makes
war possible. You can see the social-political realities needed to not be ready for the
war tomorrow, but the war a hundred years away. You can see what needs to happen to set any
culture on a trajectory of martial improvement. You have a preternatural sense for where
waste and loss are occurring, and your presence makes corruption more evident, unpleasant,
and uncomfortable for every role your role touches. This won’t disrupt your corruption,
combat, these blessings will echo themselves through your magic, granting shadows of
Directorate of Excellence
Creation is a brutal place where, if life is expensive, it’s only because of the
value of life measured in coins by the slave trade. Outside of the Realm, can there be any
real order?
Yes. Yes there can be. The Realm is not even the “most civilized” land within
creation. For all their reputations for being lawless brigands, the outcastes have built
as many places that seek to do better than the Realm, as they have made ones that live down
You understand what forces shape societies, how they shape them, and what can be
done about it. You have an instinctive sense of what forces are actually in play in
red meat for the base, and can see how they balance against each other, where they can work
together or where they compete. You are a lawyer par excellence able to work with both the
minutiae of the law and its implications as well as its actual application. You understand
how to gather data in a society and can build models and tools tailored to your preferred
level of intrusiveness. You can easily see how tasks and goals could be unified or divided
across different groups to tailor-made agencies and programs designed for effect.
As a final boon, your presence in a system smooths troubled waters, and makes
violating norms not only a more uncomfortable taboo, but one that invites greater censure
rather than letting it go unchallenged. This won’t cause problems for your own norm
In short, in matters of statecraft, politics, and law the only way to be better than
you is to be superhuman or wield magic. And not a modest amount of either. If you wield
magic in service to such things, these blessings will echo themselves through your magic,
Political Realities
It’s not unfair to say that the highest goal for Lookshy is stability. They have
stability. It is for this reason that they have permitted the existence of groups whom
they theoretically oppose. From bandits who stabilize chaotic regions, to well-connected
pirates, to uppity nation-states trying to disrupt the status quo. Lookshy is unlikely to
move against you, so long as they’re unsure of what the long-term consequences would be.
That’s mighty convenient, because something about you screams ‘terrible
consequences.’ No, not your actions, or you as a person. Rather, something about you
tickles the back of people's minds, sticks in analysts' craws… the certainty that if
something is done about you, there will be a butcher's price to follow. This won’t make you
friends. It won’t even get rid of enemies. What it will do is make it so that your enemies
are hesitant to deal with you, and will treat you with kids' gloves unless pressed or
enraged. That said, there are limits; sometimes all it does is mean you’re moved to the
their ability to twist fate to serve their narratives is legendary, yet one of the most
profound and potent bits of talecrafting has nothing to do with the rakshasa, but was
performed by two gods to minor to stretch their influence far beyond a single city.
When Spinner of Glorious Tales and Weaver of Dreams of Victory helped settle the
land that would become Great Forks, they had a problem. The Princess Magnificent With Lips
Of Coral And Robes Of Black Feathers threatened their new home. And so they wove dreams
and spun them into a story. Guarded by Shield of a Different Day, the two gods forged the
tale of Princess Magnificent’s final and permanent death. In the end, she was forced to
flee the land to escape some young hero rising up to embody the story, and strike her down.
Much like those gods, given time you can wield influence disproportionate to your
power. When given time and resources, your clever crafting can create effects well beyond
your own power, and persistent enough that even the mighty might find it better to avoid
it rather than confront it directly. This is more being able to make far more from what you
already can do than a change to what you can do. That said, it isn’t just refinement. It
does fundamentally stretch your limits when working on large projects and given ample
time, and it makes your works both last longer and resist diminishment. Any sufficiently
paltry trinkets of the modern era, and most Scavenger Lords make nothing new, in the North,
the Haslanti have raised the flag of progress. Using artifice that is far more technology
Like the Haslanti, your dreams are dreams of progress and innovation. Not only does
innovation and invention come easily to you, but you have a particular gift for dreaming
ways around a problem. The lack of the magitech infrastructure of the first age grounded
most of creation, but looked at another way the problem wasn’t the lack of
Where a Savant might outstrip you in pure technical skill, you can see your way
around problems that not only will the Savant not see past, but ones they won’t even
acknowledge. Oftentimes the ability to reframe a problem is more valuable than the
ability to overcome it. That said, this does come with a heaping of talent at invention and
To forget, to remember
One of the greatest plagues upon Creation are those unclean dead that cling
they once held, and bound to the dark fate of the underworld to hasten the end, their
existence is a perversion of what they once held in life. And that’s leaving aside the
Yet it isn’t unfair to say clinging to what was lost is a common affliction.
curses, spite, unhealthy obsession, and similar emotions, powers, influences, and forces.
This doesn’t mean you don’t care or that you force others not to care; it just means that
you care in the right ways, and when it’s time you can let go.
When clinging to existence becomes worse than casting aside your anchors, it
happens so naturally that only the most bitter ghost could hold on in your presence. That
said, if a ghost finds actual satisfaction in continuing even in their state, that isn’t
‘worse than casting aside their anchors.’ Even in such cases, most magics of the dead
are founded on attachment, and will be greatly weakened or countered outright depending
on your relative power. Likewise, many curses or other malevolent forces will simply fade
away, and the ones that resist will be damaged, or at least suppressed, in your presence.
Your magics all bear this influence, and you can develop magic that specifically
Going forward, you will remember the important parts; the parts that make you who
you are or teach you lessons, while those little barbs that accumulate in their memories
will be washed away with time. No matter how long you live, you will never drown under the
cynicism of endless memory that clings to its grudges, nor come to only find satisfaction
in nostalgia instead of living in the moment. Those around you will benefit from the same.
To Stand Guard
The 7th Legion stood, stands, and will continue to stand to defend the River
Province and give what support they can. There are many aspects to this duty, like
fighting the Fair Folk, as well as long-term tasks involved with it, like stopping the
armies of the Rakshasa. It even goes back to before the Usurpation, to the task the
Dragonsblood performed under their Anathema masters, like warring on the Unshaped.
It also, it must be noted, has been a task involving many conflicts with Faerie.
Much like the elemental pole of earth Mount Meru, you are a living pillar of
reality. Simply by being someplace, that place becomes more stable. Your touch and your
essence are like cold iron, pinning things into stable form. Your Anima is like the rising
of the dawn, washing chaos out of the world. Your steps beat a pattern into the world much
as the Order-Conferring Trade Pattern did during the first age. By deed and consequence is
chaos quelled and chained, as the world is forced to make sense in your presence.
In you is an order to contain all chaos and pin all things into form, and your
essence is always a tool well suited to that task. You may develop magics along these
More than that; in you is a spirit where chaos falters. Its temptations fall flat,
and its unpredictability reveals itself as nothing but a juvenile bucking of the obvious
answer for a worse one. Only by embracing order can chaos shake off the fundamental
the Wyld where all things exist. In doing so they risk mind and soul to find shelter, find
hope, find new places to explore, and new treasures to dig up.
Yet their journeys take a toll, the Waters of Uncreation wearing away at their
nature, until they simplify into caricature. This is a fate you will never suffer.
You are immune to any attempt to change or redefine you, your reality, or the story
of your life in any way that you would disapprove of. Your narrative, your path through
life becomes a ship properly secured against any changes in reality. Wherever you go, you
bring with you the existence you need to remain rooted. Yet like a ship can travel into far
waters, this allows you to visit and experience those places that should be beyond you.
You can even bring impossible things from the oceans of chaos just like a mariner of old
could bring back exotic goods from distant ports. At least, so long as you accept their
presence. And if you change your mind, you can always throw the offending item overboard.
This immunity to reality warping extends beyond you – you could, for example,
cover and guard a sailing ship. It’s also reciprocal; if your nature is toxic towards
They know endless stories of the horrors that eat men’s minds, rend their souls, and heap
armies and monstrosities upon creation in a never-ending tide. Yet if that was all that
chaos was, things would be easier. There’s a reason generation after generation is lured
beyond the boundaries, no matter what taboos and dark stories their elders pass on to
them.
There is wonder.
Chaos, it seems, loves you. For you, the veils beyond creation are easy to find,
hidden paths reveal themselves, guarded paths open, and seasonal paths seek you out at the
times of your choosing rather than theirs. Likewise, finding your way through chaos is
unnaturally easy; you move with a swiftness that even the natives can’t match. Nor is
But more than that, you are just fundamentally favored, lucky, in your journeys. And
while some journeys into the Wyld only find gossamer dreams that could never survive
reality, when you seek something from the Wyld you are far more likely to find something…
if not real, than meaningful enough to matter in the way you seek. Things born of chaos
usually find your presence pleasant in general, and Fairies and Rakshasa in specific.
In future jumps, this will apply to other realms of chaos, dream, fancy, unreality,
Be Someone New
The most feared ability of the Wyld is its ability to change you. Yet to those
gripped by it, it’s the most welcoming thing in the world - the call to become someone
more interesting, to leave the complexities of identity behind and become the story that
intrigues them.
Wise men run from this. Ambitious men seek it out, lock it down in specific paths
through Power Questing, and dreamers… well, dreamers just want the romance of it and
are unusually good at guiding the outcome when that’s a thing that can be done, and even
if you don’t guide it you tend to take on transformations you would have sought out. The
weight of transformation is less upon you than it would be another; you can bear more of it
harmlessly. And where there is a cost, you reduce it, defray it, over time escape it.
So long as you’re restrained in what you take on, it can even be safe for you.
Morality Play
The people in stories can be good or evil in a way that no living person, no matter
how Exalted, can hope to achieve. In the end, people are complex many-faceted beings, while
While many of those who travel the Wyld become simplified down to stories, you held
onto yourself. Instead, you absorbed the story it was trying to reduce you to and now can
Select a virtue; you embody that virtue to an impossible extreme. Yet like how an
author allows their favored protagonist to escape their flaws, you avoid the pitfalls of
such extreme virtue, and it cannot drive you to self-destructive actions unless you
choose to follow them. Your reserve of that virtue is similarly superhuman, and it
restores itself quickly. Within a couple of hours, you could go from complete mental and
As a character gifted with such virtue would never be weak of spirit, your will is
also unnaturally enhanced, and it restores itself more quickly, though this is not as
enhancing one, and it further stiffens and empowers your willpower. It may not be bought
Fateful Leitmotifs
The noble pirate exploring the unknown. The revenge-driven orphan forced from her
home… neither of these are true in ways that are both subtle and subjective, and blatant
and material, yet they are increasingly who Eos and Ossissa are. Eos can navigate the Wyld
and escape pursuit because that’s his story. Ossissa can tithe the Guild in blood and
treasure as she drives its agent to destruction because that’s her story. And Haletha
can’t catch them because her story is the heroic pursuer. Being a story can be a
a distinct, simple, and coherent one where you could describe a character in a story with
it in a single sentence, and people would have an idea of what you mean.
The world treats that archetype as a mighty world-warping destiny. Events work to
make it real, everything twisting off-kilter to support it. Your world has a style to it - a
pool of possibility-twisting events and outcomes to support and protect your narrative,
or to curse and turn aside those working against you. While this usually restricts itself
to looking like the possible, your story can burst through and just… add or take something
from the world in a process very similar to how some Rakshasa can reshape the world
through pure panache, though such elements normally happen out of sight in the background.
That said, while your story is strong, it can exhaust itself. When this happens it
will settle into the background, like a storm settling over warm waters to regenerate
itself. It could take mere hours for it to recover, or long days; the faster and hotter the
But this Charm is at its strongest when you are acting directly; you are the
protagonist, and your story doesn’t want to carry you (though it will). It wants you to
carry it. Every action in line with your story is at least a little enhanced, and the more
dramatic and storylike you act, the greater the enhancement. Moreover, every such action
Valiant Rebel
The guild hates the Pirates. They’ll speak of their thefts, of goods stolen and men
slain, and how Eos and Ossissa’s bands of brigands are costing everyone. Everyone else
just sees the wealth they spread around, the hated Guild being humbled, and their kinsmen
being freed from the yoke of slavery. There are many reasons the Guild’s attempt at
diplomacy has failed. Things are complicated, and the pirates offer simple answers.
kleptocrats who never met an exploitation they weren’t happy to inflict on their fellow
humans, and that they were happy to sell people to soul-eating monsters on the margin
That said, whichever side of the moral and ethical divide you fall on, you enjoy the
same reputational advantages as the Pirates. There’s always a reason for people to want
to side with you, the complexities of the situation end up presented in a way that
simplifies it in your favor, and the disruptions you cause seem to want to stick to your
enemies. At the same time, factors line up to spread your good reputation far and wide.
All that said, this charm isn’t enough to save your reputation with true enemies
who have personal causes against you. While foes of circumstance or professional
opponents may like you despite your conflict with them, your actual foes may hate you down
to the bone. But it will be seemingly impossible for them to move the needle of your
reputation as everything goes your way, their very efforts only sinking their own
reputation.
Gentle Hands
Whether this charm counts as ‘magic’, ‘place’ ‘waypoint’, or just a
‘dream’ is hard to say. It’s a place people can’t easily reach without your
permission, but how far away it is depends more on how settled and defined the land around
you is, rather than having anything to do with actual geography. In the unmapped wild
places, it could be less than an hour away, while deep within settled lands it might take
you weeks to travel to it. Appropriate charms can simplify this, and you can always reach
You may teach others how to find it, though you can also revoke the privilege. That
said, with sufficient magic, someone uninvited can find their way so long as the island is
currently hosting someone. If no one is ‘home’, the island doesn’t even exist, and so it
By default the island takes the form of cupped hands, bursting from the ocean floor,
though you may choose to use a different design. Regardless, it is not just a paradise, but
an impossible utopia. It is a storybook mix of nature and oddly well-preserved ruins, such
that every vista is unique. Birds deliver delicacies fit for the tables of the Incarna,
and wines would be forbidden treasures in the first age. Comforts and amenities rare even
within Yu-Shan are common enough that your least servant can enjoy them. Pleasant and
friendly fairies lounge about, eager to serve guests in every way, and the only thing
arguing against this being a dream is that the sheer decadence is far beyond most people's
imagination.
That said, you can’t bring any of the treasures or comforts of this place beyond
its boundaries. The fairy attendants have no shape or heart beyond the island, the food
turns into a fading mirage, and the bottomless reserves of treasures and comforts turn
into memory. You certainly can keep your own treasures here, and they will not be infected
by this place's nature, but you can’t leverage its exotic wealth beyond its boundaries.
That said, you can leverage it within it. When you have access to decadence beyond
the scope of many heavens, there should be ways of using that. Eos certainly does with his
land, there were lovers two. Kehiro and Cassandra's story was one short, in that way of
young lovers; and tragic, in the way of young fools. In the end, they found their slice of
When it comes to taking things from others, you are strangely successful. Defenses
falter or fail to be raised, difficulties are overcome, and everything goes weirdly
smoothly. This won’t eliminate all difficulty, nor leave your victims defenseless, but it
is a strong boon for your efforts, a strong malediction for your victim, and a strong
bridge to cross any gaps or holes on your taking and using what will soon be yours.
and their subtle aid was what allowed that generation to survive long enough to be driven
into exile. Among the first generation, several of them bore boons and banes from the
fairies that they carried with them for the rest of their lives, and those gifts and
This Charm works like Unnatural Glory, letting you take mutation points. Unlike
Unnatural Glory, it grants 8 points for hidden, 13 for revealed on use, and 24 for inhuman.
Also, unlike Unnatural Glory, the mutation points can be used for Fair Folk Charms.
and compete for your attention. And when they don’t have it, when you invoke love in
others and do not return it, it becomes devotion. Perhaps the lack of reciprocal feelings
for you to care in return. Even those not bewitched will be touched by your queerly
enchanting mien and grace. Truly few could refuse you or bar your way.
Few is not none. While your enrapturing nature is even stronger than Valentin’s,
don’t forget that his nature didn’t save him in the end.
Strange Blessings
It wouldn’t be wrong to call the Woods of the Witches cursed beyond all measure.
Built on tragedy piled on tragedy, filled with oddness not even the Gods or Primordials
remember the root of, it is a place that seems as if it should be secured and contained
more than used. Despite that, it has given the Witches everything they need to have a
You have to ignore that anywhere the guild operates after all, and the forest
You are exceedingly… lucky? Blessed? Talented? Oddly untouched? When you work
with eldritch things, if there’s a way it could work out for you, it probably does. And
even if there isn’t a way, it might anyway, and you’ll probably escape the consequences
even if you can’t make it work. More than that, you’re often able to establish the proper
use of… whatever thing you’ve built a relationship with and make its use a part of the
community.
Whether that be your band of friends, the cult you lead, or any entire city-state,
you can take that strange relationship and ground it as part of the rituals and traditions
of the community and have it work out. Generally speaking, it won’t even be a
particularly delicate system. The relationships you build with the occulted forces are
robust and only explode in everyone’s faces if someone really pushes the boundaries
If some horror is refusing to cooperate with your use, being willing to pay a price
can give you another chance. And if that fails you can usually get a third and final try by
raising the price to the morally perilous. That said… no one’s making you perform human
sacrifices.
Oddly Egalitarian
“It takes a village” is a principle that is probably more true for the
Dragonsblood than any other kind of exalted, but despite this, they are by far the more
fractious of the Exalt. Even the Abyssals, serving warring masters, are more likely to
find common cause compared to the sectarianism that seizes the Dragonsblood.
As far as it goes, the Forest Witches are a culture that genuinely does work
group of Dragonsblood seems immune to civil war. But on a day-to-day level, they work
Such things will be common in your life going forward. You have a kind of gravity to
you, that draws people of common cause to you. More than that, it pulls more strongly upon
more impressive agents. While mere mortals are simply more likely to fall through your
But this doesn’t draw them to you like it draws followers towards a leader. No,
it’s more a confluence of opportunities and interests. People simply find that pursuing
their own interests naturally dovetails into helping the rest of the groups' interests,
and the efforts and resources anyone in the community puts towards the collective good
Even without internal order or defined leadership, you can simply collectively
assertions, assert. Rather than seek external roots for your power, seek internal roots.
In this, it touches on a fundamental truth many know, but few think on. While anyone can
respire essence from the world, when in control and acting with power there is no need to
externally respire, for new essence is birthed through excellence. The goal then should be
to become a being independent of the world. Through this, one can become one’s own ideal.
You have achieved a small success on the path of the Blood Sutra. Even in stillness,
you constantly generate essence and refresh your spirit at a steady pace. This outflow
refreshes you and makes growth easier. You learn twice as fast as you did before, but more
importantly, your foundation is stronger and more certain, and barriers that slow your
progress or growth are weakened faster. Even barriers you shouldn’t be able to overcome
loosen - it’s not unthinkable for one such as you to initiate into Celestial Sorcery, or
finally fulfill the old Sidereal ideal of learning the Perfect Lotus as a Terrestrial
Exalted.
This can be taken a maximum of three times, to live every moment in a perfect
demonstration of inner movement. You may teach the Blood Sutra to others as if it were an
Integrity Charm.
when no one can oppose your decision on the fate of the prize. That the foundation of power
is the power to act and to strip others of their ability to act. Bureaucracy, law, and all
the accouterments of government aren’t the tools of power, they’re the barrier between
you and power. The true nature of Anathema isn’t to be some demon that possesses and
To oppose you is evil, so your virtuous Valor is always correct in purpose and
To achieve your goals is necessary, so your virtuous Conviction will always see you
through.
You are worthy of help, so your virtuous Compassion will always work for your
self-interests.
It is a perverse indulgence to have power beyond your reach, so your Temperance
always can be called on to restrain others and restrict their power and influence.
While acting in these righteous ways, your virtues are further fortified and can
achieve new heights. On a more subtle level, people without a strong will or self-identity
will get swept up in your version of event, of reality, until it becomes their truth
more truths evident to those around you. With two purchases, allies and minions in your
presence can express their virtues in these new ways. For example: it’s virtuous for them
to pursue your self-interests, and worthy of their compassion. Three purchases will
extend the expansion so that it remains active for twenty-five days from the last time
This can’t be bought more than three times. You may teach the Spear Sutra to others
it sounds.
its eyes. More than that, something about you supports the Sea, fuels it such that it will
not tolerate your exile. When you die, you will live on in the Sea forever. That said, being
among the dead of Atsiluth does not count as ‘being alive’ for the purposes of the
Chain, and if this alone was what was offered, this would be no Boon at all, except beyond
Despite your presence in the Sea, you are also present in the world; you are always
aware of the difference between what the Sea shows you, and reality. Your level of
awareness of this fact is always what you would choose if you had spent time deciding it
for yourself with foresight, there will never be a moment where you would have
illusions. For illusions and dreamquests, and similar phenomena where one reality affects
the other or blurs the distinction between the two, you can always see and experience both
and see and understand how your actions and interactions will play across the divide.
Lastly, you can hardly have an afterlife in Atsiluth if there is no Atsiluth. You
bring your own Sea with you going forward, and can invite people into it with the rules and
conditions you set; for example, you can set it so that people only walk among its
illusions in dreams or after they die, rather than overlaying the two worlds. You may also
create a way for people to enter the Sea without your intervention. Each sea you create
will only exist in the world of its founding, though after you leave the Chain you may
connect them.
For a second purchase, you gain the power to pull the reality of the Sea into the
world around you. This isn’t an unlimited ability to change the world; just as the
Witches are limited in their individual ability to redefine the world, so are you. Reality
gets a say. But the smoothing out of the harsh edges of reality around you is real.
Likewise, when you act with wild passion, you really do act on the scale of myth for
a time. That grandeur is halted when you conflict with other beings of supernatural
potency - you’re still more potent for the contest, but such beings ground and pin down
the world, and reign in your influence in both scale and time.
You may also learn charms that take advantage of the reality of Atsiluth in the
real world, but their cost will increase to reach the level required for such a sorcery in
reality. Effects that are primarily mental or illusionary, such as Vision Outside Time
will have a smaller increase, but will still become more expensive if you wish for them to
If you do not wish to share your dreams with Atsiluth even in this world, you can
with everyone who takes part in your Sea. You can also share with them the talent for
naturally distinguishing between and perceiving both the Sea and Reality, though this
will not grant them the ability to do so with other illusions. Lastly, once every ten
years, or once every link in your chain (whichever happens sooner), you may step from the
in some ways they still are. Yet they are also other. They have become what they carved out
of themselves. In many ways, they are like spirits, or perhaps elementals. In other ways,
they are still the Exalted they once were. Perhaps it is best to just say ‘They are the
Numen.’
A Numen is carved from an Exalted - normally only a dragonsblood, though if you are
other you have somehow overcome that fact with your Exaltation intact - and shaped into
what they asked to become. As you are paying for this transformation with the Prestige of
the Rivers and Lakes, you may carve away as little or as much as you want, and uniquely, you
can look upon yourself through both eyes, till you have honed in on becoming what you
wanted to, rather than merely what you thought you wanted to become.
This transformation can reinforce and improve you on several fronts, though not on
all fronts. You might become stronger and more beautiful and swifter… but you couldn’t
Second, you become something like a spiritual entity. You can dematerialize like an
elemental. If slain, but your killer failed to use such magics that will permanently slay
a spirit, you will recondense after a lunar month. By default during this link in your
chain, you will reform in the heart of the Woods, but you may move your place of rebirth if
you wish. If you have taken The Shape of Mist companion, you can entrust your place of
rebirth to them.
Normally, a numen loses their element, anima abilities, and anima. As you are paying
for this, you do not, but you gain complete control over your anima; it only manifests at
The Numen are shapechangers. You can shapechange into any form within your
‘theme’ for a paltry cost of essence. While a Numen doesn’t have a singular true form,
they do have a set of themes their ascension displays itself through. Build your Numen
form through one free purchase of Unnatural Glory at the ‘obviously inhuman’ level.
Numen usually displays a multiplicity of limbs, so taking the Multiple Limbs mutation
only costs 2 points; you can also freely add as many extra heads as you want, as that
mutation has no real effect. A Numen can shapechange away their ‘true’ form piece by
piece, but will lose access to its abilities while in such a reduced form, and must spend
essence to regain a true expression of their ascension before regaining use of the
mutation.
In addition, each Numen has advantages and disadvantages inherent to their state.
Usually, you would permanently enjoy and suffer both, but you will only enjoy the
advantages. Others can take on a shadow of this by invoking you through magic, and there
may be other ways to sorcerously borrow your strength. By default, you cannot deny such
imitation and invocation, though abilities you possess from other worlds might change
this.
You also develop a unique set of abilities that focus your virtues through how you
have redefined yourself, to share or inflict your perfection on the world. The stronger
your essence, the more of these abilities you’ll gain. Normally these are one-off
abilities, but because you have paid for this you can treat them as the base of a chain and
You hear prayers directed at you, and if they’re properly done can determine their
source. You can bless those whose prayer you heard. Your blessing comes into play for
blessing.
What you carved away from you becomes a small panoply, artifacts that are both part
of you and something you can hand away. Design 1-2 interesting trinkets; they’ll be more
thematic than powerful. You can recall them to yourself at any time, or regenerate them if
Unlike a ‘normal’ Numen, you are an independent existence. That said, the Mists
Anima Treasures
Where you gained a priceless treasure like this is unknowable. It is as much an
left unclaimed from the end of the first age that you dredged up from a forgotten
laboratory, or maybe you bargained with a Demon Prince. Regardless, this is a true wonder.
In a display of essence and power, you drive your Anima to manifest at the Iconic
level. And in a moment of strange wonder, it will shift, solidify, and become a strange item
crafted in the colors of your Anima Banner and with motifs and designs echoing your Iconic
You may develop charms to further enhance this artifact-charm, to use it, or to
grant it new abilities or attributes as if having it was a native ability natural to your
charm set.
At any time, you may dismiss the artifact. Resummoning it is easy, but if you wish to
refresh it you may do so with another investment of essence like its initial summoning.
That said, while it’s manifested, it’s a real physical object, not some ephemeral
construct of essence.
For future jumps, this charm counts as an appropriate item to import future items
into it.
The True Blade
The True Blade is a Daiklave made of eerie crystal threaded with jade.
The manifested sword is effectively a Windblade Daiklave of your favored Magical
can become smaller; all the way down to becoming a knife. Or it can twist its
grow and flatten into a monstrous blade large enough for you to stand firmly on.
The Dragon’s Wrath
The Dragon’s Wrath is a strange firewand made of strange wood veined with jade.
Magical Material. As a weapon forged from Anima, it passively condenses its fuel
from your aura, allowing endless use at normal levels. However, if its normal
performance falls short, you may expend it entirely in a single shot. When used this
way it acts more like a fuel bolt launcher loaded with a fire pearl. After doing so,
it will take several hours for the wand to recharge its ammo, though you may spend
It is in most ways equivalent to the Armor of the Unseen Assassin, though it lacks
plants.
In most ways, the ship is equivalent to a Land Ship, able to sail across both earth
and sea. It will generally act as if it’s under the Invocation of the Living ship -
obeying your orders as a manifestation of your very Anima. Unlike that spell, you
can send the ship far from you, and it will continue to obey your will.
Mantle of Rebirth
The Mantle of Rebirth is made from something more illusionary than glossmer, and
more sacred than ambrosia. Its weight on your shoulder is as heavy as a promise.
The Mantle of Rebirth allows you to, in a single moment, kill and unmake yourself,
and at the same time set in motion your rebirth. A death caused this way doesn’t
count as ‘dying’ within the greater context of the Chain, though the time between
your death and rebirth will not progress the current link on the chain. Using the
mantle usually takes too long and takes too much focus to use in combat, though it
isn’t that long a process. It’s in line with a moderately involved spell.
When you use the mantle, you can specify many aspects of the circumstance of your
rebirth; you can pick your parents in other worlds. Only the most powerful beings
are immune to this manipulation. You are also able to declare many details of your
new form; you generally can’t make yourself more impressive, but you can move
things around.
you can choose what will be prioritized when you use the mantle. At the same time,
design, rather than doing so literally. The mantle and its use is exceedingly hard
to detect. It clocks itself in such a way that nothing less than the direct
attention of one of the Maidens will find you, and she would have to already be
looking.
All that said, your rebirth will also prioritize the abilities you have over the
ones of your new parents; exaltation will usually burn away spirit heritage and
Once every ten years, or once every link in the chain (whichever comes sooner), the
Mantle will wisk away your soul to reincarnation at the moment of your death even
if it isn’t manifested.
sworn brotherhoods
The natural state of the Exalted is to gather into circles of five. Among the
Dragonsblooded, these circles are traditionally called Sworn Brotherhoods, and the Outcastes
keep this tradition. As such, take these four brotherhood tokens. Each may be redeemed for
one companion. Companions beyond that number will come to answer your legend for every
1,000JP spent.
A companion can’t teach the Blood or Spear Sutra unless you bought it (and then only
up to your limit), and can’t take The Blessing of Awakening more than two times.
If someone swears brothership with you, and wishes to come with you on your journey
beyond Creation, you may take them with you so long as they aren’t bound and imprisoned.
A new incarnation
You may import a companion to join you in this life, or invent a new hero to travel
with you. They gain 5,000JP, to declare their new incarnation in this world, shaping it
with incarnation and charm. They can’t take any Sworn Brotherhood themselves.
Scavenger Lord
Once a Dynast and heiress, this air aspected tomb digger was shipwrecked and
thought dead for nearly a year. No one knows what happened during her time there, for she
will not speak of it, but she had no interest in returning to the realm afterward. She now
searches the scavenger lands, though whether that’s for something specific, or just a
purpose, who knows. Whatever it is, she thinks you’ll be helpful for her cause.
She has Family, Valiant Rebel, To Stand Guard, Batten Down the Hatches, and
Retired General
This earth aspected Lookshy General retired several years ago with distinction.
Rumors abound that he was made to retire, though with a career as storied as his that makes
little sense. Still… he did not go home and settle down to manage his family. Instead, he
seems to be living in exile; though if so, it’s a self-inflicted exile, as his family seems
happy to welcome him back. Instead, he has made it his mission to guide you. Why? He won’t
Explosive Savant
This fiery young Anathema glows with a green light declaring her demonic
allegiance, yet seems to want nothing to do with her demonic patrons. While there must be a
story there, she won’t speak on it. What she will speak on is treasure. She wants it.
Mercenary work, bandit hunting, treasure seeking, she does it all. It’s unclear who the
two of you fell in together; it just sort of happened, but now you’re traveling together.
Heroic Pirate
This young lunar seems to want to spread his legend of piracy across the seas,
though he doesn’t seem to quite understand what a pirate actually is. It would seem
dangerous for a Casteless Lunar to stay so close to the deep wyld. Still, he’s a true boon
companion. It didn’t take much for him to decide he’s your boon companion. Honestly,
you’re traveling with him to protect him from his own naivety as much as anything.
He has Leitmotifs x2 (Child Friendly Pirate Hero, Rebel Hero), Batten Down the
The Captain
This water aspect outcaste on the other hand knows exactly what being a pirate
entails. He’s charismatic in an odd, unhinged way, and can certainly come across as
harmless and friendly. That friendly demeanor only goes skin deep though. He has a grudge
Immaculate Styles and retreating from worldly pursuits. They’ve had a handful of
students, yet largely avoided attachment. Then one of their students… fell. Became
corrupted. They left their order to hunt them down, and while out in the world saw… saw so
many things that didn’t fit into their view of the world. They are still pursuing their
fallen Akuma student, but in you they have seen something that convinced them that
traveling with you would answer their inner questions and doubts.
Witch
This wood aspect occultist is one of the Messengers, seeking to spread the good
word. She has a great cause, and believe in sharing the Sea of the Mind with everyone.
Though ‘everyone’ mostly means her fellow dragonsbloods. Still, they see you as giving
them a opportunity to further the Work, and has come to believe you have some manifest
destiny that she should be a part of. Despite her zealotry she’s pleasant company, though
She has Student of the Spear Sutra x3, and Student of the Blood Sutra x3.
Forest Walker
This entity may play at being some kind of ghost, but its true nature is nothing so
clear. Both a forest and a thing within the forest, it manifests through macabre yet
somehow beautiful agents; raw muscle fibers picking up and moving structures, eyes hidden
in leaves, and other bizarre apparitions. More subtly, it is also the trees and the earth
beneath them. Right now, it is smaller than Oreithyia, no more than five square miles
such, it loves you more than all the stars in the sky.
but seeks to become. It has no form of its own, and so it makes others into aspects of
itself. To this end, it can offer others the Numen Charm. Those who accept become part of
the mist, even if they are also still… not themselves, but who they choose to become. They
become its agents, its hands in the world, even if they also have their own will. For such
The Mist also has some ability to interfere with identity, though right now that
ability is nascent. What it could grow into with time is anyone's guess.
That said, the Mist is not endless. Right now, it has enough self to manifest one
Facet; one Numen. As it grows, it will be able to support more. Generally speaking, that
growth is paid for by one seeking to become a Numen - it requires no small sacrifice of
magic and wealth to fuel it’s growth, and if the sacrifice isn’t grand enough the new
face will not be able to manifest for at least a century. The destruction of a face does
not free that facet, but the Mist may recreate it if it can get someone of sufficient
mystical potency to agree to become the slain face. In such cases, the old Numen will be
You can’t choose to sacrifice yourself to the Shape of Mist; it is in some ways
subordinate to you, stabilized and allowed to become… not complete, but less incomplete
through your reality. It can no more swallow you than you can swallow your own mouth.
Ɑoʍuɟɐlls
Do you fear your legend won’t soar highly enough? If you’re willing to risk turning your
story into a tragedy, I could whisper more Lost Secrets into your ear. Unless stated otherwise,
each Downfall is worth 1 Lost Secret.
Have you been in these lands before? You may continue from there, rather than
While the basic assumptions this jump was written under are from mostly 1st
edition Exalted, with a handful of references to 2nd and 3rd, you can feel free to shift
grow your legend. Each time you take this, you add ten years to your time spent here, up to
Pursued
You possess a singular enemy who, for a cause they believe deeply in, seeks your
death. Whatever cause they have against you is legitimate to your background, starting
conditions, and/or origin. It’s not impossible for them to be talked down, but it would
They are built on 12,000JC, and have 6 Lost Secrets. More than that, they have
connections and influence, able to call on soldiers and move small armies to aid them in
their hunt.
You may buy this up to 5 times, each time having a pursuer with different
connections and resources. You will not remember you took this.
Offended
An organization on the level of the Guild hates you. Hates you, specifically and
personally. This isn’t ‘raise prices’ levels of hate. It’s ‘shift policies across an
entire direction to get you’ levels of hate. If you pick a larger group, then only a
subsect of the group is that riled up against you, while a smaller organization is more
angered. That said, it can’t be too much smaller; it can’t be a group you can escape
You may take this up to three times, in case you’re a very offensive person.
Hollow Might
There are countless parables about the uselessness of violence. You’re about to
learn many of them, because solving things with violence seems to rarely actually
‘solve’ things. Outside of feeding or defending yourself, using violence will at best
complicate your situation. And sometimes even self-defense will invite some level of
trouble. Often violence will end up just creating a situation more problematic than the
The quicker you are to resort to violence, and the grander the violence, the worse
this will get. The more you work to avoid violence and moderate your response, the more you
exhaust every reasonable (and some unreasonable) measure, the less backlash you’ll
face. Often it’s just better to accept an unpleasant political reality rather than
Prideful
Many Exalt feel they’re, in some invisible way, better than other Exalt. The 7th
Legion feels they’re the true heirs to the martial tradition of excellence of the
Dragonsblood, with the Realm nothing but a bunch of useless weakblooded fops. Many pirates
and outlaws hold bitter feelings towards ‘authority’ and feel like they are the
protagonists of the story of the world. And the Forest Witches see themselves as existing
Like them, you are prideful in yourself and see yourself as intangibly better than
others. This does less to change how you face any individual threat. You aren’t blind to
what’s right in front of you, nor ignorant of what you’re dealing with in the moment.
This is more how you approach and evaluate threats in general, how you approach life and
the world in general, and how you judge what is and isn’t a reasonable goal.
The Second Breath (2 Lost Secrets, 1 Lost Secrets for the Import)
The Exaltation is enough, you don’t need any of that otherworldly nonsense here!
You are reduced down to your Body Mod, without perks or powers from other worlds. This also
applies to companions.
This is only worth 1 Lost Secret for the Import, because they’re still importing
Oath of Poverty
Your warehouse and all your items are locked away. This also applies to companions.
There are many secrets that completely change how you would approach things, from
the nature of the Great Curse to hints about the Deathlords' identities, to the existence
of the Infernal Exalted. You have none of that, knowing only what your in-jump identity
Now your in jump memories are all that you have. You have no awareness of
yourself as the Jumper, that you’ve been to other worlds, nor that you will be
journeying again. Once you have spent your Prestige and used up your Secrets, you
Normally the Blessing of Awakening protects you from being cut off from reality.
Now that protection is gone; you perceive the world like any other forest witch. You
can’t even get yourself exiled to escape it. While a higher level of the charm lets you
more align reality with the illusions… it still is not the same. And if you die in
Forget that part about not having been flattened. You have been. While you haven’t
lost all your complexities, you are now as much a character as you are a person. Your
actions are no longer just enhanced by your story, but your choices and how you feel about