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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/RighteousDevilStyleEdit&amp;diff=91771</id>
		<title>MartialArts/RighteousDevilStyleEdit</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/RighteousDevilStyleEdit&amp;diff=91771"/>
				<updated>2014-08-15T22:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
= Righteous Devil Style =&lt;br /&gt;
&lt;br /&gt;
Righteous Devils are dispensers of Heaven's divine judgment. Those who walk as Righteous Devils follow a single precept - to burn in celestial flame all who defile those who serve at the feet of unrighteousness!&lt;br /&gt;
&lt;br /&gt;
Righteous Devil Style considers attacks made using Firedust-powered weapons as Unarmed attacks. All Charms in this Style are compatible with armor.&lt;br /&gt;
&lt;br /&gt;
=== Student Techniques ===&lt;br /&gt;
&lt;br /&gt;
'''Lighting Draw Stance'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: '''Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
With this Charm, the martial artist need not have her weapon in hand before Initiative is rolled to use it. Vibrant cobalt lightning crackles and coalesces about her forearm, and in one fluid motion, the Devil readies her firewand and fires. Activating this Charm allows the Devil to draw and ready her weapons with one Reflexive movement that requires no thought and no time. She is able to holster her weapons as fast as she can ready them, going from armed to unarmed and to armed again in fluid, impossible movements whenever she uses this Charm -- this movement is so swift that in social situations it might allow the Devil a surprise attack: roll the Adept's Dexterity+Martial Arts against his opponent's Wits+Awareness to establish surprise in plain sight using this Charm.&lt;br /&gt;
&lt;br /&gt;
'''Twin Phoenix Fist'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Lighting Draw Stance&amp;lt;br&amp;gt;&lt;br /&gt;
With this Charm the Devil's hands coruscate with burning Essence like twin beating wings - each movement of one synchronized with and empowered by the other! &lt;br /&gt;
&lt;br /&gt;
For the remainder of the Scene the Devil suffers no &amp;quot;off-hand&amp;quot; penalties and lowers her split-action penalties by half her Essence (rounded up) as long as they are evenly distributed between both hands.&lt;br /&gt;
&lt;br /&gt;
'''Cloud of Ebon Devils'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: '''Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Lighting Draw Stance&amp;lt;br&amp;gt;&lt;br /&gt;
Despite the superior damage capabilities of Firedust-based weapons, there are certain drawbacks to using them: the low availability and astronomical price of firedust, just to name a couple. Also, their temperamental nature&lt;br /&gt;
and need for constant upkeep and repair make them difficult choices for use in the field. But perhaps the biggest difficulty in using firedust-based weapons is that most flamedischarge weapons are single-shot ones -- one must  spend time to reload one after each shot. A Righteous Devil can ignore this particular weakness! This Charm allows the Devil to reload his weapon with one Reflexive movement that requires no thought and no time.&lt;br /&gt;
&lt;br /&gt;
'''Heaven's Kiss Concentration'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote per +1 acc&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: '''Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Lighting Draw Stance&amp;lt;br&amp;gt;&lt;br /&gt;
The character draws a breath and concentrates, extending her senses to feel the flow of Essence that unites her, her weapon and her target. In this perfect moment, the Devil fires her strike and the tongue of flame bursting forth seeks out her intended target with knowing assurance. The Devil must choose an oponent and spend one dice action aiming prior to attacking for this Charm to take effect - this Charm specifically allows the Exalt to co-opt actions of Extra Action Charms to aiming. She may then increase the accuracy of her unarmed martial arts attacks by paying one mote per 2 dice added as long as she does not exceed her weapon's accuracy + her Martial Arts score. This Charm can be used against the opponent she has aimed at as many times as she wishes as long as the opponent remains a constant in its position, speed and surroundings: drastic movement, positioning changes or vanishing from sight make this bonus vanish and require the Devil to spend another action aiming before receiving the benefits of this Charm again.&lt;br /&gt;
&lt;br /&gt;
'''Blossom of Inevitable Demise'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Heaven's Kiss Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
As with ''Heaven's Kiss Concentration'' the character draws a breath and concentrates upon her opponent, but unlike its predecessor the Devil concentrates not on their position and the relationship between their places in the world, but in their opponent's sins against it! During this action of concentration the character recites her opponent's transgressions against Heaven like a mantra before launching that spirals into a blossoming peony of flame. Each violation of Divine or Secular law the Devil recites add their Severity (see '''Exalted: The Sidereals''' page 36: secular offenses are disturbances of a kingdom's laws, balance and important Gods) to the raw damage of a single unarmed martial arts attack. The Devil cannot recite more violations than her Conviction score.  &lt;br /&gt;
&lt;br /&gt;
The action used to recite the opponent's crimes can be the same one ''Heaven's Kiss Concentration'' uses to aim against the opponent - both are the same in their single-minded focus on their target.&lt;br /&gt;
&lt;br /&gt;
== The Form ==&lt;br /&gt;
&lt;br /&gt;
'''Righteous Devil Form'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 7 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blossom of Inevitable Demise, Twin Phoenix Fist, Cloud of Ebon Devils&amp;lt;br&amp;gt;&lt;br /&gt;
Enacting this Form, the Righteous Devil takes on an executioner's terrible stillness. Shadows seem to darken about his eyes and render his features gaunt, giving him an imposing, dreadful gaze. He is the fatal answer to the depraved and unjust, the retribution all who would defy Heaven knew must someday come. After activating this Charm, all extras who lay eyes on the martial artist will move unassumingly, as not to draw attention to themselves, yet swiftly for cover, pull their children inside and bolt their doors - whereas all targets of the martial artist within her Essence x 10 yards feel a sense  foreboding and are compelled to confront the Righteous Devil: up until a target actually makes eye contact with her she must suceed in a successful reflexive Willpower roll each turn with a difficulty equal to the Devil's Permanent Essence rating or her character moves to confront the martial artist. Characters may spend a point of temporary Willpower to stop this compulsion. Once a target has spent a turn engaged in combat or parley with the Devil she is immune to this effect for the remainder of the scene. Combat with the Righteous Devil is a difficult thing, however - all attacks against the Devil by those compelled to come to their executioner have their Difficulty increased by half the martial artist's Conviction, rounded down.&lt;br /&gt;
&lt;br /&gt;
As long as she enacts the Righteous Devil form the character can reload and draw her weapons as with ''Lighting Draw Stance'' and ''Cloud of Ebon Devils'' reflexively.&lt;br /&gt;
&lt;br /&gt;
This is a Martial Arts Form-type Charm and is incompatible with other Charms of like type; should the martial artist activate another Form, this one immediately ends.&lt;br /&gt;
&lt;br /&gt;
== Mastery Techniques ==&lt;br /&gt;
&lt;br /&gt;
'''Phoenix Flies on Golden Wings Attack'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Righteous Devil Form&amp;lt;br&amp;gt;&lt;br /&gt;
With this Charm a martial artist can extend the range of his attacks. Upon activating this Charm a halo of gold and cobalt light encircles the tip of the her weapon's barrel. When the character pulls the trigger six golden swan wings, each the length of a woman's forearm, gracefully spiral out of the halo and speed the tongue of flame to its extended target. The player spends 1 mote of Essence to increase the range of her unarmed martial arts attack by (her Essence x5) yards.&lt;br /&gt;
&lt;br /&gt;
'''Phantom Flamebolt Prana'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Righteous Devil Form&amp;lt;br&amp;gt;&lt;br /&gt;
When invoking this Charm, the Celestial martial artist breathes deeply, tapping her inner reservoir of Essence, like bellows stoking a furnace. With each breath, she channels Essence through her weapon, using it as her&lt;br /&gt;
focus. The Exalt can then fire a bolt of gossamer golden flame from his flamewand rather than needing firedust: so long as he has Essence to fuel it, he need never worry about running out of ammunition again.&lt;br /&gt;
&lt;br /&gt;
'''Blessing of Righteous Spark Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until Dispensed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Righteous Devil Form&amp;lt;br&amp;gt;&lt;br /&gt;
With this Charm, the Righteous Devil can wreathe her weapon in Heaven's righteousness. She meditates and invokes a blessing on her weapon, and when she finishes the evocation gossamer tongues of heatless golden flame writhe along the barrel of her firewand or knuckles, imbuing them with an iridescent cast. The benefits to the weapon are more than merely cosmetic. The player spends 2 motes of Essence for her character to invoke the blessing, which are committed until the Exalt attacks, releasing the charge. Add the Devil's Permanent Essence to the base damage of the firewand or similar weapon when it is next fired and deals Aggravated Damage against a single subset of creatures based on the defining color of the iridescent light upon the barrel of her weapon - Solars leave a Gold light, Chosen of Serenity leave a Blue light, and so on - a Devil starts knowing her own defining color, and can learn other ones at the cost of 1 Experience Point.&lt;br /&gt;
&lt;br /&gt;
* '''Gold''' The color of Solars. Damage is Aggravated against Creatures of Darkness and those who have broken the order of a society.&lt;br /&gt;
* '''Silver''' The color of Lunars. Damage is Aggravated against Mutants and those in the throes of madness.&lt;br /&gt;
* '''Saffron''' The color of Journeys. Damage is Aggravated against Creatures Outside of Fate and those who disrupt Trade.&lt;br /&gt;
* '''Cerulean''' The color of Serenity. Damage is Aggravated against Creatures Outside of Fate and those who have sinned against love.&lt;br /&gt;
* '''Crimson''' The color of Mars. Damage is Aggravated against Creatures Outside of Fate and those who have deserted conflict.&lt;br /&gt;
* '''Viridian''' The color of Secrets. Damage is Aggravated against Creatures Outside of Fate and those who have revealed that which should have been a state secret.&lt;br /&gt;
* '''Violet''' The color of Endings. Damage is Aggravated against Creatures Outside of Fate and those who have harmed others to live past their time.&lt;br /&gt;
* '''Azure''' The color of Air. Damage is Aggravated against Creatures of Earth and who have killed another with ranged weapons.&lt;br /&gt;
* '''Alabaster''' The color of Earth. Damage is Aggravated against Creatures of Air and those who witnessed injustice and yet did nothing.&lt;br /&gt;
* '''Orange''' The color of Fire. Damage is Aggravated against Creatures of Water and those who have perverted fire with arsonism.&lt;br /&gt;
* '''Ebon''' The color of Water. Damage is Aggravated against Creatures of Fire and those who engage in piracy.&lt;br /&gt;
* '''Emerald''' The color of Wood. Damage is Aggravated against Ghosts, the Undead, and those engaged in drug trade.&lt;br /&gt;
&lt;br /&gt;
'''Azure Abacus Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 5 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Phoenix Flies on Golden Wings Attack, Blessing of Righteous Spark Meditation, Phantom Flamebolt Prana&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist using this Charm draws a controlled, deep breath and holds it. She extends her senses to perceive the ebb and flow of Essence that permeates the world around her. As she concentrates, the tenuous connections that tie her and her weapon to her target become glaringly apparent to her. At this point, she can close her eyes, for she need not see her target to strike it. Her Caste Mark flares and pulses with the beating of her own heart. At the same moment, a series of notched rings of silvery azure light encircle her target. They are of varying widths, numbering between three and nine in total, and rotate around the target at odd angles, some&lt;br /&gt;
spinning clockwise, while others spin widdershins. This is the Azure Abacus. In the days of the First Age, this Charm was an artful meditation of the most introspective and intimate — and, some considered, prideful — nature, for it measured, some believed, a soul’s nature, existence and importance in the grand scope of Creation. Unfortunately, in this dark Age, the knowledge of how to glean any pertinent information from such a display is completely lost, even to the martial artist invoking this Charm. If there are any alive who remember how to gauge the delicate nuances of the Azure Abacus, they are not sharing the information.&lt;br /&gt;
&lt;br /&gt;
To reach this state the Devil must spend an action aiming in the same manner as ''Heaven's Kiss Concentration.''&lt;br /&gt;
&lt;br /&gt;
Upon reaching this harmonious state, the Exalt invoking this Charm fires her weapon, and her shot zeros in on her target, trailing a brilliant comet's tail of flaming Essence. As the fireball closes in on its target, this ancient accounting begins to solve itself. The rings begin to align, starting with the innermost, and quickly rectify themselves a hairsbreadth moment before the martial artist's attack hits. In this perfect moment just before the Exalt's attack strikes the middle of the Abacus, time slows to an immeasurable halt. The martial artist’s target perceives the rectified rings about him shift their shape. A chorus of aquiline, cobalt cherubim, three to nine risers deep and awash in silver and golden flames begin to sing. The melody resonates at a very intimate level with the target, matching the harmonic frequency of his soul. Such a display can be very unsettling to those not prepared for it, and the players of those subjected must make a successful reflexive Willpower roll, difficulty 2, for their characters to do anything other than stare or scream in shocked terror as inescapable retribution comes calling. So long as the target stays within the firing range of the martial artist’s weapon, the attack cannot miss. Even if the character can move, the attack is Undodgeable and can only be parried with Charms or other sorts of magic.&lt;br /&gt;
&lt;br /&gt;
'''Dance of Howling Magma Sprites'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Phoenix Flies on Golden Wings Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Martial artists knowledgeable of this Charm are deadly foes, especially in close quarters, with little to hide behind. Upon firing his weapon, the bolt of flame spits from the end of the barrel only to come to a shrieking halt a yard from the barrel-end of the firewand and, with a thunderous clap, explodes into a small winged creature that howls, spiraling toward its target - if she succeeds on a flame-based unarmed Martial Arts attack (using a Firedust-based weapon or Phoenix Flies on Golden Wings Attack to boost a barehanded attack) she can attack again against a different opponent within range (as if the Devil was in the place of his first opponent) and keep doing so as long as the attacks suceed, with a maximum number of ricochets equal to the adept's Permanent Essence rating. Effects held on the strike - such as ''Blessing of Righteous Spark Meditation'' - remain as long as it ricochcets. Charms need only be paid once for all ricochets.&lt;br /&gt;
&lt;br /&gt;
'''Sinner-Marking Torch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blessing of Righteous Spark Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Witnessing a crime a Righteous Devil knows he has had ''enough!'' With a shout of reprobation and a blast of angry crimson flame the martial artist brands an opponent with a furious mark that leaves searing pain and bursts into burning-red light whenever the accused finds himself in sight of the authorities. Once an opponent is struck by an unarmed Martial Arts attack enhanced by this Charm the Devil can commit 1 mote to leave the mark upon the sinner: hencefort he will be thought as Guilty - increasing their Difficulty in all actions to stave off legal prosecution by the Devil's Essence - and becomes a natural target of a Righteous Devil. The Devil's Firedust-based weapons will make their own ammunition based on righteous indignation on all attacks against the marked sinner, which never need the aiming turn required for other Charms of this Style - the martial artist already knows the sinner and his violations of Heaven and Man's laws. All that is left is for them to suffer for it. &lt;br /&gt;
&lt;br /&gt;
The Devil cannot commit motes for more sinners than her Permanent Essence rating. The mark will remain as long as the motes are committed, until the Righteous Devil dies, frees the committed motes, or it is wiped by a power at least as powerful as Sapphire Countermagic.&lt;br /&gt;
&lt;br /&gt;
'''Righteous Burning Eyes'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Azure Abacus Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
For a brief second the martial artist receives the understanding of the Azure Abacus, and on all the people visible to them the notched rings of silvery azure light can be seen, encircling the bodies of all living entities in their different numbers and patterns. Some of those have furious red veils like blood rubies on them, however, marks of crime and guilt that a Righteous Devil can gleam information from. One the turn this Charm is used the character knows all infractions made against the Laws of Heaven by all those he can see. He does not know the ''details'' of those infractions, just the generalities - 'killed a Terrestrial Exalted' or 'Disturbed the peace of Heaven', for instance. If the character pays an additional 1 willpower he can see the infractions committed by the characters against the laws of Man. The Martial Artist can see no more than his Essence in infractions on any single creature, going from the highest, and most noticeable, to the lowest, mere veils amidst the rings.&lt;br /&gt;
&lt;br /&gt;
'''Caress of 1,000 Hells'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 13 motes, 1 willpower, 1 health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Righteous Burning Eyes, Sinner-Marking Torch, Dance of Howling Magma Sprites&amp;lt;br&amp;gt;&lt;br /&gt;
A master of this style has an acute and profound understanding into the nature of Essence. The invisible matrix of divine energy that tethers all of Creation into one whole, where concepts of space and distance do not exist, becomes evident and accessible to her. When invoking this Charm, the martial artist attunes herself to the ambient lines of Essence, pulling them through her and focusing and filtering these energies through her righteous will. The Martial Artist spends a single action aiming as in ''Heaven's Kiss Concentration'', essence trails seen radiating around her third eye, tongues of Celestial fire and lightning writhing about her head and shoulders. The Exalt then calls out a single sin by her target before she fires her weapon, and an Essence-enriched deluge of cobalt-and gold-flame engulfs her target. Any flammable items within a few yards around the target is incinerated to ash within seconds. This attack increases its damage by the called Sin and the target is engulfed in flames for a number of turns equal to the Exalt's permanent Essence. &lt;br /&gt;
&lt;br /&gt;
After soaking the initial damage, the target's player must then make a reflexive Stamina + Resistance roll with a Difficulty equal to the called sin for his character. If the roll is successful, the target suffers a penalty equal to the Martial Artist's permanent Essence rating to all dice pools. If the roll fails, then the target can do nothing but writhe around on the ground in agony. The victim's player must make a Stamina + Resistance roll as a reflexive action every turn his character remains aflame in order to continue acting. For each turn the target remains on fire, he must soak the base damage of the martial artist's weapon (or Permanent Essence rating it the attack was dealt barehanded). This damage is not aggravated, but lethal, and can be soaked down to 0.&lt;br /&gt;
&lt;br /&gt;
The victim must reroll the Stamina + Resistance roll at an additional +1 difficulty for each turn after the first.&lt;br /&gt;
&lt;br /&gt;
Fire-Aspected Dragon-Blooded can add their Essence to persistent damage of this Charm as long as their Anima Flare touches is victim as their anima stokes the fires! &lt;br /&gt;
&lt;br /&gt;
Sidereal Exalted (and those who learn this as a Sidereal Charm) can use it to enhance the Righteous Devil Form with a script of the Righteous Maiden. It coils about the character's firedust-weapons and glows angry crimson of Heaven's Judgment. While the Prayer Strip survives the weapon cannot be destroyed and the Sidereal can combo Charms of this style (and of all other Styles that have Firedust-based weapons such as Firewands as their signature weapons) with Archery Charms, and use the two Abilities interchangeably when attacking, defending or using their Charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=91199</id>
		<title>Necromancy/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=91199"/>
				<updated>2014-04-19T07:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
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&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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'''Astral Dissection'''&amp;lt;br&amp;gt;'''Cost:''' 20 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy involves a deep understanding of The Body, The Soul, and the relationship between both. A Necromancer has a deeper understanding of the movements of corpses and the intricacies of souls than most, and it is through that lens that one may use the Astral Dissection: as this Spell concludes, a colorless third eye appears upon the Necromancer's forehead, and as she touches a still subject, her fingers become colorless-light scalpels that cut through the soul and reveal the truths within.&lt;br /&gt;
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The Necromancer using this Spell rolls Intelligence + Occult, with a difficulty equal to the Permanent Essence of her subject. For every success, she learns one of...&lt;br /&gt;
* The Permanent Essence of the subject.&lt;br /&gt;
* The Physical capabilities of the subject -- one of all Attributes, Abilities, OR other notable physical features per success.&lt;br /&gt;
* Its Species (or a rough description of it, should the supernatural being be unknown) and its rough capabilities (and with another success, even possible capabilities, as he perceives how that specific kind of physique may be trained.)&lt;br /&gt;
* The supernatural creature type (or a rough description of it, should the supernatural being be unknown) and its rough capabilities (and with another success, even possible capabilities, as he perceives how that specific kind of Essence may be applied by the body.)&lt;br /&gt;
* Whether there are any modifications to the subject's body (from Wyld mutations or temporary enchantments) -- learning one per success invested in the body.&lt;br /&gt;
* Whether there are any modifications to the subject's mind (from insanity, temporary or otherwise, Wyld mutations, enchantments, Charms or Sorcery) -- learning one per success invested in the mind.&lt;br /&gt;
* Whether there are any modifications to the subject's Essence pattern, whether it is possessed or otherwise tampered by the Supernatural, and how connected he is with outside forces (such as a Cult, a Monstrance or other sorts of Arcane Links) -- learning one per success invested in the soul.&lt;br /&gt;
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Certain features may hide themselves from the Necromancer, such as the Great Curse and certain powerful Charms, and cannot be perceived with the use of this Spell or other non-Perfect effects. The Necromancer ''can'' learn more facts than she has successes, by dealing 1 level of Lethal damage to the subject for every extra revelation, as she cuts through its soul and body with the ghostly scalpels to learn more about its inner workings. However, once it has been used in a subject, the Necromancer must wait until its soul stabilizes, within (10-its Permanent Essence in days), to attempt the same feat again.&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
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Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
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The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
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Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
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The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted (and if they are Exalted the thralldom is broken utterly as it happens with those in soul bondage that receive the Second Breath.) Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
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'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
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* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
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* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
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* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
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* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
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'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
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In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
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This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
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'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
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The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
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Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
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'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
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The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
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Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
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'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
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The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
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This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
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Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
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The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
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Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=91197</id>
		<title>Necromancy/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=91197"/>
				<updated>2014-04-19T07:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
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&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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'''Astral Dissection'''&amp;lt;br&amp;gt;'''Cost:''' 20 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy involves a deep understanding of The Body, The Soul, and the relationship between both. A Necromancer has a deeper understanding of the movements of corpses and the intricacies of souls than most, and it is through that lens that one may use the Astral Dissection: as this Spell concludes, a colorless third eye appears upon the Necromancer's forehead, and as she touches a still subject, her fingers become colorless-light scalpels that cut through the soul and reveal the truths within.&lt;br /&gt;
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The Necromancer using this Spell rolls Intelligence + Occult, with a difficulty equal to the Permanent Essence of her subject. For every success, she learns one of...&lt;br /&gt;
* The Permanent Essence of the subject.&lt;br /&gt;
* The Physical capabilities of the subject -- one of all Attributes, Abilities, OR other notable physical features per success.&lt;br /&gt;
* Its Species (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of physique may be trained.)&lt;br /&gt;
* The supernatural creature type (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of Essence may be applied by the body. This requires an Intelligence + Medicine or Occult roll with a difficulty of at least 5)&lt;br /&gt;
* Whether there are any modifications to the subject's body (from Wyld mutations or temporary enchantments) -- learning one per success invested in the body.&lt;br /&gt;
* Whether there are any modifications to the subject's mind (from insanity, temporary or otherwise, Wyld mutations, enchantments, Charms or Sorcery) -- learning one per success invested in the mind.&lt;br /&gt;
* Whether there are any modifications to the subject's Essence pattern, whether it is possessed or otherwise tampered by the Supernatural, and how connected he is with outside forces (such as a Cult, a Monstrance or other sorts of Arcane Links) -- learning one per success invested in the soul.&lt;br /&gt;
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Certain features may hide themselves from the Necromancer, such as the Great Curse and certain powerful Charms, and cannot be perceived with the use of this Spell or other non-Perfect effects. The Necromancer ''can'' learn more facts than she has successes, by dealing 1 level of Lethal damage to the subject for every extra revelation, as she cuts through its soul and body with the ghostly scalpels to learn more about its inner workings. However, once it has been used in a subject, the Necromancer must wait until its soul stabilizes, within (10-its Permanent Essence in days), to attempt the same feat again.&lt;br /&gt;
&lt;br /&gt;
=== Onyx Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
&lt;br /&gt;
Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted (and if they are Exalted the thralldom is broken utterly as it happens with those in soul bondage that receive the Second Breath.) Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

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		<title>Necromancy/GoldenCat</title>
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				<updated>2014-04-19T07:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
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&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Astral Dissection'''&amp;lt;br&amp;gt;'''Cost:''' 20 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy involves a deep understanding of The Body, The Soul, and the relationship between both. A Necromancer has a deeper understanding of the movements of corpses and the intricacies of souls than most, and it is through that lens that one may use the Astral Dissection: as this Spell concludes, a colorless third eye appears upon the Necromancer's forehead, and as she touches a still subject, her fingers become colorless-light scalpels that cut through the soul and reveal the truths within.&lt;br /&gt;
&lt;br /&gt;
The Necromancer using this Spell rolls Intelligence + Occult, with a difficulty equal to the Permanent Essence of her subject. For every success, she learns one of...&lt;br /&gt;
* The Permanent Essence of the subject.&lt;br /&gt;
* The Physical capabilities of the subject -- one of all Attributes, Abilities, OR other notable physical features per success.&lt;br /&gt;
* Its Species (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of physique may be trained. This requires an Intelligence + Medicine or Survival roll with a difficulty of at least 5)&lt;br /&gt;
* The supernatural creature type (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of Essence may be applied by the body. This requires an Intelligence + Medicine or Occult roll with a difficulty of at least 5)&lt;br /&gt;
* Whether there are any modifications to the subject's body (from Wyld mutations or temporary enchantments) -- learning one per success invested in the body.&lt;br /&gt;
* Whether there are any modifications to the subject's mind (from insanity, temporary or otherwise, Wyld mutations, enchantments, Charms or Sorcery) -- learning one per success invested in the mind.&lt;br /&gt;
* Whether there are any modifications to the subject's Essence pattern, whether it is possessed or otherwise tampered by the Supernatural, and how connected he is with outside forces (such as a Cult, a Monstrance or other sorts of Arcane Links) -- learning one per success invested in the soul.&lt;br /&gt;
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Certain features may hide themselves from the Necromancer, such as the Great Curse and certain powerful Charms, and cannot be perceived with the use of this Spell or other non-Perfect effects. The Necromancer ''can'' learn more facts than she has successes, by dealing 1 level of Lethal damage to the subject for every extra revelation, as she cuts through its soul and body with the ghostly scalpels to learn more about its inner workings. However, once it has been used in a subject, the Necromancer must wait until its soul stabilizes, within (10-its Permanent Essence in days), to attempt the same feat again.&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
&lt;br /&gt;
Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted (and if they are Exalted the thralldom is broken utterly as it happens with those in soul bondage that receive the Second Breath.) Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

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		<title>Necromancy/GoldenCat</title>
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				<updated>2014-04-19T07:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
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&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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'''Astral Dissection'''&amp;lt;br&amp;gt;'''Cost:''' 20 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy involves a deep understanding of The Body, The Soul, and the relationship between both. A Necromancer has a deeper understanding of the movements of corpses and the intricacies of souls than most, and it is through that lens that one may use the Astral Dissection: as this Spell concludes, a colorless third eye appears upon the Necromancer's forehead, and as she touches a still subject, her fingers become colorless-light scalpels that cut through the soul and reveal the truths within.&lt;br /&gt;
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The Necromancer using this Spell rolls Intelligence + Occult, with a difficulty equal to the Permanent Essence of her subject. For every success, she learns one of...&lt;br /&gt;
&lt;br /&gt;
  * The Permanent Essence of the subject.&lt;br /&gt;
  * The Physical capabilities of the subject -- one of all Attributes, Abilities, OR other notable physical features per success.&lt;br /&gt;
  * Its Species (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of physique may be trained. This requires an Intelligence + Medicine or Survival roll with a difficulty of at least 5)&lt;br /&gt;
  * The supernatural creature type (or a rough description of it, should the supernatural being be unknown to the character) and its rough capabilities (and even possible capabilities, as he perceives how that specific kind of Essence may be applied by the body. This requires an Intelligence + Medicine or Occult roll with a difficulty of at least 5)&lt;br /&gt;
  * Whether there are any modifications to the subject's body (from Wyld mutations or temporary enchantments) -- learning one per success invested in the body.&lt;br /&gt;
  * Whether there are any modifications to the subject's mind (from insanity, temporary or otherwise, Wyld mutations, enchantments, Charms or Sorcery) -- learning one per success invested in the mind.&lt;br /&gt;
  * Whether there are any modifications to the subject's Essence pattern, whether it is possessed or otherwise tampered by the Supernatural, and how connected he is with outside forces (such as a Cult, a Monstrance or other sorts of Arcane Links) -- learning one per success invested in the soul.&lt;br /&gt;
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Certain features may hide themselves from the Necromancer, such as the Great Curse and certain powerful Charms, and cannot be perceived with the use of this Spell or other non-Perfect effects. The Necromancer ''can'' learn more facts than she has successes, by dealing 1 level of Lethal damage to the subject for every extra revelation, as she cuts through its soul and body with the ghostly scalpels to learn more about its inner workings. However, once it has been used in a subject, the Necromancer must wait until its soul stabilizes, within (10-its Permanent Essence in days), to attempt the same feat again.&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
&lt;br /&gt;
Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted (and if they are Exalted the thralldom is broken utterly as it happens with those in soul bondage that receive the Second Breath.) Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
&lt;br /&gt;
The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=91191</id>
		<title>AbyssalBrawl/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=91191"/>
				<updated>2014-04-19T06:57:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Entropy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Life-Stealing Kiss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The most coveted of the Underworld Elements, Blood is life. It is that life that the Abyssal Exalted must consume while in Creation to retain their awesome might - but not all Deathknights wish this experience to be painful for their victims. After all, one catches more flies with honey than with vinegar. Activating the Life-Stealing Kiss the Abyssal causes his natural bite attack to deal no pain upon feeding - the damage gives no wound penalties, and instead, the victim is filled with ecstastic bliss. Those affected by the kiss are at a -3 die penalty to performing any action that requires thought, memory or coordination for a number of turns equal to the Exalt's Permanent Essence rating. As an special effect, the Exalt can lick the wounds closed - they will not bleed further and even scarring marks from his teeth will disappear in (10-minus the Exalt's Permanent Essence) days.&lt;br /&gt;
&lt;br /&gt;
'''Blood Rose Allure'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Life-Stealing Kiss&amp;lt;br&amp;gt;&lt;br /&gt;
The dark pleasures of the Underworld can be addictive to some. Those who master the Blood Rose Allure know how to make the feeling of their Life-Stealing Kiss more than just a blissful experience: it becomes addictive as any drug. The Kiss has its penalty increased to hours instead of turns, and receives a Recovery Rating (see '''Exalted: Players Guide''' p. 144) equal to the character's Permanent Essence. The Difficulty of the Willpower rolls is always increased by one, however - the allure of the void is stronger than that of mundane substances. Even Exalted can be affected by this addiction.&lt;br /&gt;
&lt;br /&gt;
=== Void Shards ===&lt;br /&gt;
&lt;br /&gt;
'''Ravenous Shade Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Drinking Palm&amp;lt;br&amp;gt;&lt;br /&gt;
With a shrill whisper, the character's shadow rises, a maniac grin appearing on its face, disturbing features such as eyes and claws and worms appearing all about it! The shadow acts with the character's will, able to enact all of the character's Charms with the equivalent of all his equipment. In effect, the Abyssal may take an Independent Action in addition to his normal action, but all actions in this Independent Action must make use of the Brawl Ability. In addition to being able to use all abilities in objects and artifacts carried by the character, the Shadow may grow its own weapons out of the void that gives it substance! Those weapons are built like Resplendent Shadow Blade, having twice the character's Brawl score to distribute between its statistics(with Speed and Damage receiving +2 per point allocated to them), unlimited rate, and always count as unarmed attacks. &lt;br /&gt;
&lt;br /&gt;
'''Racing Shadow Strike'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
With an undifferentiated light flaring in her caste mark, the Deathknight pours the memory of her strike within her own shadow, making its mimicry of the her attack attain substance! Activated as she rolls an attack, the Deathknight receives a second attack with the same dice pool(sans bonus given by instant Charms) executed by her shadow, which has the same abilities and statistics of any weapons or other equipments used by the character herself, but can create armament as with ''Ravenous Shade Technique''. Obviously, the Deathknight may not create second attacks out of shadow-attacks, and may not create more shadow-attacks in a turn than her Brawl score. This Charm may explicitly be comboed with Charms of other abilities. &lt;br /&gt;
&lt;br /&gt;
'''Laughing Void Shards'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking with terrible laughter, the character's body fades into pure shadow or melts into gore from which terrible creatures pour. Hounds, spiders, maggots crows and all manner of beasts of ill omen pour fourth, with crooked teeth and multiple, mismatched eyes and legs, all insane and horrifying as they strike at the character's enemies, swarming them in their madness! At times, the character's face will appear grinning on the body of this mass of vermins, or even his arm will jump out of a hound's head to strike at his enemies. In the turn this Charm is activated, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform, and rounded up, unless it is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once. &lt;br /&gt;
&lt;br /&gt;
'''Writhing Shadows March'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes, 1 Willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 6&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Laughing Void Shards&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal’s body becomes a shadow, or melts into gore, becoming a number of smaller creatures, hounds, spiders, maggots, crows, all insane and horrifying, striking in many different ways, his jaws or his armed arm coming out of them to strike. For the remainder of the scene, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Finally, until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform. That ammount of damage ''kills'' a single Independent Action, however. An exception to this is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once, and thus annihilate all shadows in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
=== Entropy ===&lt;br /&gt;
&lt;br /&gt;
'''Infinite Hunger Mien'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 motes per die&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravaging Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Hand wreathed in Essence of Void the Deathknight's strikes are heralded by entropy, an end to life, exuberance and vigor. Her victims feel exhausted and utterly impotent, their life eroded by the inevitable, unable to stop the Deathknight's fated strike. The Deathknight makes her attack normally, but her target loses one die from a single defensive dice pool for every mote spent.&lt;br /&gt;
&lt;br /&gt;
'''Shadow-Warping Palm'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Infinite Hunger Mien&amp;lt;br&amp;gt;&lt;br /&gt;
Heralding her advance as a whisper, a wave of entropy washes of the Deathknight's victim, warping shadows and essence and drowning all sound as the blow connects! The victim of the Shadow-warping essence feels the very essence of his being disjointed, unable to react efficiently against the Deathknight's advance. Using this Charm, the Deathknight subtracts her Strength+Essence from one of her victim's dice pools.&lt;br /&gt;
&lt;br /&gt;
'''The Untouchable Queen'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Infinite Hunger Mien&amp;lt;br&amp;gt;&lt;br /&gt;
The Deathknight assumes the stance of an untouchable death itself, untouchable and unerring. All attacks against her fail -- they cannot withstand her perfection. This Charm can be activated reflexively in response to an attack against the Abyssal, reducing it by a number of dice equal to the Deathknight's Essence + Brawl. This is an ''entropic'' Charm, and it can explicitly reduce the dice-pool of even Essence-using beings to 0.&lt;br /&gt;
&lt;br /&gt;
'''Pale Empress' Wreath'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 7 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' The Untouchable Queen&amp;lt;br&amp;gt;&lt;br /&gt;
Whispering to the memory of those she has killed and those she has promised to, she drags the ghosts of past and future suffering about herself, in a translucent shroud of souls. All those who attempt to strike at her find themselves impeded by this barrier, even as those she strikes see in her movements their future suffering, their own future selves pulling them to their deaths. For the remainder of the Scene, the Abyssal may parry all incoming attacks with her full Charisma + Brawl and reduces all defensive dice pools of all those she attacks by her Permanent Essence rating.&lt;br /&gt;
&lt;br /&gt;
=== Void Fist ===&lt;br /&gt;
&lt;br /&gt;
'''Nightmare Emperor Fist'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Five-Knife Strike&amp;lt;br&amp;gt;&lt;br /&gt;
The Nightmare Emperor Fist shifts the Abyssal's body into a shape more fitting to bring oblivion. Her proportions become subtly ''wrong''. Her hands and feet seem to swirl with a nimbus of blasphemous delirium or cracking with sharp bone protusions. Every one of her strikes echo with the sound of Malfean bells. She may choose to deal lethal damage with her unarmed attacks, may parry lethal damage barehanded without a stunt and reduces all negative modifiers for her unarmed attacks to 0. In addition, she receives Accuracy 2 and Defense 2 on all unarmed attacks, and reduces all opponents' soak total by her Essence before calculating her damage. (But she cannot lower the enemy's soak below 0.)&lt;br /&gt;
&lt;br /&gt;
'''Setesh's Might Attittude'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is a terrible thing, spinning time where there is not. It is not without effort that it does its task, applying with strength the change in all the world, prowess felt by all as time changes, through Setesh's might, in a way no thing living or dead can escape. The Abyssal who learns this Charm adopts the attittude of time falling upon all, unfailingly, able to always use Strength in place of Dexterity on all Brawl attacks. This Charm does not need to be activated; it permanently enhances the Abyssal's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian Champion Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Obsidian Champion is terrible to behold, needing no tools to spread misery upon the world! His nails and teeth shine unnaturally with the obsidian radiance of soulsteel, and the touch of his hands brings the cold of the bleakest heart, the wails of a thousand nightmares. To face him is madness. To be struck by him is suffering eternal. Wether he uses weapons or not makes no difference - his every strike is always a thing of nightmares, receiving the Weapon and Hearthstone Bracer Soulsteel Magical Material bonus to all his armed and unarmed combat profiles, compatible with any and all Weapons and Bracers he uses, even those of Soulsteel - the Soulsteel Magical Material Bonus is doubled then. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DragonBloodedMedicine/GoldenCat&amp;diff=84425</id>
		<title>DragonBloodedMedicine/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DragonBloodedMedicine/GoldenCat&amp;diff=84425"/>
				<updated>2011-01-11T07:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Nurturers of Wood Cascade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[DragonBloodedMedicine]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Foreword ===&lt;br /&gt;
&lt;br /&gt;
If my Dragon-Blooded Survival is about controlling plants and turning the forest into your enviroment, against your enemies, Medicine is about nurturing, controlling plants. It is the skill of the gardener. Again, I am going for heavily elemental control effects - most the Medicine Charms existant have most Solar-lite effects, so I feel free in going to the odd, elemental stuff straddling the line of the ability(although I'll make the dice-adder and reroller due to my personal crusade for them).&lt;br /&gt;
&lt;br /&gt;
Most of those are made with a special thanks for [[Greymane]]... who, on the first game we played when we learned Exalted, wanted to make a Realm drug dealer... until he found out Craft sucked, and Medicine had nothing to it... and then, made a Wood Aspect, with a great Exaltation writing where he painted plants and covered himself with them... until he found out there were no Charms to grow or even mess with plants in any way. Well then... now there are. Charms for all that! =^.^=&lt;br /&gt;
&lt;br /&gt;
=== Nurturers of Wood Cascade ===&lt;br /&gt;
&lt;br /&gt;
'''Masterful Gardener's Eye'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote per 2 dice&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 1&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
A good gardener understands all about the plants that grow around him. He understands when things grow, and why. He understands the needs and weaknesses of each and every piece of life in his garden, and knows exactly when they need the right sustenance from every little teltalle sign in their phisiology. The Exalted can improve his Medicine pool with this Charm, at the cost of one mote of Essence for every two dice added to his Medicine pool. As with most charms of this type, no more dice can be added than the character's Medicine trait plus any relevant specialties.&lt;br /&gt;
&lt;br /&gt;
'''Moonlight-Drinking Method'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes per reroll&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Masterful Gardener's Eye&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the light of the day is not enough. A pacient may still die, even after a day under the nourishing sun. But the element of wood can give life a second chance, to bloom even under the moonlight. Using this Charm, the player may reroll the character's Medicine completely. She can reroll a number of times equal to her Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully successful) attempt is made. &lt;br /&gt;
&lt;br /&gt;
'''Blessing the Virtuous Nurturers'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote per 2 dice, +1 mote per ally&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Masterful Gardener's Eye&amp;lt;br&amp;gt;&lt;br /&gt;
This Charm briefly empowers a group of healers, increasing their skills and allowing them to nurture others better than they ever could alone. Pure dew falls over all of those thus blessed, covering their hands and pupils and allowing their touch to be more soothing, more delicate, their eyes to better understand the life they nurture. This Charm may empower one ally per mote spent, to a maximum of allies equal to the Chosen's Permanent Essence. The Chosen must spend extra motes to increase their Medicine, by two dice per mote spent, and that enhancement cannot increase their abilities by more than the Chosen's own Medicine rating.&lt;br /&gt;
&lt;br /&gt;
'''Bending the Branch Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 1&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The knowledge of medicine is more than simply mending wounds. It is the knowledge of the body, of how it grows. Healers know what children should eat and drink if they, or their parents, desire certain outcomes for their bodies. To heal many diseases, healers simply learn to make the body achieve the conditions where the virus will not survive. It is the art of nurturing, of shifting the living being into whatever direction the healer desires. Dragons of Wood, gardeners of the Exalted host, know how to do such intimately with plants – with a touch, they are able to order it to grow in any fashion the Dragon-Blooded desires – for trees are able to shift in seemingly impossible ways to look for better sunlight in the nature, and there is no limit to how they can grow when the Exalted orders them to. The Exalted touches the plant, spending one minute of meditation, 1 mote, and making a Charisma+Medicine roll – each success means one year the plant will grow in line with the Exalted's plan for it. This Charm may not make plants grow larger than they possibly could, but he can create impossible works of precision and grace such as living portal trees with precise inscriptions and miniature castle-trees (with the aid of Cathedral of Wood Discipline, actual Castle-Trees are made possible) although those would require a suitable success in Craft (Wood) rolls.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral of Wood Discipline'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 5 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Bending the Branch Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Mastering the art of growth the Dragon breaks the flow of Nature and becomes able to craft veritable wooden behemoths. This Charm allows the Chosen to grow plants to impossible sizes: from mountainous trees to lake-sized flowers. To use it the Dragon-Blooded must take the plant she wishes to grow and whisper to it the Seven Secret Names of Sextes Jylis while the Essence and Willpower are spent - the plant's growth will be then multiplied by a factor of the Dragon-Blooded's Permanent Essence. This Charm cannot be used on a plant more often than once per season (when the names will be forgotten and slide away into morning dewdrops) and does not provide the growth, which must occur naturally (or with the aid of other magic). No plant affected with this Charm may be made to grow greater than a normal mountain (The Imperial Mountain, King among mountains and loci of all Creation is exempt from comparison) or larger than the Chosen's Permanent Essence in miles.&lt;br /&gt;
&lt;br /&gt;
'''Ten Seasons Growth Discipline'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote per minute&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Infusing a plant with his essence, the Terrestrial causes it to grow at impossible speeds, many seasons of its life rushing in the blink of an eye. A seed can grow into a flower, a seedling can become a sturdy sapling. To employ this charm, the Dragon-Blooded needs only to lightly stroke the plant, singing or humming to its spirit, providing it with nourishiment via its essence. Every minute(or hour, on the case of trees) 1 mote of essence is spent into the plant, that experiences a full year’s growth. Thus, growing an annual flower from a seed requires one minute and 1 mote of essence; growing an oak tree twenty years old from an acorn takes twenty minutes and 20 motes of essence. With the aid of Bending the Branch Technique, it can easily create natural ladders, bridges, and great works of natural art nearly instantly.&lt;br /&gt;
&lt;br /&gt;
A tree grown large and long enough can displace even the greatest stone! Trees grown to suitable size amidst formation of rocks that deny their growth will damage the wall of the Chosen spends 1 willpower to empower the growth with purposeful wrath, causing the wall or ground an ammount of health levels of damage equal to the Dragon-Blooded's Permanent Essence rating per minute this growth is mantained, ignoring its Soak values. This has no effect over imperishable First Age structures or certain metal structures too smooth to lend the growth any purchase.&lt;br /&gt;
&lt;br /&gt;
'''Whirlwind of Seasons Prana'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes+ per minute&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ten Seasons Growth Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
Standing in the center of a garden, the Dragon-Blooded hums a soft song, and lets his awareness drift to all the plants around him,  unfurling his anima to touch and sooth all of them, infusing them with his essence, making all of the vegetation around him grow through seasons and years. After the Chosen spends one minute soaking the plants around him with his Essence, he can cause all vegetation in a radius of (2x the Chosen's Permanent Essence for every 2 motes spent) in yards to grow one year's time. This Charm can be maintained in the same manner as Ten Seasons Growth Discipline.&lt;br /&gt;
&lt;br /&gt;
'''Verdant Genesis Prana'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine:''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ten Seasons Growth Discipline, Bending the Branch Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Emerald Dragons are life. They are all that is lives and grows. Those who master growth can nurture their own Essence into achieving a miracle – creating life itself. Verdant Genesis Prana allows a Terrestrial to create a seeds (no more than their own Medicine rating) out of their own Essence. These seeds grow a number of years equal to the Dragon-Blooded's Permanent Essence instantly - this growth can occur from the Chosen's body painlessly or happen once the seed first hits the ground. Dragon-Blooded belonging to Aspects other than Wood pay 2 health levels per seed when applying this Charm, as it requires a greater effort to create the seeds. Even exotic or Wyld plants can be created if the Chosen suceeds on a reflexive Intelligence+Medicine roll with a Difficulty equal to the rare plant's Resource value.&lt;br /&gt;
&lt;br /&gt;
'''Bounty of Sextes Jylis'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower, 1 aggravated health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Verdant Genesis Prana, [[DragonBloodedMedicine/Telgar|Fruit from the Forest]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the campaigns in the war against the Anathema, as morale decayed in long campaigns on wild wastes, it is said Sextes Jylis would raise his troops' morale – and their well-being – by creating a miraculous tree whose fruit would heal their wounds and bolster their spirits. Knowing the deeper masteries about nurturing plants and healing wounds, the Exalt is able to create a miraculous tree, whose aspect is unique to each Dragon-Blooded, and it bears a number of fruits equal to twice the Dragon-Blooded's Medicine rating. Eating one of those fruits recovers 1 dot of willpower, and either one Lethal or two Bashing Health Levels. The fruit is also highly nutritious, sufficing as food for a full three days, leaving those who eat it  fully refreshed. Its taste is second only to the Peaches of Immortality. The fruits become overripe in about a week. Dragon-Blooded of Aspects other than Wood must pay 2 Health Levels when activating this Charm rather than one, as it requires a greater effort to create the seeds. &lt;br /&gt;
&lt;br /&gt;
'''Prisioner to Grass Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 12 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until broken&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Cathedral of Wood Discipline, Whirlwind of Seasons Prana, Verdant Genesis Prana&amp;lt;br&amp;gt;&lt;br /&gt;
The life created by the Dragons does not to be peaceful. With the lore from parasitic plants, and commensurate mastery over all things that grow, the Emerald Dragon can lash out with the fury of nature. The Dragon-Blooded regards an enemy no farther away than four times his Permanent Essence, who must be standing over fertile earth. As he does so, Wood gushes foward like water from a geyser, enveloping the Chosen’s enemy as an unparriable, undodgeable Clinch attempt with a dice pool equal to the Dragon-Blooded's Charisma+Medicine+Essence. If he does manage to wrap around the enemy, a tree begins to form around it, clinchinbg the opponent as per the normal rules for such action and dealing with a base bashing damage equal to the Dragon-Blooded's Medicine+Essence, plus extra successes. If the enemy manages to escape, the charm is wasted; If not, the Dragon-Blooded must save one action every turn for this roll, although he can split to do other things. If the enemy is reduced to incapacitated through this clinch, the tree grows around him, and he is forever held in slumber. He remains in suspended animation until another cuts the tree and frees him – nothing else will make him wake up.&lt;br /&gt;
&lt;br /&gt;
'''Forest Genesis Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' 5 Turns&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Prisioner to Grass Technique&amp;lt;br&amp;gt;&lt;br /&gt;
When the Anathema fell, there was a great vacuum of power. In many places, men fought against men, and anarchy prevailed. And it fell to Sextes Jylis, He Who Hath Strew Much Grass, to quell such fighting, and end this anarchy. With Forest Genesis Technique, he brought forests back to wastelands. With Forest Genesis Technique, he ended the wars fought over those wastelands, breaking and defeating whole armies. The Chosen must use this Charm in an area with enough earth and moisture - enough water must be created if he uses it in a desert, and enough earth must be created if he uses it in palaces of ice or rock. When using this Charm the character chooses a point anywhere in an area within 10 times his Essence in yards with earth and moisture. From that point, branches begin to grow... and continue to grow, as endless branches of an endless linked, labyrinthine trees.&lt;br /&gt;
&lt;br /&gt;
It grows no taller than the character's Medicine in yards, and grows to occupy an area of (the character's Essence x10) yards if the Charm runs its full course, growing (the character's Essence x2) yards per turn. It instantly breaks any structure not made of the Five Magical Materials in its path, although the character might tell it to grow ''around'' certain structures if it can do so while it continues to grow. Any individual caught in this area suffers an unparriable clinch attempt with a pool equal to the Chosen's Charisma+Medicine+Essence. This is a reflexive action for the Exalt, who may supplement any of them with his own Charms. It deals lethal piercing damage with an strength equal to twice the Dragon-Blooded's Essence, which increases by two for every turn the victim remains on its grasp, as the growth continues all around the victim. There is no limit to how many enemies may be wrapped by this Charm, as long as they are in the growth's area (when fighting squadrons of Extras, the character may wish to make a single roll and apply to all of the enemies within this area). &lt;br /&gt;
&lt;br /&gt;
The character may wish to do Bashing Damage and stop as the victims become unconscious if he prefers. The character himself is never attacked. One might try to break the branches to save the victim thus wrapped. The branches have soak equal to twice the character's Medicine, and as many Health Levels as his Essence. The entanglement of branches are not animated after their growth - anyone walking in area in the turn following the one they have grown through is not attacked, and those who are broken from the branches are protected as well. The trees remain there, being fully natural.&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
&lt;br /&gt;
* The Charms below may specifically be used to aid Alchemy.&lt;br /&gt;
&lt;br /&gt;
'''Chrysanthemum Medicine Blossom'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes + 1 mote per dose&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ten Seasons Growth Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
Just as a frail, unassuming chrysanthemum bud blossoms to show a thousand petals, the character can make the raw materials of a medicine blossom in many, many more doses, as many as petals in a chrysanthemum! The character uses this Charm when he holds the raw materials to create some plant-based substance, be it drug, medicine or poison, he may create additional doses equal to his Medicine score with enough material for one. For the purpose of Charms that enhance a dose of a substance, all doses made with this Charm count as a single one. &lt;br /&gt;
&lt;br /&gt;
'''Jasmine Awaits the Night'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until Consumed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Chrysanthemum Medicine Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
Just as the Night-Blooming Jasmine awaits the stroke of midnight to bloom, thus the substances enhanced made by the character wait their moment to take effect. Upon making a dose of the substance, the character commits the Essence to this Charm and rolls Intelligence+Medicine at standard diffulty. Each success translates on a single day of delay that the substance may wait until it takes effect, but the character does not need to wait all the time he can, or whole days. He may also pay 1 willpower to place a set trigger upon the substance: It may be that the target falls asleep, ingests some certain substance, has sexual relations or has anything else happen that changes the chemistry of the victim's body. However, if the specified trigger does not occur until a number of days equal to the successes accumulated in the roll are past, the substance vanishes instead of taking effect. &lt;br /&gt;
&lt;br /&gt;
'''Artisan of Delirium'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until Consumed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Jasmine Awaits the Night&amp;lt;br&amp;gt;&lt;br /&gt;
Many, many drugs are hallucinogens, which make a person sees something that is not there, seeing terrors and wonders, which may illuminate those who know how to interpret such visions. When preparing a drug, however, a character with this Charm may create an vision as if he was knitting a tapestry of leaves, empowering it with knowledge and Essence! The character rolls Manipulation+Medicine at standard difficulty when preparing the drug. One successes is enough to craft a delirium that follows the character's specifications. Three successes are enough to make it cover most of a target's senses, requiring the target to make a reflexive Wits+Awareness roll to react to any external stimuli. Five successes are enough to make the delirium covers all of the target's senses, requiring a roll as above to react to the outside world, but at a difficulty equal to the Dragon-Blooded's Essence, and a -3 penalty to all actions even on a successful roll.&lt;br /&gt;
&lt;br /&gt;
'''White Incense Message'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Artisan of Delirium&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, visions have more to them than simple words and sights and noises. An implicit command, an implicit purpose, whispers of its creator's voice, urging one to do or say something! When the character finishes the drug with Artisan of Delirium, he receives a Reflexive Social roll, which he attaches to the vision. This roll may be enhanced by any sort of Social Charm or combo, even those that possess Simple Charms, but none that require the character to interact with his target beforehand or during, as the message is relayed, even with the magic, without either of them being face-to-face.&lt;br /&gt;
&lt;br /&gt;
'''Millennial Spring Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until Consumed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Chrysanthemum Medicine Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
It is said that the flowers in a garden planted by Sextes Jylis bloom in the spring, but remain in full bloom for a thousand springs before they fall to the winter. Infusing a dose of a substance just created with this Charm, the character may multiply its duration on its victim's system by his Permanent Essence rating. Thus, if the character possesses Essence 3, the substance will have its duration tripled after affecting the victim. As a side benefit, substances thus treated never fade from weapons or other open-air recipients as long as the motes remain committed. &lt;br /&gt;
&lt;br /&gt;
'''Leaves of Heaven Prana'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until Consumed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Jasmine Awaits the Night, Millennial Spring Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Heaven's medicine is empowered by Gaia to be stronger than anything of man. Peaches of Immortality, Celestial Wine and other ambrosial wonders have the strongest effects, grown amidst such powerful Essence. By infusing doses of his drugs with such power, the Dragon-Blooded enhances his creations to almost supernatural effects! The character creates a dose of a drug and activates this Charm, and increases the difficulty to resist the effects of the substance(and subsequent addiction) by half the Dragon-Blooded's Essence(rounded down), and adding the same number to the poison's damage or traits enhanced by the drug(unfortunately, also to traits ''lowered'' by the drug!).&lt;br /&gt;
&lt;br /&gt;
'''Emerald Alchemy Understanding'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Medicine: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
To the Children of Sextes Jylis the arts of Alchemy hold few secrets. To those who understand life's every breath and growth the secrets of mortal liquids are as simple as the passing of night and day. The Exalt who learns Emerald Alchemy Method receives a score in Thaumathurgical Alchemy and knowledge of a number of formulas equal to her Medicine rating - should she raise her Medicine after learning this Charm he receives a new dot of Alchemy and a new  Formula automatically. The Terrestrial may pay 2 Experience Points to learn another formula, requiring only as many days as the Alchemy requirement the Formula would normally have to do so. Should the Exalt already possess the Science of Alchemy upon learning this Charm she receives back all Experience Points previously spent on it(each bonus point yields 2 Experience Points).&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
Hey now, step off. My [[DragonBloodedMedicine]] Charms aren't Solarish at all. And while I like your stuff here, I'm sorta wondering why this isn't in Survival which seems to be way more the plant-controling nature stuff. Medicine, as I see it, probably needs to actually involve people or animals and making them healthier. Or less healthy. - [[Telgar]]&lt;br /&gt;
:Heeey. Relax. If I even defaulted to a charm of yours'(What I didn't mean at first, but noticed you already had  a fruit-one and I did not want to be /too/ wiki-redudant), then yours' is not there. And was a general sweep, really. Since most of the wiki actually does medicine plant-y, even if the book does not. It was not an insult either, just saying that 'hey, everywhere has more ability-focused charms that do just what the ability says(ride animals, dance, beat people with sticks), and thus I would be unapologetic into using Bureaucracy to control hierarchies of fish'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like I said on the foreword, Medicine for me is the perfect fit for nurturing, for making things grow. For caring of things as they grow better and brighter... And it works  wonderfully /with/ Survival, which controls plants and woodlands, as it can make the Woodlands for Charms like mine to be used. I know it is somewhere we disagree even more violently than usual, as you do have like Charms on Survival(checking it now, I realise you used Cathedral of Wood too... damn, this was accidental. I was thinking of Panther's fic and other mentions in the Core.) But I believe we could agree to disagree there, right? ^^ - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
:Well, I prefer to think of them as Wood Commanding Charms, not Medicine or Survival. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
Imma likin yer new Drug Charms, Golden. Most of the time people ignore mundane medicines in Exalted. Especially Solars, who I think should be the ones to actually USE them. Seeing as how the whole Solar gig is to do things the mortal way but tons better...why don't they use bandages and drugs? How come they get magical lay-on-hands? WTF?....anyway...your charms are pretty cool. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
:Thank you, [[Telgar]]! And very much so... Solars should probably get Charms with exponential doses, that don't care if the substance is plant-y, and that branch in the end into doing crazy substances that make [[CPoC]] cry... but instead, yeah, they got lay on hands &amp;gt;.&amp;lt;  - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
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*Back to [[DragonBloodedMedicine]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82941</id>
		<title>Necromancy/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82941"/>
				<updated>2010-08-07T07:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Onyx Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Iron Circle ===&lt;br /&gt;
&lt;br /&gt;
=== Onyx Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
&lt;br /&gt;
Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted (and if they are Exalted the thralldom is broken utterly as it happens with those in soul bondage that receive the Second Breath.) Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
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The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
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Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
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		<title>Necromancy/GoldenCat</title>
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				<updated>2010-08-07T03:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Onyx Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it while in Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
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Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
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The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
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Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
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The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted. Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
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'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
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* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
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* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
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* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
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* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
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'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
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In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
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This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
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'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
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The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
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Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
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'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
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The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
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Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
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'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
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The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
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This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
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Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
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The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
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Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
&lt;br /&gt;
The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82937</id>
		<title>Necromancy/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82937"/>
				<updated>2010-08-07T02:56:36Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Onyx Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Iron Circle ===&lt;br /&gt;
&lt;br /&gt;
=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it on Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
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The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
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Their most terrifying ability is ''The Flow of Blood'' - the power to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted. Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
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'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
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* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
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'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
&lt;br /&gt;
The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82935</id>
		<title>Necromancy/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Necromancy/GoldenCat&amp;diff=82935"/>
				<updated>2010-08-07T02:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Iron Circle ===&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it on Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being. &lt;br /&gt;
&lt;br /&gt;
Their most terrifying ability is to use their blood-charged Essence pool to enhance their attributes. With the reflexive expenditure of 2 motes per dot of increase, and having his player succeed on a Willpower roll (difficulty equal to the number of dots added), the thaumaturge may boost one Attribute for a number of turns equal to their Master's Permanent Essence rating. No more dots may be added to an Attribute than their highest Virtue. Ghouls cannot add to Attributes that their Master hasn't added at least one dot when they last received his blood, however - it is the Master who decides where their talents lie.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted. Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
&lt;br /&gt;
The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

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		<title>Necromancy/GoldenCat</title>
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				<updated>2010-08-07T02:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
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&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it on Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
&lt;br /&gt;
Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
&lt;br /&gt;
The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set again each time the Ghoul receives blood from their Master) and heal like a Supernatural being.&lt;br /&gt;
&lt;br /&gt;
The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted. Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. A Deathknight can have more than one Ghoul - at most one Ghoul per dot of Permanent Essence they possess. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
&lt;br /&gt;
=== Onyx Circle ===&lt;br /&gt;
&lt;br /&gt;
'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
&lt;br /&gt;
This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
&lt;br /&gt;
'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
&lt;br /&gt;
The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
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Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
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		<title>Necromancy/GoldenCat</title>
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				<updated>2010-08-07T01:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Iron Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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'''Blood Doll'''&amp;lt;br&amp;gt;'''Cost:''' 50 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood is the most coveted substance in the Underworld. Its flow creates life, its flow ends life, its taste reminds the dead of what it was like to be living. The Abyssal Exalted are built to thrive on it on Creation, to steal blood from the living to survive in an ambient inimical to their very existence, where the living Essence burns instead of nourishing them. It is expected that the Deathknights will reap the lives of many to replenish his reserves, but to some it is more fitting, more regal, to have his own servants from which to draw sustenance in similar fashion to the Fetter-Slaves of the Underworld. This spell modifies the living into beings that exist to feed and sustain the Deathknight - their ''Ghouls''. The Creation of a Ghoul requires the living one to dedicate themselves to the Deathknight and willingly partake on a ceremony that goes from midnight all the way through to dawn - a ritual in which the ghoul must be marked as property of their Deathknight master, be drained by his fangs and fed of his tainted blood. Thereafter the Deathknight (who needs not be the one to cast this Spell) and the Ghoul are linked: the Ghoul's blood flows only for the Deathknight, and the Deathknight's Essence suffuses his Ghoul's.&lt;br /&gt;
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Feeding off a Ghoul's blood grants the Deathknight - the Ghoul's Master - 3 motes per Health Level drained instead of 1 (cumulative with any other effects that might increase the ammount of blood received through feeding of the living.) The Ghoul will recover from feeding wounds dealt by their Deathknight Master like an Exalt recovers of Bashing wounds - this is only true of feeding wounds received from their Master's fangs, not those of other Deathknights or any other being (although if the Master's Familiar is suitably vampiric the mote increase and wound regeneration will also be available for it.) Blood compels them into obeyance - a Ghoul must spend 1 willpower to resist following any order given by their Master. This is absolute for the order, the Master cannot force the Ghoul to deplete its willpower by repeating an unnacceptable command (he can do so with a succession of several different commands, however.)&lt;br /&gt;
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The Ghoul receives several advantages from their altered state. They receive the Abyssal Exalted ability to grow feeding fangs with the expenditure of 1 willpower as well as a pool of their Master's Permanent Essence x10 which can only be replenished with blood drunk from others. If they have been fed at least one health level of the Deathknight's blood in the past three days they will receive an ammount of extra -4 Health Levels equal to their Willpower score, a number of extra attribute dots equal to their Master's Permanent Essence (set when this Spell is first cast and when the Master's Permanent Essence score increases), heal and soak lethal damage like a Supernatural being.&lt;br /&gt;
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The invasion of the Deathknight's Essence upon the living pattern warps void spaces in the Ghoul's Essence, and so only Mortals can become Ghouls, not the Exalted. &lt;br /&gt;
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Only Deathknights can become Masters due to their specific ties with blood and feeding upon the living. There are whispers of a version of this Spell that creates Shape-dolls for the Lunar Exalted, however.&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
&lt;br /&gt;
* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
&lt;br /&gt;
* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
&lt;br /&gt;
* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
&lt;br /&gt;
In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
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This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
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'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
&lt;br /&gt;
'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
&lt;br /&gt;
The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
&lt;br /&gt;
Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
&lt;br /&gt;
'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
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The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
&lt;br /&gt;
This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
&lt;br /&gt;
Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
&lt;br /&gt;
The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
&lt;br /&gt;
Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
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The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
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(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
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----&lt;br /&gt;
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*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
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		<title>Necromancy/GoldenCat</title>
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				<updated>2010-08-07T01:49:54Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Onyx Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
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=== Iron Circle ===&lt;br /&gt;
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=== Onyx Circle ===&lt;br /&gt;
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'''Mask of {Monarch}'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Dual Monarchs stand at the heart of Stygia - and indeed of all the Underworld. The Monarchs are ''idea'' more than ''creature'', four archetypes that are given with a mask and whose role and life are taken by ghost after ghost with the passing of the previous one. Ideas so powerful they transcend lives. With this Spell the Necromancer rises this idea from the very fabric of the Underworld and creates a mask of perfect Alabaster or Obsidian for her face, donning the legend but not the identity of the Monarch for the remainder of the moment this Spell is used until the moment the Calendar of Setesh marks dawn in the Underworld. This is in fact four different Spells, each of which follows the legend of a Monarch...&lt;br /&gt;
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* '''Eset''' The Female Aspect of the White Monarch, Eset is the strangest of them. Some believe that she was the first, that she crawled from the Abyss and was taken up by a ghost, the senseless whispers of Oblivion given a mind and a voice. The Underworld depends on her to control the nephwracks and their servants. It is she that calms the great storms that, let lose, call the mortwights from the Labyrinth. Donning the mask of Eset the Necromancer is wreathed on the anti-light of the Void and the prayers to Eset like an anima about her, drawing all shadows to herself with whispers of the Void dripping quicksilver about her form.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Eset the Necromancer receives the benefits of the Eclipse Caste Diplomatic Immunity towards all beings that draw power or worship Oblivion: Nephwracks, Spectres, Hekatonkires, Deathlords and others. She adds an ammount of dice equal to her Temperance score to all rolls to interact with such beings. She can calm any weather condition in the Underworld - even those created by external forces - with a single success in an Essence roll (or an Essence contest with the creators of deliberate effects.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Temperance and she receives the Nature ''Judge'' in addition to her own.&lt;br /&gt;
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* '''Usine''' The Male Aspect of the White Monarch, Usine is the stone fist of the Monarchy. He holds the key that controls the golem army of Stygia. In the past, he traveled outside Stygia, and his bright panoply gave the stagnant ghosts of the Underworld the strength to continue clinging to existence. Donning the mask of Usine makes the Necromancer's skin palest pearlescent white, his features becoming as if carved and violent, the sound of clarions following on his steps and white flames and banners shining about him like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Usine he steels all ghosts who follow him or to whom he gives his favor to always suceed in Valor rolls and ignore all the effects of fear, doubt, and Lethe. He adds his Presence to his Bashing and Lethal Soak and Hardness scores and to his damage which is now Lethal even if unarmed. A number of Automaton equal to his Essence rating come to him, all of which having the same statistics as Denandsor's guardians and will follow all of his commands - they walk into the shadows of the Underworld at the end of the Spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Valor and he receives the Nature ''Paragon'' in addition to his own.&lt;br /&gt;
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* '''Setesh''' is the Monarch of Efficacious Prayers, and he oversees the propitiatory rituals and rites that insure the stability of the Underworld. His is the office that ghosts petition when they seek to place a mausoleum in Stygia, allowing them to gain Essence from the gathered prayers the dead offer to the dead. Setesh also maintains the Great Calendar of the Underworld, without which the cycle of rites would fall into catastrophic disarray. Mastery of the Calendar gives Setesh the talent of prophecy, at least as it bears on the future of the Underworld. Donning the Mask of Setesh makes the Necromancer darker, forming robes of pure incense and pyre-flames that flow about him and fall to the ground only to be put off in their unreality, with timing seem to flow in strange ways, leaving pyre-filled afterimages with every step.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;While in the role of Setesh the Necromancer always suceeds in Prayer rolls with a single success and can cause anyone he blesses to do the same. He doubles the rewards of any Cult rating he might have. He always gets where he needs to be (following the edicts of his Fate in the Calendar and barred by all manner of obstructions - this speeds travel in a dreamlike fashion, but does not allow the character to cross oceans, chasms, or get into locked places) on time with a single success on an Essence roll as long as he travels in part through the Underworld, and can cause anyone he knows to do the same he if he scores as many successes on the same roll as their Essence. He knows the Destiny  of a being of the Underworld on sight as long as it is not obscured with magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Conviction and he receives the Nature ''Architect'' in addition to his own. &lt;br /&gt;
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* '''Nebthys''' Nebthys has always been the ruler most interested in the living world. She hears the last whispers of the dying, and many secrets have found their way into her dark mind. She has never been generous with her knowledge. She may whisper a single word into the proper ear or direct the Silver Observances to pass a quiet message into the living world, but she does not make proclamations or revelations. Donning the mask of Nebthys makes the Necromancer's skin turn into a dark hue of azure, little prayer strips hanging from beads around her and holding secrets written with ink that smear when looked upon, floating in prayer that coats her like an anima.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While in the role of Nebthys the Necromancer hears the dying words of all within ten times her Essence in miles as well as their meaning and situation in detail. She rolls Essence when meeting a being of the Underworld to learn as many of the being's secrets as she scores successes. She can breathe Essence normally in the living worlds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Necromancer's Virtue dice come as successes when channeling Compassion and she receives the Nature ''Explorer'' in addition to her own.&lt;br /&gt;
&lt;br /&gt;
'''Master the Calendar'''&amp;lt;br&amp;gt;'''Cost:''' 30 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is more than just the proper regulator of time and space upon the Underworld: it defines the Fate of all creatures under its purview. Understanding its endless tics of the Calendar the Necromancer falls in contemplation of the Calendar, turning the ebb and flow of his mind into its endless gears. This spell must be used in the night the Calendar marks the 13th of a month. It begins at sundown when the Necromancer starts his meditation and contemplation of the gears and reaches its climax at midnight, when the understanding of the Calendar's workings is perfected!&lt;br /&gt;
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In that moment the Necromancer has a vision of the Underworld's Fate! The image is of a great event to happen in the Underworld in the following month until the next 13th. If there are many events of great importance the character will learn of the one with the most connection to him and receive a vague inkling of the others. The vision is vague and full of metaphors and allegories, open to interpretation, but it should give some concrete information and a number of direct, hard clues to the event that the Necromancer would be unable to(or at least, hard-pressed) discover in any other manner equal to his Essence score.&lt;br /&gt;
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This Spell is a treasured secret of Setesh and embodies his mastery of the Calendar's workings and the Underworld's fate - it is normally taught only by the Monarch to those who have earned his favor. It takes twice the usual time to be researched by a Necromancer alone and without such a ghost tutor. &lt;br /&gt;
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'''Shadow of the Colossus'''&amp;lt;br&amp;gt;'''Cost:''' 30+ motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Protecting hallowed Stygia, the center of the Underworld, stand an army of unliving titans a match to a Deathlord's. Most of those automatons are strong like those of Creation, similar to Denandsor's guards and Brass Legionnaires. But 77 of them are the Colossi of Stygia - masterpieces whose craft is legend and the origins mystery - great works of Magical Materials and stranger elements still, the pride and joy of Dual Monarch Usine. With this ritual the Necromancer can call upon one of the Colossi to serve him. The Colossus walks into the passageways of Stygia, losing itself on the labyrinthine streets until it finds itself nowhere but before the Necromancer. &lt;br /&gt;
&lt;br /&gt;
The Necromancer must know the name of the Colossus he wishes to summon. The actual spell itself costs 30 motes. Once a Colossus is summoned the necromancer must overpower its Stygian will with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the Colossus' pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the Colossus wins it turns around and walks away without enmity and without care, and cannot be recalled by the necromancer for a Year and a Day. If the necromancer wins the Colossus must obey him for a Year and a Day or fulfill a single task that can have infinite duration. Once the Colossus fulfills its obligation it begins the walk towards Stygia, turning impossible corners to always appear before Usine once again in the space of a day. Should they be destroyed the remains will return to Usine to be rebuilt unless the Colossus was brought low by effects that could damage the Five Magical Materials.&lt;br /&gt;
&lt;br /&gt;
Colossi are as strong as Second Circle Demons - and although their portifolio is more limited to the mysticism of Artifacts rather than the wonders of the Yozi they tend to be far more resilient than their demon counterparts. They are automata in all respects. Those who use this Spell to take away from the Stygian army during wartime or use them to strike against the city they have sworn to protect earn the eternal enmity of Usine. It is not hard to learn their names - although all of their capabilities are close secrets of Usine, all have great legends as protectors of Stygia - legends that have spread far and wide in the Underworld.&lt;br /&gt;
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'''Eternal Echoes'''&amp;lt;br&amp;gt;'''Cost:''' 25 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
There are many was in which Necromancy can rise the dead. Much like in bodies that attempt to act when alive or the Hekatonkires that cling to a long-gone existence or are created out of memories and nightmares of dead titans a Necromancer can drag a memory of the dead back to the living! This Spell allows the Necromancer to view a single scene of the past wherein blood was spilled, an event that may last up to one hour. This allows one to view wars and assassinations, ceremonies and blood oaths long gone. &lt;br /&gt;
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The spill of blood lasts a long time in the memory of Creation and the Underworld - even a cut to the finger will last at least a few decades, a simple murder a few centuries, and the bloodbaths of the Primordial War, Blood Oaths that changed countries and slaughters of surprise and betrayal last forever. Those can be seen as long as the Necromancer stands in the same place and can call back to it in some way - ''the assassination that ocurred here last night'' is valid, as well as ''the ceremony in which Yyee was initiated in the cult of the Bull.'' When the definition would call forth many images - such as ''the death of a Demon in the Primordial War'' asked in a site of many such battles - then it will call forth the most intense and bloody of them all. &lt;br /&gt;
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Such haunts appear as one hour of phantom images in the air, doing the things they did when alive. All scents and sounds of the past will manifest, although they will be harmless in the case of killing gases and sounds. Those images are not in any way subtle and can be seen by all: drawing images of the Primordial War or the duels of Exalted will create phantom images that can be seen from miles away.&lt;br /&gt;
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'''Threefold Regret Visitation'''&amp;lt;br&amp;gt;'''Cost:''' 40 motes.&amp;lt;br&amp;gt;''Requires an Arcane Link.''&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt is a most powerful force. It can can crush the most powerful man with the weight of past failures - and memory of a tragic and terrible is a great part of the very nature of the Underworld. With this Spell the Necromancer can overwhelm a man's soul with the weight of all the lives he has taken. In a great ritual stretching from dusk to midnight the Necromancer drowns a figurine of his victim in blood and calls to the souls of those he has wronged: the victim will have a terrible nightmare or daydream of drowning in blood he has spilled before the next dawn, and thereafter is plagued by whispers, flashbacks, hands of the dead crawling from the earth, the vision of the eyes of his dead peering at him from thing air and even the visit of particularly important dead to talk to him. The guilt materializes no more than three of the last type of phantasm. Those are not actual ghosts, and no wards or attacks are effective against them.&lt;br /&gt;
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The victim of this spell cannot regain Willpower with rest and must roll Willpower at the beggining of each Scene - at a Difficulty 1 if they have only taken a few lives when forced and with ample justification, Difficulty 3 if they have killed as many as a common soldier during a war, Difficulty 5 if they have taken lives in a routine manner like a serial killer, paid torturer or iron-fisted despot, and Difficulty 10 if they have performed acts of mass genocide. Lives ruined count as taken for the purpose of this Difficulty, especially if such ruin has led to insanity and death. Should this roll fail the victim increases the Difficulty of all actions performed during the Scene by the ammount by which he failed the Willpower roll - this penalty can be ignored for a single action with the expenditure of 1 willpower or a single temporary Virtue dot (for actions where that Virtue could have been channelled.) &lt;br /&gt;
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This spell ends after seven days or on the eventuality the victim accomplishes a deed (or series of deeds) that appease the dead in some manner. Those dead cannot lay their guilt upon the victim ever again - although this Spell can be cast again with the same or reduced potence if some of a victim's guilts have not been appeased. For instance, should a despot appease the dead of his one act of genocide by releasing the slaves taken on a razed country, instituting a memorial day for their tragedy and starting reconstruction efforts in the country he has razed and salted, he can still be targeted with this Spell again to deal with the Difficulty 5 class of dead coming from the political malcontents and revolutionaries he routinely puts to the sword - and even after those have been appeased, to those killed in the less genocidal wars he has started, as well as his own violent ascent to power. &lt;br /&gt;
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Some victims may change their entire outlook in life due to this Spell and its reward for charity and appeasement.&lt;br /&gt;
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=== Obsidian Circle ===&lt;br /&gt;
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'''Ebony Illumination'''&amp;lt;br&amp;gt;'''Cost:''' 60 motes.&amp;lt;br&amp;gt;&lt;br /&gt;
Apotheosis to the unliving. Within the Underworld there are wonders - the single living flower that blooms in an immense bone garden in the Labyrinth; the remains of a prophet consumed by his own void-wrought prophecies; the manifested true face of a ghost before he was born; the tears of Pluto, the Incarna forever locked away; a masterpiece crafted by the Dual Monarchy. In those there are the myriad possibilities even the shadow of Creation possesses. Within the Underworld there are great Spirits of elsewhere whose light has been changed to the monochrome wonder of Netheos. The Necromancer takes both of those and brings a ghost to become Illuminated!&lt;br /&gt;
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The Ghost's heart is ripped apart and replaced with the Underworld Wonder that begins to consume his very soul as he walks in a sacred circle drawn in painstaking detail accross a mile and filled with bones and incense. In this circle the ghost fights the Spirit in a duel that always lasts from dusk until dawn - the Spirit can be weakened by the Necromancer, but if it defeats the Ghost it receives the right to go free and the ghost is consumed by the grandeur of the Underworld Wonder as it burns both to nothingness. Neither Ghost nor wonder will recompose - they are lost forever. If the Ghost wins he and the Spirit become one in glorious fires of apotheosis! For one hour the ghost burns to be reborn as an Illuminated being. The Illuminated's appearance changes to incorporate designs of the Spirit and the Wonder that have aided in their rebirth.   &lt;br /&gt;
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Illuminated Ghosts become proficient at the use of Essence. That grants them the ability to...&lt;br /&gt;
*... make Combos as Exalted. Arcanoi can be Comboed with themselves and other kinds of Charms without restrictions.&lt;br /&gt;
*... add dice with Charms up to their their highest Passion+Essence.&lt;br /&gt;
*... attain the Bulb of the Perfected Lotus in the manner of the Dragon-Blooded.&lt;br /&gt;
*... learn Necromancy of up to Labyrinth Circle.&lt;br /&gt;
*... learn up to their Essence score in Spirit Charms once possessed by the Spirit whose Essence now belongs to the Illuminated.&lt;br /&gt;
*... receive Magical Material Bonus from artifacts by forcing attunement. Their 'natural' material comprises all Grave Goods. A Grave Good attuned to a Illuminated can enter Creation without becoming dust at sunlight if the Ghost commits twice the required motes to it - this is counted after the double ammount of motes required to enact a Greater Alchemy.&lt;br /&gt;
*... master two ''Illuminations'' - Transcendent and Transient. Those are akin to Hearthstone abilities of level four that fit the theme of the Illuminated's Wonder and Spirit. Hearthstones whose power include their breaking are powers that take one month to recharge. Hearthstones that affect the items they are socketed in instead affect all items attunned to the Ghost. Those Hearthstones tend to be Underworld ones but do not have to be - they may be of any Aspect (even Celestial ones warped with the effects of the Underworld.)&lt;br /&gt;
&lt;br /&gt;
The Illumination is a permanent change to the Ghost and changes his very nature by chaining it to Spirit and Wonder. It cannot be undone by any means known to man or God. The Illuminated remains a Ghost to all effects that would target target him as one - most Illuminated learn Necromancy if only to be able to Countermagic certain effects that would mean their iminent end in the hands of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
(''Relentless Revenant Spirit, the Abyssal Charm that enhances the Abyssal's Ghost after his death now grants the ability to make Combos, the dice-adding Limits and Martial Arts access of the Illuminated plus access to natural attunement of Soulsteel and Void Circle Necromancy. All that on top of doubling its number of starting Arcanoi. If there is to be a Charm that allows an Abyssal to reign as a king in the Underworld it should have considerable power!'')&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[Necromancy]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82923</id>
		<title>GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82923"/>
				<updated>2010-08-06T01:43:54Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Abyssal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Colapso, Delwyn, Daniel, 'That guy', Medic, Priest, Whitey, Sleepy...&lt;br /&gt;
&lt;br /&gt;
Some people will say I am a creative romantic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a bloody-minded fanatic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a nice idealist,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am an explosive hermit,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a fun pervert,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a good friend,&amp;lt;br&amp;gt;&lt;br /&gt;
Others, that I am a bad friend.&lt;br /&gt;
&lt;br /&gt;
To a degree, maybe all of them are right ^^&lt;br /&gt;
&lt;br /&gt;
Or maybe I am just a crazy 25 years old Brazilian, used to be an aspiring writer, now a History student, who has the urge to create stuff and loves Exalted to death! I live in the wonderful city, the paradise of beauty and chaos that is Rio de Janeiro... it's kinda like Nexus, but far prettier&lt;br /&gt;
&lt;br /&gt;
The cat can usually be found at ICQ #93071127, or at the Gmal Daniel.Queiroz.Lima@Gmail.com&lt;br /&gt;
&lt;br /&gt;
== Weird Dreams == &lt;br /&gt;
&lt;br /&gt;
* [http://wiki.stryck.com/ADanceOfAngels/ADanceOfAngels A Dance of Angels] - An insanely mixed Campaign set on the North, between the Bishop and the Lover, between the unforgiven sins of the Celestial's past and the impossible fight that is to keep anything from being at the present. A game that took a long time to get to the right place, but that now is a source of infinite joy to this cat! (Moved to Char's wiki, but part of it is still [[ADanceOfAngels|Here]]!)&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/DarkFate|Fated in Dark Stars]] - A Dragon-Blooded campaign I ran on Open. The first Exalted campaign I ever ran, and in many ways the spiritual predecessor to A Dance of Angels. about a group of Dynasts and their Sidereal who go to Varang after an attempted coup slays the royal couple, leaving an uncertain young girl in the control of a country that stirs to chaos. A very fun game, all told. I miss it. &lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/JadeAndEmerald|Jade and Emerald]] - A God-Blooded and Dragon-Blooded game to relax I made on the East... it has now become a round-robin STing game, very different from its original incarnation, and hosted elsewhere. But ah well!&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/LittleSilverLie|Little Silver Lie]] - A Lunar game whose primary purpose is to be a test for my 'Child of Shifting Moon', with a gathering of Lunars who end up drawn together by the possession of a book that is sought by many forces in heavens and hells, and the threat issued by one of those forces against all of them. In search for the book's truth, they travel Creation, fight all possible things and discover truths Man Was Not Meant to Know, and fighting to remain alive while bringing old, powerful secrets to light...&lt;br /&gt;
&lt;br /&gt;
* [[TheDiamondAge|The Diamond Age]] - Amidst the Age of Sorrows, the lights return... and create a time of adventure, a time of madness! A time of lights that shine with the clarity of diamonds, a time for those who will do anything for what shines like them, even get them out of another's hands! For many that period will be an age of Obsidian or Ice... but for those in the East, in that wild time, it is a Diamond Age! A mixed game with high chargen, about high adventure and epic stakes in episodic installments, which encourages Player Characters to be off-the-wall and unique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shinies! ==&lt;br /&gt;
&lt;br /&gt;
'''[[SilverMasks|Silver Masks]]''' - My own take on the Lunars, focusing on Attributes, Totems, Multiple Forms, and  their Celestial station.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[ChildrenOfLight|Children of Light]]''' - A different way of playing the Godblooded.&amp;lt;br&amp;gt; &lt;br /&gt;
'''[[GoldenCat/Jadeborn|Jadeborn Reforged]]''' - An attempt at making them fit my aesthetics.&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Characters|My Many Masks]] - The Many Masks of the many-faced, many-named Cat!&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Tweakings|Shiny Changes]] - Tweaks, tweaks. I'd use those for all games, then why not make it general? House rules and clarifications both!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/RiddleOfEssence|Riddle of Essence]] - Some rules to make 'High Essence' sane and recapture the feel  present on Exalted of old.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Legends|Legends]] - An attempt at institutionalized rules-breaking!&lt;br /&gt;
&lt;br /&gt;
[[FiveGreatAlchemies|Five Great Alchemies!]] - Improving the Five Magical Materials and enhancing their use!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/AbyssalAnimas|Abyssal Anima Powers]] - The Dark Mirror of Sol Invictus!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/DragonBloodedAnimas|Dragon-Blooded Anima Powers]] - Subtle changes to Elemental Animas.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Astrological Animas|Sidereal Anima Powers]] - The second power of Sidereals - Astrological Ascendancy.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Infernal Animas|Infernal Anima Powers]] - The powers of all hell together.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
'''Charm Count!''' Too damn many! Stopped counting around five hundred or so.&lt;br /&gt;
&lt;br /&gt;
And I '''always''' accept comments! *Nods!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
&lt;br /&gt;
[[AbyssalBrawl/GoldenCat|Abyssal Brawl]] - Crushing Shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalMelee/GoldenCat|Abyssal Melee]] - The Dark Mirrors of Sol Invictus.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalThrown/GoldenCat|Abyssal Thrown]] - To Kill With Flowers. &lt;br /&gt;
&lt;br /&gt;
[[AbyssalPerformance/GoldenCat|Abyssal Performance]] - Death-Songs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalPresence/GoldenCat|Abyssal Presence]] - Tyrants need love too.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalResistance/GoldenCat|Abyssal Resistance]] - Hard as Onyx&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSurvival/GoldenCat|Abyssal Survival]] - The River of Souls! Also, Familiars!&lt;br /&gt;
&lt;br /&gt;
[[AbyssalCraft/GoldenCat|Abyssal Craft]] - Once more, with feeling!&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalLore/GoldenCat|Abyssal Lore]] - Terrifying Essence weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalDodge/GoldenCat|Abyssal Dodge]] - Nightmare Defense.&lt;br /&gt;
&lt;br /&gt;
[[AbyssalRide/GoldenCat|Abyssal Ride]] - Pale Riders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSocialize/GoldenCat|Abyssal Socialize]] - Corruption.&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
&lt;br /&gt;
[[SolarBrawl/GoldenCat|Solar Brawl]] - Golden kings of the iron fist!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/GoldenCat|Solar Melee]] - Unusual Tricks.&lt;br /&gt;
&lt;br /&gt;
[[SolarResistance/GoldenCat|Solar Resistance]] - Strong and Resilient as Orichalcum!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarPerformance/GoldenCat|Solar Performance]] - One-Third of Divine Excellence.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarSurvival/GoldenCat|Solar Survival]] - The Sun's Best Friend!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SolarLore/GoldenCat|Solar Lore]] - Metacharms!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMedicine/GoldenCat|Solar Medicine]] - Medicine Makers!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarOccult/GoldenCat|Solar Occult]] - Wonders of the Supernatural.&lt;br /&gt;
&lt;br /&gt;
[[SolarAthletics/GoldenCat|Solar Athletics]] - One-Third of Divine Excellence.&lt;br /&gt;
&lt;br /&gt;
[[SolarRide/GoldenCat|Solar Ride]] - Chaaaarrrrge!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded ===&lt;br /&gt;
&lt;br /&gt;
I design Dragon-Blooded Charms with an eye to Elemental Control in a manner that fits the thematics of the Ability: My goal is to have a complete suite of control on each Aspect, following from the Air Aspect Charms, by far the best in the Dragon-Blooded hardback, where Linguistics is about communication in the air, Thrown is about using Air to fight (including creating 'hard air' armor). So Awareness involves perceiving the world through the Earth, Sail about controlling the waves and moving through them, Larceny about the mysterious, elusive aspects of the water, swallowing things whole and reflecting them, and Survival is about control and mastery of the Woodlands and Medicine about growth and substances.  &lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedLore/GoldenCat|Dragon-Blooded Lore]] - Home Field Advantage!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedThrown/GoldenCat|Dragon-Blooded Thrown]] - Air at its most violent!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAwareness/GoldenCat|Dragon-Blooded Awareness]] - Perfectly Aware.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedCraft/GoldenCat|Dragon-Blooded Craft]] - Builders of Mountains!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedResistance/GoldenCat|Dragon-Blooded Resistance]] - Earthly Combat!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAthletics/GoldenCat|Dragon-Blooded Athletics]] - Burning movement!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedMelee/GoldenCat|Dragon-Blooded Melee]] - Flamboyant swashbuckling combat!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPresence/GoldenCat|Dragon-Blooded Presence]] - Bright Burning Presence!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedBrawl/GoldenCat|Dragon-Blooded Brawl]] - Water as a weapon, and fluid combat.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedBureaucracy/GoldenCat|Dragon-Blooded Bureaucracy]] - To control the order of fish.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedInvestigation/GoldenCat|Dragon-Blooded Investigation]] - Secrets of the water.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedLarceny/GoldenCat|Dragon-Blooded Larceny]] - Water-based ninjas&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSail/GoldenCat|Dragon-Blooded Sail]] - Lords of the Oceans!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedMedicine/GoldenCat|Dragon-Blooded Medicine]] - Gardeners of the Exalted!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPerformance/GoldenCat|Dragon-Blooded Performance]] - Celebration of ''Life''!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedRide/GoldenCat|Dragon-Blooded Ride]] - Elemental Familiars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSurvival/GoldenCat|Dragon-Blooded Survival]] - Lords of Forests!&lt;br /&gt;
&lt;br /&gt;
=== Prismatic! ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcery/GoldenCat|Sorcery]] - My Spells! Because the world NEEDS more Spells!&lt;br /&gt;
&lt;br /&gt;
[[Necromancy/GoldenCat|Necromancy]] - This and that for Necromancers.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Initiations'''&amp;lt;br&amp;gt;&lt;br /&gt;
To give color to non-standard practicioners of Martial Arts...&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/BrassEpitet|Brass Epitet of Existence]] - Infernal initiation that opens one's perception to the nature of the Yozi.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MothAndFlame|Moth Chases Every Flame]] - Initiation for light-chasing saints.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/ShiningPath|Shining Path]] - Underworld initiation that brings illumination through worship.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RoseAndGrave|The Rose and the Grave Path]] - Underworld initiation that describes the relationship between life and death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Terrestrial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/FourMonarchsStyle|Four Monarchs Style]] - Underworld style for Ghost-Knights emulating the Dual Monarchy that allows certain Charms to be connected without Combos.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MetalDragonStyle|Metal Dragon Style]] - Emulating the evolution of metal, a style that turns its adepts into living weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MonochromeDiamondStyle|Monochrome Diamond Style]] - Underworld style that adapts prayer and worship into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Celestial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/AmbrosialArsenalStyle|Ambrosial Arsenal Style]] - Emulating Ambrosia and its capacity to form the panoply of the Heavens, it turns the adept into a living weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/DiamondWeaveStyle|Diamond Weave Style]] - An intense style that uses Fate and Destiny as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InfiniteMasksStyle|Infinite Masks Style]] - Transcendent style emulating the endless caged Primordials.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/WhisperingMeadowStyle|Whispering Meadow Style]] - Samurai Style based on Laws and Flowers.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RighteousDevilStyleEdit|Righteous Devil Style]] - Burning Judge Martial Art loosely based on its canon counterpart.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/TigerStyle|Tiger Style]] - A complete overhaul of the second Martial Arts ever to exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/PrismaticArrangementCelestial|Prismatic Arrangement Style]] - Turning the Martial Art about Martial Arts Celestial.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/HouseOfEndingsCat|House of Endings Style]] - Some tweaks to [[willows]]'s great style.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InevitableFate|Inevitanble Fate of Iron Style]] - First Edition version of this relay Martial Art.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mwahs ==&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/CircleOfTheUnshapedTower|The Circle of the Shapeless Tower!]] - A little joke and gift to my friends ^^&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/StarWars|Exalted Star Wars]] - A little project of mine...&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Favorites|My Favorites]] - It's what it says!&lt;br /&gt;
&lt;br /&gt;
== Things! ==&lt;br /&gt;
&lt;br /&gt;
[[QuotesofGoodness]] - Do a favor for yourself and read this!&amp;lt;Br&amp;gt;&lt;br /&gt;
[[ExaltedSpam]] - Kraken's idea that made me laugh!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CSSWikiSheets]] - For different visuals!&amp;lt;br&amp;gt;&lt;br /&gt;
[[ATaxonomyOfMadness]] - Yozis galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CelestialBureaucracy]] - Gods galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrunchRelay]] - A treasure trove of goodness!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/Arcahan|Unlimited Blade Works]] - Unlimited! Blade! Works!&amp;lt;br&amp;gt;&lt;br /&gt;
[[WhenAutochthonDreams]] - Artifacts!&lt;br /&gt;
&lt;br /&gt;
[[Eniko/IzabellaPanoply|Izabella's Panoply]] - Made for Eni!&lt;br /&gt;
&lt;br /&gt;
== People! ==&lt;br /&gt;
&lt;br /&gt;
Links to pages of people who are way more creative than me! :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Charlequin]] - Is a genius. Great worker of charms, nice person, and able to create original and wondrous things. Has my admiration.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkheartOne]] - Shelby is as much a pervert as I am, and our perversions intersect in many fun places! He is someone I wish only the best to, and who plays such fun characters as the woundrous and fun Child of Wyld Days! Really lucky to have met him.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkSirenSally]] - Mieu has a great Irc channel, and a knack to beautiful, descriptive writings. She is plays healers with *feeling*!&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - I disagree with half he says, I dislike him a third of the time, but the rest of it, he is a fun, fun person able to create the most *beautiful* imagery in Charms and Martial Arts. Just do not mention 'soak' , 'Lunars' and 'Mortals'  around him!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Greymane]] -  Is a genius. In many ways the best writer I know, able to create complex and original personalities and places with a bare figment of an idea, and write tons of pages about it in a blink. Pehaps my best friend those days, and someone I care for deeply.&amp;lt;Br&amp;gt;&lt;br /&gt;
[[JDuel100]] - Social-addict plays fun characters with gigantic social numbers, and an equally great figure. Worries me a bunch, too! &amp;gt;.&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kazuki]] - My other brother, the raven is like me, a protector by heart. He is a creative person of many, many talents, who does not give himself half the credit he deserves.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] -  One of my greatest friends those days, Skwid is someone who is always there to help me in this insanity that is my game life, one of my gurus, and someone who really knows how to lighten up and just have fun. A great, great person.&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] -  Comes up with very interesting mechanics! and plays a great character and a fun game!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Selina]] - Milady of my heart is one of the best writers I know, able to pour so much emotion into something, to create writings suffused with it, with her coolness, able to switch between being scary and cute so fast... and to care and love for her creations in ways I can only hope to match one day. My muse.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SlipNine]] - Rin is someone I care for a whole lot, a child of chaos able to make me laugh and create wondrous creatures of chaos and shadows, with originality to awe all, and sarcasm that can make anyone snicker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Morrigu]] - Demon girl is a force of creativity in many arts, who really should think better of herself and her work!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Raccoon]] - Slade is a fun person who popped up in Tower, and a good friend of Mieu. He is fun.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seiraryu]] - Is a fun person, even if he comes from that horrible country! Made nice rules for things, along with cool and wordy bios, and someone I would really like to play with, even though we disagree on Lunars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - A genius with the Dragon-Blooded, who made them with much wonder, creator of the only few Terrestrial Martial Arts that I see on the level of the canonical ones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[UncleChu]] - Very creative person, helped me greatly in his input on my Lunar Charms, and whose calendar - a very, very good calendar - helps me greatly in A Dance of Angels! ^_^&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[CrownedSun]] - Solar Creator Guy. Creativitive!&amp;lt;br&amp;gt;&lt;br /&gt;
[[David.]] - Set out to make the longest MA ever! Nice guy, and likes &amp;lt;nowiki&amp;gt;ADoA&amp;lt;/nowiki&amp;gt; :O&amp;lt;br&amp;gt;&lt;br /&gt;
[[Haren]] - Abyssal Biochemist Lady. Lots of Underworld-y goodness. I still say she is a Daybreak!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ikselam]] - Half the Hearthstones I have ever seen used come from him. He creates them very, very well. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Moxiane]] - Does wonders with artifacts, the best high-grade ones I have ever seen, nice MAs, and a great Elemental Bolt system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Hey, Cat-san, fantastic work on the Lunars.  I'm really impressed by your re-envisioning of the splat.  Two questions... do you feel you're done, that you've covered all the charms that need to be covered? And two, what kind of playtesting have these charmsets undergone? I have no head for sizing up mechanics by looking, I only determine things are broken when my players turn my stories into smoking craters.  Thanks! --[[UncleChu]] &lt;br /&gt;
&lt;br /&gt;
: Yay~! Thank you, thank you! And, well.... I am pretty much done, yes! I keep editing things, smaller things, as I am very indecisive, but overall, most of it is done(although I still intend to add one or two other charm cascades). I am going to playtest them now, actually... in Little Silver Lie *Points up!* Going to use them in A Dance of Angels, but that is too bizarre to count as actual playtest(it is a game that is mechanically... weird). But, being the people that I asked the help of while making it, I do not think there is anything there *broken*! - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I went through all your Lunars stuff and copied &amp;amp; pasted it all into Word... and have a 104 page document.  Maybe the Lunars book didn't tickle your fancy because they had to cut out tons of stuff!  In any case, its saved on the ol' HD if the Wiki ever vanishes. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
::... I WANT! You are certainly a more patient man than I... could you send? My e-mail is &amp;lt;i&amp;gt;removed so scary web-spiders dont find your e-mail and dumpload all sorts of interesting e-mail about penis growth and loan consolidation&amp;lt;/i&amp;gt; --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Just a little note, 'cause I'm [[David.]], not [[Davidl]]. :) - [[David.]] &amp;lt;i&amp;gt;(punctuation will conquer the world!)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::... oh damn. I'll go fix it, if you haven't already! &amp;lt;nowiki&amp;gt;SorrySorrySorry&amp;lt;/nowiki&amp;gt;, D! --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Hey [[GoldenCat]]!  You still post around here? Its been awhile.  Say, do you have the .doc file I e-mailed to you of your own Lunar work?  I had a hard drive crash and lost it, and rather than saving it all again, i was wondering if you could hurl the .doc back at me.  I can be reached at shmoo9 WHICH IS AT hotmail AND THEN A DOT com .  Or just drop me a note at my user page, i'll be checking.  --[[UncleChu]]&lt;br /&gt;
: Done! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Heylo again, [[GoldenCat]]!  I was just ducking in since I've been out of the Exalted loop for awhile (been working on a massive population headcount project of the supernatural denizens of the old World of Darkness).  How goes the progress of the Lunar project?  And does anyone play 1E anymore? --[[UncleChu]]&lt;br /&gt;
: Hey, been awhile, Arius! And yep, lots and tots of progress. With Little Silver Lie working, and the Lunars on Dance of Angels, I have been able to work out lots of bugs(and boy, were they there ^^; The 'extra limbs' stuff still worked as an artifact of a bygone age, thus being horribly broken. I lowered the ceiling for Ascension's insane attributes a little bit, tweaked the Breeding a bit and made lots of name, balance and such changes)... and got to begin the work on the [[GoldenCat/Chimerae|Chimera]]. Which I am mighty pleased with, so far!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And as for 1e... yes! 2e's mostly retreading the ground so far. We'll have to wait a few years to get shiny Sidereals. 1e has stuff like SI and Children of the Shifting Moon and all Exalted types and suchlike! That, and 2e fluff / style leaves me, and lots of people I know just... cold. I am in lots and lots of 1e games, and I don't see any of them converting anytime soon. 2e has some good fixes, like DV and ticks and the social combat system... but it has just as many bugs, if not more(and so the same patching work, and we're ahead on 1e, at least. Also, the Charms... just aren't the same)... so, far as I have seen, it fails before 1e.... so, again, yes~! -- [[GoldenCat]]&lt;br /&gt;
:: Wow, excellent, glad to hear it.  Definitely send me a note when you feel its at a good stable place and needs another archiving, I'd be happy to help you out on such a tedious chore.  I never got a chance to use the last archive I made of it, and may not for a long time.  We'll have to see. But really excited to hear that 1E is still going strong.  That was the sense I got about it... any new game's gonna be broken, and 1E's already got so many great fixes.  Interesting that the new charms aren't up to snuff, as I understood it they were expanded a great deal and made a lot more usable.  Though I did notice the generic 3 charms did seem to take some sparkle away. In any case, glad you're well. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Saudações! Quem diria que o primeiro comentário na minha página seria de um brasileiro. heheh. --[[Nabeshin]]&lt;br /&gt;
:.. boa ideia. Por que eu escrevi em inglês? Acho que foi por força do habito... nunca escrevo no Wiki, nunca escrevo nada de RPG em português... meio destreinado nisso. Mas, saudações ^_^ Bom ver gente da pátria curtindo brilhar e explodir coisas em Exalted! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I notice that the majority of the [[Orphans|orphaned pages]] that start with G are yours. If you get a chance, the [[UserFriendlyCategories]] effort would much appriciate it if you added links to your pages in the various &amp;quot;category&amp;quot; pages. - [[Wordman]]&lt;br /&gt;
: Actually, the vast majority of those are logs and parts of A Dance of Angels that did get orphaned when I cut off that game from this wiki(the people who said they'd help me put the logs up refused to use it), I was going to delete them, but there were too many, and I am pretty sure that Kraken and Xyphoid made it so the program that copied them all couldn't just delete them. So I am probably not going through them until I have a looooooooot of patience on my hands. And that is a LOT.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;BUT, I see that Sarawasti, Legends, and a couple characters aren't there, so I'll work them in *Nods* ~ [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
: That being the case, could you please take a sec to join the conversation I just started on [[UserFriendlyCategories]] about how to handle the Dance of Angels pages? - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
I notice that one of your favorites ([[GoldenCat/MagicalMaterials]]) leads to a page with nothing on it. Thought you might want to correct that before the next Favorites update (20 Mar). - [[Wordman]]&lt;br /&gt;
: Ah, yes, it HAD changed to [[FiveGreatAlchemies]] :O Right, right, thanks.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82921</id>
		<title>AbyssalSurvival/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82921"/>
				<updated>2010-08-05T20:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Blood Feast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Scarlet Banquet Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
The living are particularly frail receptacles: a starving Abyssal can drink them dry in a manner of seconds and have little more than enough Essence to strike at another. But the experient Abyssal Exalted learn to refine the life of a mortal creature, each drop of blood stolen broken down to feel the life, Essence, the very ''soul'' of the victim. The Deathknight who possesses this Charm regains 2 motes per health level taken when feeding off subjects rather than 1. This Charm does not need to be activated - it merely enhances the Exalt's capabilities. &lt;br /&gt;
&lt;br /&gt;
'''Light-Stealing Bite'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Scarlet Banquet Technique&amp;lt;br&amp;gt;&lt;br /&gt;
There is Essence in blood. Suffusing the form of mystical beings is their power, in each fiber of their beings and pooling in their Lower Soul. A Deathknight who has understood the vagaries of blood can take power from those he has taken blood: spending 1 point of temporary Willpower and 1 Lethal Health Level after drinking at least 1 mote's worth of blood from another the Deathknight truly incorporates their Essence into his'. This can increase a single one of the Deathknight's Attributes, Abilities or Virtues by one, if their rating in this trait exceeds the Deathknight's. The Deathknight's anima changes to incorporate the changes of the new Essence stolen, and in case of Essence-capable beings, the signature of their Essence permeates the Exalt. This has a different effects depending on the being devoured.&lt;br /&gt;
* ''Dragon-Blooded'' are perhaps the most powerful to drink due the nature of their power. The Deathknight receives from them the appropriate Affinity (Element) Control Spirit Charm which can be activated as an Anima Ability, and the Dragon-Blooded's Anima Power active without cost for the moment the Willpower and Health Level are activated until the power of their blood fades from the Deathknight. &lt;br /&gt;
* ''Gods'' give the Deathknight the ability to perceive and touch Spiritual beings and the ability to sense the God's domain - sensing southern wars for Ahlat, and so on.&lt;br /&gt;
* ''Elementals'' give the Deathknight the appropriate Affinity (Element) Control Charm, which can be used as an Anima Ability.&lt;br /&gt;
* ''Demons'' give the Deathknight the ability to perceive and touch Spiritual beings and one innate trait of the Demon - such as Octavian's Oil, or Angyalka's ability to play time.&lt;br /&gt;
* ''Celestial Exalted'' give the Deathknight automatic successes in their Caste Attributes or Abilities equal to one-half the stolen Celestial's Permanent Essence rating, rounded down.&lt;br /&gt;
* ''Fair Folk'' Yield the Deathknight their own Permanent Essence in Mutation Points they possess.&lt;br /&gt;
Stranger beings might give stranger bonuses. The stolen Essence lasts for one hour per dot of the drunk being's Permanent Essence rating. Some Gods, Elementals or Demons possess no blood in their Material forms, and are thus immune to the effects of this Charm - although Charms such as the Lore ''Breath-Draining Method'' that absorb Essence from the enemy in a direct way might be considered similar enough to allow the stolen Essence to work in place of blood, at the Storyteller's discretion.&lt;br /&gt;
&lt;br /&gt;
=== The River of Souls ===&lt;br /&gt;
&lt;br /&gt;
'''Soul Vessel Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Upon learning this charm, the Abyssal sculpts her soul into something... other. A vessel for other souls, adding an essence-hungry stomach, becoming a beast that can shackle other souls in eternal torment within. Nothing less than living Soulsteel. The Abyssal must drink a target dry of blood, then spend 3 motes as a reflexive action. Upon doing so, she drinks more than the blood, but the very soul of her prey, locking it within herself, as a reservoir of power. The Abyssal can hold, at most, her permanent Essence x5 souls within. Each dot of permanent Essence the soul has above 1 makes it count as another for storage and require an extra turn drinking their blood to absorb them as well - therefore Charms such as Crimson Banquet Method can only be used to instantly kill and absorb Essence 1 souls.&lt;br /&gt;
	&lt;br /&gt;
At any time, the Abyssal may consume one of those souls for power, as an unrolled dice action. The Abyssal must split her pool to do so and act in the same turn. The Abyssal may consume a number of souls a turn equal to her Conviction. A captive soul may...&lt;br /&gt;
&lt;br /&gt;
* ... be consumed to give the Abyssal 3 motes.&lt;br /&gt;
* ... be consumed to heal the Abyssal a Lethal Health Level.&lt;br /&gt;
* ... be consumed to heal the Abyssal a number of Bashing Health Levels equal to his Essence.&lt;br /&gt;
&lt;br /&gt;
A single soul must be consumed all at once – therefore, consuming an Essence 5 soul gives the benefit of consuming 5 souls at once with but one action, but if the Abyssal was only 10m or 4 Health Levels short of his total, any excess motes or health levels are wasted. &lt;br /&gt;
&lt;br /&gt;
Spirits killed by spirit-killing Charms are eligible to be drank by the Abyssal, as if she had drained them dry of blood.&lt;br /&gt;
&lt;br /&gt;
'''Unleashing the River of Souls'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 12 motes, 2 Health Levels, 3 Experience Points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Vessel of Souls Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, even the mightiest of the Exalted can find herself outnumbered, and the need comes to sacrifice her power for numbers. She looks upon her spiritual stomach, and opens it in a gruesome manner, unleashing a river of damned souls upon her foes. When this Charm is used, the Abyssal fades from view, and from the spot she was on, the souls ride forth, given flesh once again. The Abyssal becomes invulnerable against any direct attack for one turn per essence unit in her reservoir of souls – if the Essence 5 Abyssal has 10 souls within, she will remain invulnerable for 2 turns. Every turn, a number of souls equal to an Essence unit in this reservoir come forth.&lt;br /&gt;
&lt;br /&gt;
All those enfleshed souls are undead, and creatures of darkness. All gain soak equal to the Abyssal’s Essence, suffer no wound penalties, never need to make any Valor roll, and are mindlessly loyal to the Abyssal. Mortals come as Heroic ones, and with their full capabilities. Those that had familiars come with replicas of them. Dragon-Blooded and Spirits come fully armed with replicas of their mundane weapons (or mundane replicas of their artifact gear, equivalent to perfect equipment), and full use of their Charms. Celestial Exalted come with their full Permanent Essence, the same rule for their equipments as with Dragon-Blooded, but without their Exalted Essence, their access to Charms is the akin to Half-Castes – they lose their access to combos, persistant and perfect effects.&lt;br /&gt;
&lt;br /&gt;
At the end of the Day, the bodies fall to the ground, dead. They do not vanish. All the souls used in this maneuver are lost, and spiral to the Void, free of their torment within the Abyssal. &lt;br /&gt;
&lt;br /&gt;
'''Palace of a Darkened Heart'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
The soul of the Abyssal becomes great as a Soulsteel Palace, able to hold whole armies of tormented souls. The holding capacity of Soul Vessel Meditation becomes Essence x 200 souls. Moreover, the Abyssal may go to the palace of her own darkened soul, within herself, and talk to his subject souls. To do so, the Abyssal must spend 1 willpower and enter a trance state, wherein he will be completely detached from the outside world. However, his body can still use Reflexive Defenses that allow him to defend from attacks he is not aware of, and any damage taken to his body will awaken him. He may remain within as long as he wishes, however, but the souls are no more cooperative than they would otherwise be - but the Abyssal can freely use his Social Charms to convince or intimidate any of them.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Contract Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower, 5 experience points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
When the Abyssal Unleashes the River of Souls, his subject souls are lost to him forever. But upon learning Crimson Contract Technique, he discovers this is not so absolute. By tearing open his hand and feeding his blood and power to one of the enfleshed spirits, the Abyssal can allow the souls to remain as his servants, with the expenditure of 20 motes, 1 willpower and 5 experience points. They still follow all other restrictions on Unleashing the River of Souls. If the Abyssal is killed, they crumble and die. However, external intervention might allow them to remain.&lt;br /&gt;
&lt;br /&gt;
=== Beasts of Oblivion ===&lt;br /&gt;
&lt;br /&gt;
'''Thousand Shadow Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Touched by the Void, the animal companions of Abyssal Exalted are eerie, subtly ''wrong.'' Blessing his Familiar with the Essence of the Void, the Abyssal enhances those subtle impressions, turning them into overt displays of terrible supernatural might! This Charm allows the Exalt to grant his Familiar ''Nightmares''; Upon purchase of this Charm, the character's Familiar receives a number of Nightmares equal to his Permanent Essence. The character may buy extra Nightmares at the cost of 4 Experience Points each. If a Nightmare requires a number based on the character's Permanent Essence, it will instantly upgrade when the character's Permanent Essence score increases. Each Nightmare may only be taken once.&lt;br /&gt;
&lt;br /&gt;
Possible Nightmares include...&lt;br /&gt;
&lt;br /&gt;
;'''Raiton's Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': Like the Raiton braving the skies of the Underworld, the beast is undaunted! The Familiar will never again feel fear, or balk at anything. It will not become suicidal, however.&lt;br /&gt;
;'''Beast of Ill Omens&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a beast of ill omen upon Creation, something that all other beasts feel! No beast of the living world will strike at it, and all fauna will run away with its passage! Familiars may be compelled to attack the Familiar, but only if its owners succeed on a Charisma+Presence dice action with a difficulty equal to the character’s Essence.&lt;br /&gt;
;'''Pyre-Flame Step&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s paws are covered in pyre-flame when it walks, leaving burning footsteps even upon water and air! Those burn to vanish all trace of its passage, however, burning even its weight away! The Familiar doubles its movement speed and adds the character’s Essence in dice to all attempts to track the Familiar’s movements within 10 minutes of its passage… and subtracts the same amount of dice from attempts to tracking its movements afterwards. &lt;br /&gt;
;'''Viper's Whisper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar grows glands of venom, gaining a bright coloration in dark, lime green or red on some part of its body. The Familiar receives the equivalent of Poison Snake Venom.&lt;br /&gt;
;'''Gargoyle Wings&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar sprouts great leathery wings from its back, whose composition seems mineral, as if they were carved out of some unnatural labyrinthine rock. Those wings allow the Familiar to fly at half its normal running speed, ascending at half that, and descending at four times that.&lt;br /&gt;
;'''Red Ice Skin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s blood freezes and comes to the fore, forming a carapace of red ice over its body. This increases the Familiar's natural soak by the same rating as a mundane armor whose resources cost cannot exceed the character’s Permanent Essence. Its Fatigue Value and Mobility Penalty apply as normal, however.&lt;br /&gt;
;'''Bloodthirsty Beast&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s teeth becomes sharper and sharper, a pair of canines appearing upon them if it lacked those before, its eyes taking on subtle red freckles. The Familiar becomes able to subsist in blood and flesh as easily as if it was its natural diet, and if it is able to channel Essence, it can devour motes per Health Levels just like an Abyssal. &lt;br /&gt;
;'''Obsidian Shard Claws&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar receives natural weapons even if it possessed none before, jagged and dark like obsidian shards. Their stats are equal to those of a mundane weapon whose resources cost cannot exceed the character’s Permanent Essence.&lt;br /&gt;
;'''Hallowed Ghost-Flesh&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s skin becomes glossy, unnatural, as if it was painted, still life that should not be real, should not be touched. The Familiar becomes able to soak lethal damage with half its Stamina, to resist magical powers like and to heal from damage like an Exalt. &lt;br /&gt;
;'''Ever-Vigilant Crypt Keeper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a glossy, still being, smelling faintly of embalming. The Familiar will never need to sleep again, and if it remains perfectly still, a Perception+Survival or Ride roll at a difficulty equal to its handler’s Essence is necessary to tell that it is a living being, and not a statue or decoration.&lt;br /&gt;
;'''The Eternal Guardian&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes become deep, its depths filled with fractured images like broken glass, showing the many remembrances of its restless soul. The Familiar enhanced this way will never age again.&lt;br /&gt;
;'''Ghost-Drinking Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes swirl with a maelstrom of undifferentiated ghost-light, chains which connect it to all ghostly flesh! The Familiar may strike immaterial beings as well as if they were material(or vice-versa, if it somehow finds itself immaterial). However, it can always be struck by immaterial beings as if it was immaterial as well. Material beings may not strike it if it finds itself immaterial, however.&lt;br /&gt;
;'''Mane of Flickering Shadows&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar bends light around it, seeming to always have some sort of thick, shadowy fog covering its movements, a strange dark blur which makes all attempts to strike or hold it impossibly difficult! Increase the difficulty of all close combat attacks on the familiar by 2, and of ranged attacks by 3.&lt;br /&gt;
;'''Terrible Visage&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes scarred, horrible, terrible to behold as the Essence of Void within the Abyssal disfigurates it into an instrument of oblivion. The Familiar's Appearance falls to 0, and those facing it must suceed in a Valor roll; On a failture, they are at -2 dice on all combat actions against the Familiar or the Character, on a botch they run away from the battle. The character also receives the Familiar's rating in dice to all intimidation attempts in which the familiar may be useful.&lt;br /&gt;
;'''Terrible Bone Wyrm&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar, while still alive, becomes a mass of bones holding a few of its organs. It doubles its natural soak against lethal damage, but doubles any bashing damage done to it after it is rolled.&lt;br /&gt;
;'''Shadow's Kin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar's skin becomes dark and soft as velvet. When it touches shadows, it seems to disappear, one's gaze going through it. As long as it can be partially or fully covered in shadow, it adds the character's Essence in dice to all stealth rolls.&lt;br /&gt;
&lt;br /&gt;
'''Hallowed Memory Training'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Thousand Shadow Beast&amp;lt;br&amp;gt;&lt;br /&gt;
In its training with the character, the Familiar sees much. Ghosts and Whispers, the Labyrinth and the Malfeans. Slowly, those whispers are heard by the beast, and those beasts that do not fall to feral madness glimmer an eerie knowledge from the whispers and memories of countless dead souls, of the dead primordials themselves! The Familiar becomes intelligent and cultured as a human if it was not already, able to communicate through signs and gestures as a human would, distributing twice the Exalt's Permanent Essence in points between its Abilities. New Abilities may be added from scratch. The Exalt may further increase the Familiar's Abilities from that point onward by paying 1 Experience Point per dot added to its Abilities, which may not exceed the character's maximum. The Familiar also receives a rating in the ''Whispers'' background equal to half its owner's Essence rating, rounded down. It will sometimes do mysterious tasks guided by the Malfeans, although never ''directly'' against the Exalt's objectives.&lt;br /&gt;
&lt;br /&gt;
'''Darkshine Familiar'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hallowed Memory Training&amp;lt;br&amp;gt;&lt;br /&gt;
Such is her majesty that the Abyssal is able to channel the power of the eternal void into her Familiar, sparks of the Void unfurling like dark sun in the Familiar's eyes as its enlightement grows a thousandfold. The beast enhanced by Darkshine Familiar receives...&lt;br /&gt;
*... a Permanent Essence equal to the character's Permanent Essence minus one.&lt;br /&gt;
*... an Essence Pool equal to (character's Permanent Essence x10).&lt;br /&gt;
*... a single Arcanoi, two if its Familiar Rating is 3, three if it is 5. &lt;br /&gt;
The Abyssal may buy more Arcanoi for the Familiar at the rate of 4 Experience Points apiece. The Arcanoi imparted upon the Familiar require their pre-requisites, as usual. The Abyssal may teach a Familiar whose anatomy is applicable Martial Arts Charms, but those must be known to the Abyssal(or another teacher) and imparted upon the Familiar with training, but at the same Experience Cost for the Abyssal as imparting an Arcanoi upon his Familiar would have. If the Familiar had no defined Virtues and Willpower, distribute 6 points between its Virtues, and add one to the resulting Willpower.&lt;br /&gt;
&lt;br /&gt;
'''World-Crossing Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 6 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Abyssals are neither living nor dead, walking the fine line between both worlds. Upon learning this Charm, the Abyssal turns her Familiar into the living embodiment of this aspect of her existence, an anchor between worlds. By using this Charm while touching her Familiar(or being very close) the Abyssal can walk through worlds, and appear on the respective spot in the Underworld from where she stands on Creation(Or the respective spot on Creation from where she stands in the Underworld). Without the use of other magic, the Abyssal cannot see what the other world is where he stands, but this will never allow the Abyssal to appear into an object or on a dangerous place such as an active volcano - in those circumsntances the Abyssal and his Familiar appear on the closest safe place. Wards against teleportation can prevent the use of this Charm. This Charm can also be used in a Shadowland's edge to take the Abyssal to any one of the two worlds at any time of the day, and when used this way its willpower cost is waived.&lt;br /&gt;
&lt;br /&gt;
'''Ride the Hekatonkire'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Darkshine Familiar&amp;lt;br&amp;gt;&lt;br /&gt;
Touching the very nature of the Void its master is a direct path to, the Familiar... changes. In body, in mind, in soul, in nature. Ascending to a godly aspect, it becomes in Essence an Undead Behemoth - an Hekatonkire. A spiritual being of unparallalled might, guided by whispers of Oblivion, its very appearance and nature changed beyond belief. As an Hekatonkire created by this Charm, the Familiar...&lt;br /&gt;
* ... counts as an Ghost creature and a Creature of Darkness. &lt;br /&gt;
* ... receives a single Abyssal Charm, two if its Familiar rating is 3, three if it is 5.&lt;br /&gt;
* ... receives Whispers *****. It hears the Void singing within its mind, and acts upon it!&lt;br /&gt;
* ... becomes wreathed in Void; all of its natural attacks deal Aggravated Damage equal to its Essence, soaked separately.&lt;br /&gt;
* ... receives a single Iron or Onyx Circle Necromancy Spell it can use as an innate ability, at half its usual mote cost and instantaneous Casting Time.&lt;br /&gt;
* ... may or may not become a Spiritual Being, to the Abyssal's discretion. If it does, it naturally receives the Materialize Charm with a cost equal to half its Essence pool. Even if it does not, it ceases to require eating or drinking, and cannot be killed without the aid of abilities that can permanently slay Spirits - if destroyed, it will simply regenerate within the Abyssal's heart and reappear after a the Calendar of Setesh has marked seven days and seven nights. &lt;br /&gt;
The Abyssal may buy more Charms for the Hekatonkire at the rate of 4 Experience Points apiece. The Charms imparted upon the Familiar require their pre-requisites, as usual. The Hekatonkire will remain in existence after the Abyssal is killed, becoming in essence a true Hekatonkire. It will be unable to acquire new Charms, Arcanoi or Nightmares, but it will retain all those it previously received, and become a force in the Underworld on its own right. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82919</id>
		<title>AbyssalSurvival/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82919"/>
				<updated>2010-08-05T19:59:57Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The River of Souls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Scarlet Banquet Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
The living are particularly frail receptacles: a starving Abyssal can drink them dry in a manner of seconds and have little more than enough Essence to strike at another. But the experient Abyssal Exalted learn to refine the life of a mortal creature, each drop of blood stolen broken down to feel the life, Essence, the very ''soul'' of the victim. The Deathknight who possesses this Charm regains 3 motes per health level taken when feeding off subjects rather than 1. This Charm does not need to be activated - it merely enhances the Exalt's capabilities. &lt;br /&gt;
&lt;br /&gt;
'''Light-Stealing Bite'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Scarlet Banquet Technique&amp;lt;br&amp;gt;&lt;br /&gt;
There is Essence in blood. Suffusing the form of mystical beings is their power, in each fiber of their beings and pooling in their Lower Soul. A Deathknight who has understood the vagaries of blood can take power from those he has taken blood: spending 1 point of temporary Willpower and 1 Lethal Health Level after drinking at least 1 mote's worth of blood from another the Deathknight truly incorporates their Essence into his'. This can increase a single one of the Deathknight's Attributes, Abilities or Virtues by one, if their rating in this trait exceeds the Deathknight's. The Deathknight's anima changes to incorporate the changes of the new Essence stolen, and in case of Essence-capable beings, the signature of their Essence permeates the Exalt. This has a different effects depending on the being devoured.&lt;br /&gt;
* ''Dragon-Blooded'' are perhaps the most powerful to drink due the nature of their power. The Deathknight receives from them the appropriate Affinity (Element) Control Spirit Charm which can be activated as an Anima Ability, and the Dragon-Blooded's Anima Power active without cost for the moment the Willpower and Health Level are activated until the power of their blood fades from the Deathknight. &lt;br /&gt;
* ''Gods'' give the Deathknight the ability to perceive and touch Spiritual beings and the ability to sense the God's domain - sensing southern wars for Ahlat, and so on.&lt;br /&gt;
* ''Elementals'' give the Deathknight the appropriate Affinity (Element) Control Charm, which can be used as an Anima Ability.&lt;br /&gt;
* ''Demons'' give the Deathknight the ability to perceive and touch Spiritual beings and one innate trait of the Demon - such as Octavian's Oil, or Angyalka's ability to play time.&lt;br /&gt;
* ''Celestial Exalted'' give the Deathknight automatic successes in their Caste Attributes or Abilities equal to one-half the stolen Celestial's Permanent Essence rating, rounded down.&lt;br /&gt;
* ''Fair Folk'' Yield the Deathknight their own Permanent Essence in Mutation Points they possess.&lt;br /&gt;
Stranger beings might give stranger bonuses. The stolen Essence lasts for one hour per dot of the drunk being's Permanent Essence rating. Some Gods, Elementals or Demons possess no blood in their Material forms, and are thus immune to the effects of this Charm - although Charms such as the Lore ''Breath-Draining Method'' that absorb Essence from the enemy in a direct way might be considered similar enough to allow the stolen Essence to work in place of blood, at the Storyteller's discretion.&lt;br /&gt;
&lt;br /&gt;
=== The River of Souls ===&lt;br /&gt;
&lt;br /&gt;
'''Soul Vessel Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Upon learning this charm, the Abyssal sculpts her soul into something... other. A vessel for other souls, adding an essence-hungry stomach, becoming a beast that can shackle other souls in eternal torment within. Nothing less than living Soulsteel. The Abyssal must drink a target dry of blood, then spend 3 motes as a reflexive action. Upon doing so, she drinks more than the blood, but the very soul of her prey, locking it within herself, as a reservoir of power. The Abyssal can hold, at most, her permanent Essence x5 souls within. Each dot of permanent Essence the soul has above 1 makes it count as another for storage and require an extra turn drinking their blood to absorb them as well - therefore Charms such as Crimson Banquet Method can only be used to instantly kill and absorb Essence 1 souls.&lt;br /&gt;
	&lt;br /&gt;
At any time, the Abyssal may consume one of those souls for power, as an unrolled dice action. The Abyssal must split her pool to do so and act in the same turn. The Abyssal may consume a number of souls a turn equal to her Conviction. A captive soul may...&lt;br /&gt;
&lt;br /&gt;
* ... be consumed to give the Abyssal 3 motes.&lt;br /&gt;
* ... be consumed to heal the Abyssal a Lethal Health Level.&lt;br /&gt;
* ... be consumed to heal the Abyssal a number of Bashing Health Levels equal to his Essence.&lt;br /&gt;
&lt;br /&gt;
A single soul must be consumed all at once – therefore, consuming an Essence 5 soul gives the benefit of consuming 5 souls at once with but one action, but if the Abyssal was only 10m or 4 Health Levels short of his total, any excess motes or health levels are wasted. &lt;br /&gt;
&lt;br /&gt;
Spirits killed by spirit-killing Charms are eligible to be drank by the Abyssal, as if she had drained them dry of blood.&lt;br /&gt;
&lt;br /&gt;
'''Unleashing the River of Souls'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 12 motes, 2 Health Levels, 3 Experience Points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Vessel of Souls Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, even the mightiest of the Exalted can find herself outnumbered, and the need comes to sacrifice her power for numbers. She looks upon her spiritual stomach, and opens it in a gruesome manner, unleashing a river of damned souls upon her foes. When this Charm is used, the Abyssal fades from view, and from the spot she was on, the souls ride forth, given flesh once again. The Abyssal becomes invulnerable against any direct attack for one turn per essence unit in her reservoir of souls – if the Essence 5 Abyssal has 10 souls within, she will remain invulnerable for 2 turns. Every turn, a number of souls equal to an Essence unit in this reservoir come forth.&lt;br /&gt;
&lt;br /&gt;
All those enfleshed souls are undead, and creatures of darkness. All gain soak equal to the Abyssal’s Essence, suffer no wound penalties, never need to make any Valor roll, and are mindlessly loyal to the Abyssal. Mortals come as Heroic ones, and with their full capabilities. Those that had familiars come with replicas of them. Dragon-Blooded and Spirits come fully armed with replicas of their mundane weapons (or mundane replicas of their artifact gear, equivalent to perfect equipment), and full use of their Charms. Celestial Exalted come with their full Permanent Essence, the same rule for their equipments as with Dragon-Blooded, but without their Exalted Essence, their access to Charms is the akin to Half-Castes – they lose their access to combos, persistant and perfect effects.&lt;br /&gt;
&lt;br /&gt;
At the end of the Day, the bodies fall to the ground, dead. They do not vanish. All the souls used in this maneuver are lost, and spiral to the Void, free of their torment within the Abyssal. &lt;br /&gt;
&lt;br /&gt;
'''Palace of a Darkened Heart'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
The soul of the Abyssal becomes great as a Soulsteel Palace, able to hold whole armies of tormented souls. The holding capacity of Soul Vessel Meditation becomes Essence x 200 souls. Moreover, the Abyssal may go to the palace of her own darkened soul, within herself, and talk to his subject souls. To do so, the Abyssal must spend 1 willpower and enter a trance state, wherein he will be completely detached from the outside world. However, his body can still use Reflexive Defenses that allow him to defend from attacks he is not aware of, and any damage taken to his body will awaken him. He may remain within as long as he wishes, however, but the souls are no more cooperative than they would otherwise be - but the Abyssal can freely use his Social Charms to convince or intimidate any of them.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Contract Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower, 5 experience points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
When the Abyssal Unleashes the River of Souls, his subject souls are lost to him forever. But upon learning Crimson Contract Technique, he discovers this is not so absolute. By tearing open his hand and feeding his blood and power to one of the enfleshed spirits, the Abyssal can allow the souls to remain as his servants, with the expenditure of 20 motes, 1 willpower and 5 experience points. They still follow all other restrictions on Unleashing the River of Souls. If the Abyssal is killed, they crumble and die. However, external intervention might allow them to remain.&lt;br /&gt;
&lt;br /&gt;
=== Beasts of Oblivion ===&lt;br /&gt;
&lt;br /&gt;
'''Thousand Shadow Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Touched by the Void, the animal companions of Abyssal Exalted are eerie, subtly ''wrong.'' Blessing his Familiar with the Essence of the Void, the Abyssal enhances those subtle impressions, turning them into overt displays of terrible supernatural might! This Charm allows the Exalt to grant his Familiar ''Nightmares''; Upon purchase of this Charm, the character's Familiar receives a number of Nightmares equal to his Permanent Essence. The character may buy extra Nightmares at the cost of 4 Experience Points each. If a Nightmare requires a number based on the character's Permanent Essence, it will instantly upgrade when the character's Permanent Essence score increases. Each Nightmare may only be taken once.&lt;br /&gt;
&lt;br /&gt;
Possible Nightmares include...&lt;br /&gt;
&lt;br /&gt;
;'''Raiton's Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': Like the Raiton braving the skies of the Underworld, the beast is undaunted! The Familiar will never again feel fear, or balk at anything. It will not become suicidal, however.&lt;br /&gt;
;'''Beast of Ill Omens&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a beast of ill omen upon Creation, something that all other beasts feel! No beast of the living world will strike at it, and all fauna will run away with its passage! Familiars may be compelled to attack the Familiar, but only if its owners succeed on a Charisma+Presence dice action with a difficulty equal to the character’s Essence.&lt;br /&gt;
;'''Pyre-Flame Step&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s paws are covered in pyre-flame when it walks, leaving burning footsteps even upon water and air! Those burn to vanish all trace of its passage, however, burning even its weight away! The Familiar doubles its movement speed and adds the character’s Essence in dice to all attempts to track the Familiar’s movements within 10 minutes of its passage… and subtracts the same amount of dice from attempts to tracking its movements afterwards. &lt;br /&gt;
;'''Viper's Whisper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar grows glands of venom, gaining a bright coloration in dark, lime green or red on some part of its body. The Familiar receives the equivalent of Poison Snake Venom.&lt;br /&gt;
;'''Gargoyle Wings&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar sprouts great leathery wings from its back, whose composition seems mineral, as if they were carved out of some unnatural labyrinthine rock. Those wings allow the Familiar to fly at half its normal running speed, ascending at half that, and descending at four times that.&lt;br /&gt;
;'''Red Ice Skin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s blood freezes and comes to the fore, forming a carapace of red ice over its body. This increases the Familiar's natural soak by the same rating as a mundane armor whose resources cost cannot exceed the character’s Permanent Essence. Its Fatigue Value and Mobility Penalty apply as normal, however.&lt;br /&gt;
;'''Bloodthirsty Beast&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s teeth becomes sharper and sharper, a pair of canines appearing upon them if it lacked those before, its eyes taking on subtle red freckles. The Familiar becomes able to subsist in blood and flesh as easily as if it was its natural diet, and if it is able to channel Essence, it can devour motes per Health Levels just like an Abyssal. &lt;br /&gt;
;'''Obsidian Shard Claws&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar receives natural weapons even if it possessed none before, jagged and dark like obsidian shards. Their stats are equal to those of a mundane weapon whose resources cost cannot exceed the character’s Permanent Essence.&lt;br /&gt;
;'''Hallowed Ghost-Flesh&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s skin becomes glossy, unnatural, as if it was painted, still life that should not be real, should not be touched. The Familiar becomes able to soak lethal damage with half its Stamina, to resist magical powers like and to heal from damage like an Exalt. &lt;br /&gt;
;'''Ever-Vigilant Crypt Keeper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a glossy, still being, smelling faintly of embalming. The Familiar will never need to sleep again, and if it remains perfectly still, a Perception+Survival or Ride roll at a difficulty equal to its handler’s Essence is necessary to tell that it is a living being, and not a statue or decoration.&lt;br /&gt;
;'''The Eternal Guardian&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes become deep, its depths filled with fractured images like broken glass, showing the many remembrances of its restless soul. The Familiar enhanced this way will never age again.&lt;br /&gt;
;'''Ghost-Drinking Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes swirl with a maelstrom of undifferentiated ghost-light, chains which connect it to all ghostly flesh! The Familiar may strike immaterial beings as well as if they were material(or vice-versa, if it somehow finds itself immaterial). However, it can always be struck by immaterial beings as if it was immaterial as well. Material beings may not strike it if it finds itself immaterial, however.&lt;br /&gt;
;'''Mane of Flickering Shadows&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar bends light around it, seeming to always have some sort of thick, shadowy fog covering its movements, a strange dark blur which makes all attempts to strike or hold it impossibly difficult! Increase the difficulty of all close combat attacks on the familiar by 2, and of ranged attacks by 3.&lt;br /&gt;
;'''Terrible Visage&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes scarred, horrible, terrible to behold as the Essence of Void within the Abyssal disfigurates it into an instrument of oblivion. The Familiar's Appearance falls to 0, and those facing it must suceed in a Valor roll; On a failture, they are at -2 dice on all combat actions against the Familiar or the Character, on a botch they run away from the battle. The character also receives the Familiar's rating in dice to all intimidation attempts in which the familiar may be useful.&lt;br /&gt;
;'''Terrible Bone Wyrm&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar, while still alive, becomes a mass of bones holding a few of its organs. It doubles its natural soak against lethal damage, but doubles any bashing damage done to it after it is rolled.&lt;br /&gt;
;'''Shadow's Kin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar's skin becomes dark and soft as velvet. When it touches shadows, it seems to disappear, one's gaze going through it. As long as it can be partially or fully covered in shadow, it adds the character's Essence in dice to all stealth rolls.&lt;br /&gt;
&lt;br /&gt;
'''Hallowed Memory Training'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Thousand Shadow Beast&amp;lt;br&amp;gt;&lt;br /&gt;
In its training with the character, the Familiar sees much. Ghosts and Whispers, the Labyrinth and the Malfeans. Slowly, those whispers are heard by the beast, and those beasts that do not fall to feral madness glimmer an eerie knowledge from the whispers and memories of countless dead souls, of the dead primordials themselves! The Familiar becomes intelligent and cultured as a human if it was not already, able to communicate through signs and gestures as a human would, distributing twice the Exalt's Permanent Essence in points between its Abilities. New Abilities may be added from scratch. The Exalt may further increase the Familiar's Abilities from that point onward by paying 1 Experience Point per dot added to its Abilities, which may not exceed the character's maximum. The Familiar also receives a rating in the ''Whispers'' background equal to half its owner's Essence rating, rounded down. It will sometimes do mysterious tasks guided by the Malfeans, although never ''directly'' against the Exalt's objectives.&lt;br /&gt;
&lt;br /&gt;
'''Darkshine Familiar'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hallowed Memory Training&amp;lt;br&amp;gt;&lt;br /&gt;
Such is her majesty that the Abyssal is able to channel the power of the eternal void into her Familiar, sparks of the Void unfurling like dark sun in the Familiar's eyes as its enlightement grows a thousandfold. The beast enhanced by Darkshine Familiar receives...&lt;br /&gt;
*... a Permanent Essence equal to the character's Permanent Essence minus one.&lt;br /&gt;
*... an Essence Pool equal to (character's Permanent Essence x10).&lt;br /&gt;
*... a single Arcanoi, two if its Familiar Rating is 3, three if it is 5. &lt;br /&gt;
The Abyssal may buy more Arcanoi for the Familiar at the rate of 4 Experience Points apiece. The Arcanoi imparted upon the Familiar require their pre-requisites, as usual. The Abyssal may teach a Familiar whose anatomy is applicable Martial Arts Charms, but those must be known to the Abyssal(or another teacher) and imparted upon the Familiar with training, but at the same Experience Cost for the Abyssal as imparting an Arcanoi upon his Familiar would have. If the Familiar had no defined Virtues and Willpower, distribute 6 points between its Virtues, and add one to the resulting Willpower.&lt;br /&gt;
&lt;br /&gt;
'''World-Crossing Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 6 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Abyssals are neither living nor dead, walking the fine line between both worlds. Upon learning this Charm, the Abyssal turns her Familiar into the living embodiment of this aspect of her existence, an anchor between worlds. By using this Charm while touching her Familiar(or being very close) the Abyssal can walk through worlds, and appear on the respective spot in the Underworld from where she stands on Creation(Or the respective spot on Creation from where she stands in the Underworld). Without the use of other magic, the Abyssal cannot see what the other world is where he stands, but this will never allow the Abyssal to appear into an object or on a dangerous place such as an active volcano - in those circumsntances the Abyssal and his Familiar appear on the closest safe place. Wards against teleportation can prevent the use of this Charm. This Charm can also be used in a Shadowland's edge to take the Abyssal to any one of the two worlds at any time of the day, and when used this way its willpower cost is waived.&lt;br /&gt;
&lt;br /&gt;
'''Ride the Hekatonkire'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Darkshine Familiar&amp;lt;br&amp;gt;&lt;br /&gt;
Touching the very nature of the Void its master is a direct path to, the Familiar... changes. In body, in mind, in soul, in nature. Ascending to a godly aspect, it becomes in Essence an Undead Behemoth - an Hekatonkire. A spiritual being of unparallalled might, guided by whispers of Oblivion, its very appearance and nature changed beyond belief. As an Hekatonkire created by this Charm, the Familiar...&lt;br /&gt;
* ... counts as an Ghost creature and a Creature of Darkness. &lt;br /&gt;
* ... receives a single Abyssal Charm, two if its Familiar rating is 3, three if it is 5.&lt;br /&gt;
* ... receives Whispers *****. It hears the Void singing within its mind, and acts upon it!&lt;br /&gt;
* ... becomes wreathed in Void; all of its natural attacks deal Aggravated Damage equal to its Essence, soaked separately.&lt;br /&gt;
* ... receives a single Iron or Onyx Circle Necromancy Spell it can use as an innate ability, at half its usual mote cost and instantaneous Casting Time.&lt;br /&gt;
* ... may or may not become a Spiritual Being, to the Abyssal's discretion. If it does, it naturally receives the Materialize Charm with a cost equal to half its Essence pool. Even if it does not, it ceases to require eating or drinking, and cannot be killed without the aid of abilities that can permanently slay Spirits - if destroyed, it will simply regenerate within the Abyssal's heart and reappear after a the Calendar of Setesh has marked seven days and seven nights. &lt;br /&gt;
The Abyssal may buy more Charms for the Hekatonkire at the rate of 4 Experience Points apiece. The Charms imparted upon the Familiar require their pre-requisites, as usual. The Hekatonkire will remain in existence after the Abyssal is killed, becoming in essence a true Hekatonkire. It will be unable to acquire new Charms, Arcanoi or Nightmares, but it will retain all those it previously received, and become a force in the Underworld on its own right. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82831</id>
		<title>AbyssalSurvival/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSurvival/GoldenCat&amp;diff=82831"/>
				<updated>2010-07-28T07:29:13Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The River of Souls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== The River of Souls ===&lt;br /&gt;
&lt;br /&gt;
'''Scarlet Banquet Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
The living are particularly frail receptacles: a starving Abyssal can drink them dry in a manner of seconds and have little more than enough Essence to strike at another. But the experient Abyssal Exalted learn to refine the life of a mortal creature, each drop of blood stolen broken down to feel the life, Essence, the very ''soul'' of the victim. The Deathknight who possesses this Charm regains 3 motes per health level taken when feeding off subjects rather than 1. This Charm does not need to be activated - it merely enhances the Exalt's capabilities. &lt;br /&gt;
&lt;br /&gt;
'''Light-Stealing Bite'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Scarlet Banquet Technique&amp;lt;br&amp;gt;&lt;br /&gt;
There is Essence in blood. Suffusing the form of mystical beings is their power, in each fiber of their beings and pooling in their Lower Soul. A Deathknight who has understood the vagaries of blood can take power from those he has taken blood: spending 1 point of temporary Willpower and 1 Lethal Health Level after drinking at least 1 mote's worth of blood from another the Deathknight truly incorporates their Essence into his'. This can increase a single one of the Deathknight's Attributes, Abilities or Virtues by one, if their rating in this trait exceeds the Deathknight's. The Deathknight's anima changes to incorporate the changes of the new Essence stolen, and in case of Essence-capable beings, the signature of their Essence permeates the Exalt. This has a different effects depending on the being devoured.&lt;br /&gt;
* ''Dragon-Blooded'' are perhaps the most powerful to drink due the nature of their power. The Deathknight receives from them the appropriate Affinity (Element) Control Spirit Charm which can be activated as an Anima Ability, and the Dragon-Blooded's Anima Power active without cost for the moment the Willpower and Health Level are activated until the power of their blood fades from the Deathknight. &lt;br /&gt;
* ''Gods'' give the Deathknight the ability to perceive and touch Spiritual beings and the ability to sense the God's domain - sensing southern wars for Ahlat, and so on.&lt;br /&gt;
* ''Elementals'' give the Deathknight the appropriate Affinity (Element) Control Charm, which can be used as an Anima Ability.&lt;br /&gt;
* ''Demons'' give the Deathknight the ability to perceive and touch Spiritual beings and one innate trait of the Demon - such as Octavian's Oil, or Angyalka's ability to play time.&lt;br /&gt;
* ''Celestial Exalted'' give the Deathknight automatic successes in their Caste Attributes or Abilities equal to one-half the stolen Celestial's Permanent Essence rating, rounded down.&lt;br /&gt;
* ''Fair Folk'' Yield the Deathknight their own Permanent Essence in Mutation Points they might possess.&lt;br /&gt;
Stranger beings might give stranger bonuses. The stolen Essence lasts for one hour per dot of the drunk being's Permanent Essence rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Soul Vessel Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Feasting Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Upon learning this charm, the Abyssal sculpts her soul into something... other. A vessel for other souls, adding an essence-hungry stomach, becoming a beast that can shackle other souls in eternal torment within. Nothing less than living Soulsteel. The Abyssal must drink a target dry of blood, then spend 3 motes as a reflexive action. Upon doing so, she drinks more than the blood, but the very soul of her prey, locking it within herself, as a reservoir of power. The Abyssal can hold, at most, her permanent Essence x5 souls within. Each dot of permanent Essence the soul has above 1 makes it count as another for storage and require an extra turn drinking their blood to absorb them as well - therefore Charms such as Crimson Banquet Method can only be used to instantly kill and absorb Essence 1 souls.&lt;br /&gt;
	&lt;br /&gt;
At any time, the Abyssal may consume one of those souls for power, as an unrolled dice action. The Abyssal must split her pool to do so and act in the same turn. The Abyssal may consume a number of souls a turn equal to her Conviction. A captive soul may...&lt;br /&gt;
&lt;br /&gt;
* ... be consumed to give the Abyssal 3 motes.&lt;br /&gt;
* ... be consumed to heal the Abyssal a Lethal Health Level.&lt;br /&gt;
* ... be consumed to heal the Abyssal a number of Bashing Health Levels equal to his Essence.&lt;br /&gt;
&lt;br /&gt;
A single soul must be consumed all at once – therefore, consuming an Essence 5 soul gives the benefit of consuming 5 souls at once with but one action, but if the Abyssal was only 10m or 4 Health Levels short of his total, any excess motes or health levels are wasted. &lt;br /&gt;
&lt;br /&gt;
Spirits killed by spirit-killing Charms are eligible to be drank by the Abyssal, as if she had drained them dry of blood.&lt;br /&gt;
&lt;br /&gt;
'''Unleashing the River of Souls'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 12 motes, 2 Health Levels, 3 Experience Points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Vessel of Souls Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, even the mightiest of the Exalted can find herself outnumbered, and the need comes to sacrifice her power for numbers. She looks upon her spiritual stomach, and opens it in a gruesome manner, unleashing a river of damned souls upon her foes. When this Charm is used, the Abyssal fades from view, and from the spot she was on, the souls ride forth, given flesh once again. The Abyssal becomes invulnerable against any direct attack for one turn per essence unit in her reservoir of souls – if the Essence 5 Abyssal has 10 souls within, she will remain invulnerable for 2 turns. Every turn, a number of souls equal to an Essence unit in this reservoir come forth.&lt;br /&gt;
&lt;br /&gt;
All those enfleshed souls are undead, and creatures of darkness. All gain soak equal to the Abyssal’s Essence, suffer no wound penalties, never need to make any Valor roll, and are mindlessly loyal to the Abyssal. Mortals come as Heroic ones, and with their full capabilities. Those that had familiars come with replicas of them. Dragon-Blooded and Spirits come fully armed with replicas of their mundane weapons (or mundane replicas of their artifact gear, equivalent to perfect equipment), and full use of their Charms. Celestial Exalted come with their full Permanent Essence, the same rule for their equipments as with Dragon-Blooded, but without their Exalted Essence, their access to Charms is the akin to Half-Castes – they lose their access to combos, persistant and perfect effects.&lt;br /&gt;
&lt;br /&gt;
At the end of the Day, the bodies fall to the ground, dead. They do not vanish. All the souls used in this maneuver are lost, and spiral to the Void, free of their torment within the Abyssal. &lt;br /&gt;
&lt;br /&gt;
'''Palace of a Darkened Heart'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
The soul of the Abyssal becomes great as a Soulsteel Palace, able to hold whole armies of tormented souls. The holding capacity of Soul Vessel Meditation becomes Essence x 200 souls. Moreover, the Abyssal may go to the palace of her own darkened soul, within herself, and talk to his subject souls. To do so, the Abyssal must spend 1 willpower and enter a trance state, wherein he will be completely detached from the outside world. However, his body can still use Reflexive Defenses that allow him to defend from attacks he is not aware of, and any damage taken to his body will awaken him. He may remain within as long as he wishes, however, but the souls are no more cooperative than they would otherwise be - but the Abyssal can freely use his Social Charms to convince or intimidate any of them.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Contract Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower, 5 experience points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Unleashing the River of Souls&amp;lt;br&amp;gt;&lt;br /&gt;
When the Abyssal Unleashes the River of Souls, his subject souls are lost to him forever. But upon learning Crimson Contract Technique, he discovers this is not so absolute. By tearing open his hand and feeding his blood and power to one of the enfleshed spirits, the Abyssal can allow the souls to remain as his servants, with the expenditure of 20 motes, 1 willpower and 5 experience points. They still follow all other restrictions on Unleashing the River of Souls. If the Abyssal is killed, they crumble and die. However, external intervention might allow them to remain.&lt;br /&gt;
&lt;br /&gt;
=== Beasts of Oblivion ===&lt;br /&gt;
&lt;br /&gt;
'''Thousand Shadow Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Touched by the Void, the animal companions of Abyssal Exalted are eerie, subtly ''wrong.'' Blessing his Familiar with the Essence of the Void, the Abyssal enhances those subtle impressions, turning them into overt displays of terrible supernatural might! This Charm allows the Exalt to grant his Familiar ''Nightmares''; Upon purchase of this Charm, the character's Familiar receives a number of Nightmares equal to his Permanent Essence. The character may buy extra Nightmares at the cost of 4 Experience Points each. If a Nightmare requires a number based on the character's Permanent Essence, it will instantly upgrade when the character's Permanent Essence score increases. Each Nightmare may only be taken once.&lt;br /&gt;
&lt;br /&gt;
Possible Nightmares include...&lt;br /&gt;
&lt;br /&gt;
;'''Raiton's Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': Like the Raiton braving the skies of the Underworld, the beast is undaunted! The Familiar will never again feel fear, or balk at anything. It will not become suicidal, however.&lt;br /&gt;
;'''Beast of Ill Omens&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a beast of ill omen upon Creation, something that all other beasts feel! No beast of the living world will strike at it, and all fauna will run away with its passage! Familiars may be compelled to attack the Familiar, but only if its owners succeed on a Charisma+Presence dice action with a difficulty equal to the character’s Essence.&lt;br /&gt;
;'''Pyre-Flame Step&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s paws are covered in pyre-flame when it walks, leaving burning footsteps even upon water and air! Those burn to vanish all trace of its passage, however, burning even its weight away! The Familiar doubles its movement speed and adds the character’s Essence in dice to all attempts to track the Familiar’s movements within 10 minutes of its passage… and subtracts the same amount of dice from attempts to tracking its movements afterwards. &lt;br /&gt;
;'''Viper's Whisper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar grows glands of venom, gaining a bright coloration in dark, lime green or red on some part of its body. The Familiar receives the equivalent of Poison Snake Venom.&lt;br /&gt;
;'''Gargoyle Wings&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar sprouts great leathery wings from its back, whose composition seems mineral, as if they were carved out of some unnatural labyrinthine rock. Those wings allow the Familiar to fly at half its normal running speed, ascending at half that, and descending at four times that.&lt;br /&gt;
;'''Red Ice Skin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s blood freezes and comes to the fore, forming a carapace of red ice over its body. This increases the Familiar's natural soak by the same rating as a mundane armor whose resources cost cannot exceed the character’s Permanent Essence. Its Fatigue Value and Mobility Penalty apply as normal, however.&lt;br /&gt;
;'''Bloodthirsty Beast&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s teeth becomes sharper and sharper, a pair of canines appearing upon them if it lacked those before, its eyes taking on subtle red freckles. The Familiar becomes able to subsist in blood and flesh as easily as if it was its natural diet, and if it is able to channel Essence, it can devour motes per Health Levels just like an Abyssal. &lt;br /&gt;
;'''Obsidian Shard Claws&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar receives natural weapons even if it possessed none before, jagged and dark like obsidian shards. Their stats are equal to those of a mundane weapon whose resources cost cannot exceed the character’s Permanent Essence.&lt;br /&gt;
;'''Hallowed Ghost-Flesh&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s skin becomes glossy, unnatural, as if it was painted, still life that should not be real, should not be touched. The Familiar becomes able to soak lethal damage with half its Stamina, to resist magical powers like and to heal from damage like an Exalt. &lt;br /&gt;
;'''Ever-Vigilant Crypt Keeper&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes a glossy, still being, smelling faintly of embalming. The Familiar will never need to sleep again, and if it remains perfectly still, a Perception+Survival or Ride roll at a difficulty equal to its handler’s Essence is necessary to tell that it is a living being, and not a statue or decoration.&lt;br /&gt;
;'''The Eternal Guardian&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes become deep, its depths filled with fractured images like broken glass, showing the many remembrances of its restless soul. The Familiar enhanced this way will never age again.&lt;br /&gt;
;'''Ghost-Drinking Gaze&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar’s eyes swirl with a maelstrom of undifferentiated ghost-light, chains which connect it to all ghostly flesh! The Familiar may strike immaterial beings as well as if they were material(or vice-versa, if it somehow finds itself immaterial). However, it can always be struck by immaterial beings as if it was immaterial as well. Material beings may not strike it if it finds itself immaterial, however.&lt;br /&gt;
;'''Mane of Flickering Shadows&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar bends light around it, seeming to always have some sort of thick, shadowy fog covering its movements, a strange dark blur which makes all attempts to strike or hold it impossibly difficult! Increase the difficulty of all close combat attacks on the familiar by 2, and of ranged attacks by 3.&lt;br /&gt;
;'''Terrible Visage&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar becomes scarred, horrible, terrible to behold as the Essence of Void within the Abyssal disfigurates it into an instrument of oblivion. The Familiar's Appearance falls to 0, and those facing it must suceed in a Valor roll; On a failture, they are at -2 dice on all combat actions against the Familiar or the Character, on a botch they run away from the battle. The character also receives the Familiar's rating in dice to all intimidation attempts in which the familiar may be useful.&lt;br /&gt;
;'''Terrible Bone Wyrm&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar, while still alive, becomes a mass of bones holding a few of its organs. It doubles its natural soak against lethal damage, but doubles any bashing damage done to it after it is rolled.&lt;br /&gt;
;'''Shadow's Kin&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;''': The Familiar's skin becomes dark and soft as velvet. When it touches shadows, it seems to disappear, one's gaze going through it. As long as it can be partially or fully covered in shadow, it adds the character's Essence in dice to all stealth rolls.&lt;br /&gt;
&lt;br /&gt;
'''Hallowed Memory Training'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Thousand Shadow Beast&amp;lt;br&amp;gt;&lt;br /&gt;
In its training with the character, the Familiar sees much. Ghosts and Whispers, the Labyrinth and the Malfeans. Slowly, those whispers are heard by the beast, and those beasts that do not fall to feral madness glimmer an eerie knowledge from the whispers and memories of countless dead souls, of the dead primordials themselves! The Familiar becomes intelligent and cultured as a human if it was not already, able to communicate through signs and gestures as a human would, distributing twice the Exalt's Permanent Essence in points between its Abilities. New Abilities may be added from scratch. The Exalt may further increase the Familiar's Abilities from that point onward by paying 1 Experience Point per dot added to its Abilities, which may not exceed the character's maximum. The Familiar also receives a rating in the ''Whispers'' background equal to half its owner's Essence rating, rounded down. It will sometimes do mysterious tasks guided by the Malfeans, although never ''directly'' against the Exalt's objectives.&lt;br /&gt;
&lt;br /&gt;
'''Darkshine Familiar'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hallowed Memory Training&amp;lt;br&amp;gt;&lt;br /&gt;
Such is her majesty that the Abyssal is able to channel the power of the eternal void into her Familiar, sparks of the Void unfurling like dark sun in the Familiar's eyes as its enlightement grows a thousandfold. The beast enhanced by Darkshine Familiar receives...&lt;br /&gt;
*... a Permanent Essence equal to the character's Permanent Essence minus one.&lt;br /&gt;
*... an Essence Pool equal to (character's Permanent Essence x10).&lt;br /&gt;
*... a single Arcanoi, two if its Familiar Rating is 3, three if it is 5. &lt;br /&gt;
The Abyssal may buy more Arcanoi for the Familiar at the rate of 4 Experience Points apiece. The Arcanoi imparted upon the Familiar require their pre-requisites, as usual. The Abyssal may teach a Familiar whose anatomy is applicable Martial Arts Charms, but those must be known to the Abyssal(or another teacher) and imparted upon the Familiar with training, but at the same Experience Cost for the Abyssal as imparting an Arcanoi upon his Familiar would have. If the Familiar had no defined Virtues and Willpower, distribute 6 points between its Virtues, and add one to the resulting Willpower.&lt;br /&gt;
&lt;br /&gt;
'''World-Crossing Beast'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 6 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Fetter the Beast&amp;lt;br&amp;gt;&lt;br /&gt;
Abyssals are neither living nor dead, walking the fine line between both worlds. Upon learning this Charm, the Abyssal turns her Familiar into the living embodiment of this aspect of her existence, an anchor between worlds. By using this Charm while touching her Familiar(or being very close) the Abyssal can walk through worlds, and appear on the respective spot in the Underworld from where she stands on Creation(Or the respective spot on Creation from where she stands in the Underworld). Without the use of other magic, the Abyssal cannot see what the other world is where he stands, but this will never allow the Abyssal to appear into an object or on a dangerous place such as an active volcano - in those circumsntances the Abyssal and his Familiar appear on the closest safe place. Wards against teleportation can prevent the use of this Charm. This Charm can also be used in a Shadowland's edge to take the Abyssal to any one of the two worlds at any time of the day, and when used this way its willpower cost is waived.&lt;br /&gt;
&lt;br /&gt;
'''Ride the Hekatonkire'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Survival: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Darkshine Familiar&amp;lt;br&amp;gt;&lt;br /&gt;
Touching the very nature of the Void its master is a direct path to, the Familiar... changes. In body, in mind, in soul, in nature. Ascending to a godly aspect, it becomes in Essence an Undead Behemoth - an Hekatonkire. A spiritual being of unparallalled might, guided by whispers of Oblivion, its very appearance and nature changed beyond belief. As an Hekatonkire created by this Charm, the Familiar...&lt;br /&gt;
* ... counts as an Ghost creature and a Creature of Darkness. &lt;br /&gt;
* ... receives a single Abyssal Charm, two if its Familiar rating is 3, three if it is 5.&lt;br /&gt;
* ... receives Whispers *****. It hears the Void singing within its mind, and acts upon it!&lt;br /&gt;
* ... becomes wreathed in Void; all of its natural attacks deal Aggravated Damage equal to its Essence, soaked separately.&lt;br /&gt;
* ... receives a single Iron or Onyx Circle Necromancy Spell it can use as an innate ability, at half its usual mote cost and instantaneous Casting Time.&lt;br /&gt;
* ... may or may not become a Spiritual Being, to the Abyssal's discretion. If it does, it naturally receives the Materialize Charm with a cost equal to half its Essence pool. Even if it does not, it ceases to require eating or drinking, and cannot be killed without the aid of abilities that can permanently slay Spirits - if destroyed, it will simply regenerate within the Abyssal's heart and reappear after a the Calendar of Setesh has marked seven days and seven nights. &lt;br /&gt;
The Abyssal may buy more Charms for the Hekatonkire at the rate of 4 Experience Points apiece. The Charms imparted upon the Familiar require their pre-requisites, as usual. The Hekatonkire will remain in existence after the Abyssal is killed, becoming in essence a true Hekatonkire. It will be unable to acquire new Charms, Arcanoi or Nightmares, but it will retain all those it previously received, and become a force in the Underworld on its own right. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalSurvival]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82829</id>
		<title>AbyssalSocialize/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82829"/>
				<updated>2010-07-28T06:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* A Taste of Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
== A Taste of Life ==&lt;br /&gt;
&lt;br /&gt;
'''Whispers to the Predator'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
To taste one's lifeblood is to hold their life in the palm of your hand. Forevermore those who have been drunk from have been marked: the Abyssal will forever hold them within herself. Activating this Charm the Abyssal can sense the presence and movements of anyone she has ever drunk blood from within her Permanent Essence in miles. She can track their movements and feel their general emotional state (a single-word summary given by the Storyteller such as ''Happy'', ''Busy'' or ''Scared.'') while within this area - only supernatural Stealth can prevent one from being perceived in this manner (in which case the Abyssal must roll to perceive them as though she was in the vicinity.) This Charm is a valid mode of perception for the purpose of Charms that require that the Abyssal ''perceive'' the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Secrets Unveiled'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until released&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Whispers to the Predator&amp;lt;br&amp;gt;&lt;br /&gt;
The connection between the Deathknight and those she has fed of runs even deeper - with this Charm the Deathknight is able to look into the soul of any she has drunk the blood of, hearing their surface thoughts directly as long as this Charm is mantained. He will know what they are thinking, and what they will do before they even do it: this gives the Deathknight a number of automatic successes equal to his Permanent Essence to any ongoing interaction with the subject, such as fighting, argument or intercourse (unless their thoughts are somehow illegible or cloaked such as with the effects of a berserker rage or the Lesser Sign of Jupiter.)  This Charm ends when the Deathknight can no longer perceive the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Burning Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Crimson Secrets Unveiled&amp;lt;br&amp;gt;&lt;br /&gt;
Drawing upon the connection between predator and prey, the vagaries of blood exchanged the Deathknight learns to make the blood of their prey boil when they meet. Those that have been fed know the face of the one there to take them once again, and should they have taken the blood of the void into themselves, they will feel their own blood burning for their killer. This Charm gives the Deathknight a three-die bonus to any rolls involving seduction or other sexually-charged interaction with one that the Deathknight has fed upon or who has drunk the Deathknight's blood. Should the victim have done both the bonus is cumulative. Those are considered Specialty dice and do not count torwards the maximum dice that can be added to the character's pool for the purpose of dice-adding Charms.&lt;br /&gt;
&lt;br /&gt;
'''Prince of Lust Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Exquisite Etiquette Style&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal Exalted may not be the masters of love, but they are certainly the princes of lust. The Neverborn know of the dark trysts of Mortals and their basest perversions, and in a way the Abyssal Exalted embody the dark passions of ghosts, so unlike the pure love that leads unfailingly to the embrace of Lethe. This Charm causes the Deathknight to become a Prince of Lust: he will always know when one in his presence is sexually attracted to anyone and how much at any given time - those attempting to hide their attractions require a Perception + Socialize roll with a difficulty equal to their Manipulation to perceive, although the Deathknight will ''always'' perceive the exact degree of attraction to himself without a roll. This increases all seduction attempts made by the Deathknight with one automatic success - two if they are already attracted.&lt;br /&gt;
&lt;br /&gt;
== Corruption Incarnate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82827</id>
		<title>AbyssalSocialize/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82827"/>
				<updated>2010-07-28T06:28:41Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* A Taste of Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
== A Taste of Life ==&lt;br /&gt;
&lt;br /&gt;
'''Whispers to the Predator'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
To taste one's lifeblood is to hold their life in the palm of your hand. Forevermore those who have been drunk from have been marked: the Abyssal will forever hold them within herself. Activating this Charm the Abyssal can sense the presence and movements of anyone she has ever drunk blood from within her Permanent Essence in miles. She can track their movements and feel their general emotional state (a single-word summary given by the Storyteller such as ''Happy'', ''Busy'' or ''Scared.'') while within this area - only supernatural Stealth can prevent one from being perceived in this manner (in which case the Abyssal must roll to perceive them as though she was in the vicinity.) This Charm is a valid mode of perception for the purpose of Charms that require that the Abyssal ''perceive'' the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Secrets Unveiled'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motesm 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until released&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Whispers to the Predator&amp;lt;br&amp;gt;&lt;br /&gt;
The connection between the Deathknight and those she has fed of runs even deeper - with this Charm the Deathknight is able to look into the soul of any she has drunk the blood of, hearing their surface thoughts directly as long as this Charm is mantained. He will know what they are thinking, and what they will do before they even do it: this gives the Deathknight a number of automatic successes equal to his Permanent Essence to any ongoing interaction with the subject, such as fighting, argument or intercourse (unless their thoughts are somehow illegible or cloaked such as with the effects of a berserker rage or the Lesser Sign of Jupiter.)  This Charm ends when the Deathknight can no longer perceive the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Burning Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Crimson Secrets Unveiled&amp;lt;br&amp;gt;&lt;br /&gt;
Drawing upon the connection between predator and prey, the vagaries of blood exchanged the Deathknight learns to make the blood of their prey boil when they meet. Those that have been fed know the face of the one there to take them once again, and should they have taken the blood of the void into themselves, they will feel their own blood burning for their killer. This Charm gives the Deathknight a three-die bonus to any rolls involving seduction or other sexually-charged interaction with one that the Deathknight has fed upon or who has drunk the Deathknight's blood. Should the victim have done both the bonus is cumulative. Those are considered Specialty dice and do not count torwards the maximum dice that can be added to the character's pool for the purpose of dice-adding Charms.&lt;br /&gt;
&lt;br /&gt;
'''Prince of Lust Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Exquisite Etiquette Style&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal Exalted may not be the masters of love, but they are certainly the princes of lust. The Neverborn know of the dark trysts of Mortals and their basest perversions, and in a way the Abyssal Exalted embody the dark passions of ghosts, so unlike the pure love that leads unfailingly to the embrace of Lethe. This Charm causes the Deathknight to become a Prince of Lust: he will always know when one in his presence is sexually attracted to anyone and how much at any given time - those attempting to hide their attractions require a Perception + Socialize roll with a difficulty equal to their Manipulation to perceive, although the Deathknight will ''always'' perceive the exact degree of attraction to himself without a roll. This increases all seduction attempts made by the Deathknight with one automatic success - two if they are already attracted.&lt;br /&gt;
&lt;br /&gt;
== Corruption Incarnate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82825</id>
		<title>AbyssalSocialize/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82825"/>
				<updated>2010-07-28T06:27:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
== A Taste of Life ==&lt;br /&gt;
&lt;br /&gt;
'''Whispers to the Predator'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
To taste one's lifeblood is to hold their life in the palm of your hand. Forevermore those who have been drunk from have been marked: the Abyssal will forever hold them within herself. Activating this Charm the Abyssal can sense the presence and movements of anyone she has ever drunk blood from within her Permanent Essence in miles. She can track their movements and feel their general emotional state (a single-word summary given by the Storyteller such as ''Happy'', ''Busy'' or ''Scared.'') while within this area - only supernatural Stealth can prevent one from being perceived in this manner (in which case the Abyssal must roll to perceive them as though she was in the vicinity.) This Charm is a valid mode of perception for the purpose of Charms that require that the Abyssal ''perceive'' the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Secrets Unveiled'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motesm 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until released&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Whispers to the Predator&amp;lt;br&amp;gt;&lt;br /&gt;
The connection between the Deathknight and those she has fed of runs even deeper - with this Charm the Deathknight is able to look into the soul of any she has drunk the blood of, hearing their surface thoughts directly as long as this Charm is mantained. He will know what they are thinking, and what they will do before they even do it: this gives the Deathknight a number of automatic successes equal to his Permanent Essence to any ongoing interaction with the subject, such as fighting, argument or intercourse (unless their thoughts are somehow illegible or cloaked such as with the effects of a berserker rage or the Lesser Sign of Jupiter.)  This Charm ends when the Deathknight can no longer perceive the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Burning Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Crimson Secrets Unveiled&amp;lt;br&amp;gt;&lt;br /&gt;
Drawing upon the connection between predator and prey, the vagaries of blood exchanged the Deathknight learns to make the blood of their prey boil when they meet. Those that have been fed know the face of the one there to take them once again, and should they have taken the blood of the void into themselves, they will feel their own blood burning for their killer. This Charm gives the Deathknight a three-die bonus to any rolls involving seduction or other sexually-charged interaction with one that the Deathknight has fed upon or who has drunk the Deathknight's blood. Should the victim have done both the bonus is cumulative. Those are considered Specialty dice and do not count torwards the maximum dice that can be added to the character's pool for the purpose of dice-adding Charms.&lt;br /&gt;
&lt;br /&gt;
'''Prince of Lust Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 1&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal Exalted may not be the masters of love, but they are certainly the princes of lust. The Neverborn know of the dark trysts of Mortals and their basest perversions, and in a way the Abyssal Exalted embody the dark passions of ghosts, so unlike the pure love that leads unfailingly to the embrace of Lethe. This Charm causes the Deathknight to become a Prince of Lust: he will always know when one in his presence is sexually attracted to anyone and how much at any given time - those attempting to hide their attractions require a Perception + Socialize roll with a difficulty equal to their Manipulation to perceive, although the Deathknight will ''always'' perceive the exact degree of attraction to himself without a roll. This increases all seduction attempts made by the Deathknight with one automatic success - two if they are already attracted.&lt;br /&gt;
&lt;br /&gt;
== Corruption Incarnate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82823</id>
		<title>AbyssalSocialize/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalSocialize/GoldenCat&amp;diff=82823"/>
				<updated>2010-07-28T06:17:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: Created page with '*Back to AbyssalPresence *Back to GoldenCat  == A Taste of Life ==  '''Whispers to the Predator'''&amp;lt;br&amp;gt; '''Cost: ''' 4 motes&amp;lt;br&amp;gt; '''Duration: ''' One Scene&amp;lt;br&amp;gt; '''Type: ''…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
== A Taste of Life ==&lt;br /&gt;
&lt;br /&gt;
'''Whispers to the Predator'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 2&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
To taste one's lifeblood is to hold their life in the palm of your hand. Forevermore those who have been drunk from have been marked: the Abyssal will forever hold them within herself. Activating this Charm the Abyssal can sense the presence and movements of anyone she has ever drunk blood from within her Permanent Essence in miles. She can track their movements and feel their general emotional state (a single-word summary given by the Storyteller such as ''Happy'', ''Busy'' or ''Scared.'') while within this area - only supernatural Stealth can prevent one from being perceived in this manner (in which case the Abyssal must roll to perceive them as though she was in the vicinity.) This Charm is a valid mode of perception for the purpose of Charms that require that the Abyssal ''perceive'' the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Secrets Unveiled'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motesm 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Until released&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Whispers to the Predator&amp;lt;br&amp;gt;&lt;br /&gt;
The connection between the Deathknight and those she has fed of runs even deeper - with this Charm the Deathknight is able to look into the soul of any she has drunk the blood of, hearing their surface thoughts directly as long as this Charm is mantained. He will know what they are thinking, and what they will do before they even do it: this gives the Deathknight a number of automatic successes equal to his Permanent Essence to any ongoing interaction with the subject, such as fighting, argument or intercourse (unless their thoughts are somehow illegible or cloaked such as with the effects of a berserker rage or the Lesser Sign of Jupiter.)  This Charm ends when the Deathknight can no longer perceive the target.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Burning Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Crimson Secrets Unveiled&amp;lt;br&amp;gt;&lt;br /&gt;
Drawing upon the connection between predator and prey, the vagaries of blood exchanged the Deathknight learns to make the blood of their prey boil when they meet. Those that have been fed know the face of the one there to take them once again, and should they have taken the blood of the void into themselves, they will feel their own blood burning for their killer. This Charm gives the Deathknight a three-die bonus to any rolls involving seduction or other sexually-charged interaction with one that the Deathknight has fed upon or who has drunk the Deathknight's blood. Should the victim have done both the bonus is cumulative. Those are considered Specialty dice and do not count torwards the maximum dice that can be added to the character's pool for the purpose of dice-adding Charms.&lt;br /&gt;
&lt;br /&gt;
'''Prince of Lust Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Socialize: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Exquisite Etiquette Style, Whispers to the Predator&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal Exalted may not be the masters of love, but they are certainly the princes of lust. The Neverborn know of the dark trysts of Mortals and their basest perversions, and in a way the Abyssal Exalted embody the dark passions of ghosts, so unlike the pure love that leads unfailingly to the embrace of Lethe. This Charm causes the Deathknight to become a Prince of Lust: he will always know when one in his presence is sexually attracted to anyone and how much at any given time - those attempting to hide their attractions require a Perception + Socialize roll with a difficulty equal to their Manipulation to perceive, although the Deathknight will ''always'' perceive the exact degree of attraction to himself without a roll. &lt;br /&gt;
&lt;br /&gt;
The character's irresistible presence is so powerful that it is nearly palpable. Double all his dice pools for the purpose of seducing another. Anyone within (Permanent Essence x10 yards) who is of the appropriate sexual alignment will find their composure threatened by the constant intrusion of lustful thoughts. Any person who is normally attracted to individuals of the character's gender must suceed on a Temperance roll or suffer a penalty equal to the Deathknight's Permanent Essence to all Intelligence and Wits dice pools for the remainder of the scene. This check is made only once, when the character first comes into range - he need not actually be seen for his aura of animal magnetism to take effect: it might cause those with particularly low temperance to give in to lust with whatever is close at hand, be it the Deathknight or not.&lt;br /&gt;
&lt;br /&gt;
== Corruption Incarnate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalPresence]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82821</id>
		<title>GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82821"/>
				<updated>2010-07-28T05:28:25Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Abyssal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Colapso, Delwyn, Daniel, 'That guy', Medic, Priest, Whitey, Sleepy...&lt;br /&gt;
&lt;br /&gt;
Some people will say I am a creative romantic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a bloody-minded fanatic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a nice idealist,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am an explosive hermit,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a fun pervert,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a good friend,&amp;lt;br&amp;gt;&lt;br /&gt;
Others, that I am a bad friend.&lt;br /&gt;
&lt;br /&gt;
To a degree, maybe all of them are right ^^&lt;br /&gt;
&lt;br /&gt;
Or maybe I am just a crazy 25 years old Brazilian, used to be an aspiring writer, now a History student, who has the urge to create stuff and loves Exalted to death! I live in the wonderful city, the paradise of beauty and chaos that is Rio de Janeiro... it's kinda like Nexus, but far prettier&lt;br /&gt;
&lt;br /&gt;
The cat can usually be found at ICQ #93071127, or at the Gmal Daniel.Queiroz.Lima@Gmail.com&lt;br /&gt;
&lt;br /&gt;
== Weird Dreams == &lt;br /&gt;
&lt;br /&gt;
* [http://wiki.stryck.com/ADanceOfAngels/ADanceOfAngels A Dance of Angels] - An insanely mixed Campaign set on the North, between the Bishop and the Lover, between the unforgiven sins of the Celestial's past and the impossible fight that is to keep anything from being at the present. A game that took a long time to get to the right place, but that now is a source of infinite joy to this cat! (Moved to Char's wiki, but part of it is still [[ADanceOfAngels|Here]]!)&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/DarkFate|Fated in Dark Stars]] - A Dragon-Blooded campaign I ran on Open. The first Exalted campaign I ever ran, and in many ways the spiritual predecessor to A Dance of Angels. about a group of Dynasts and their Sidereal who go to Varang after an attempted coup slays the royal couple, leaving an uncertain young girl in the control of a country that stirs to chaos. A very fun game, all told. I miss it. &lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/JadeAndEmerald|Jade and Emerald]] - A God-Blooded and Dragon-Blooded game to relax I made on the East... it has now become a round-robin STing game, very different from its original incarnation, and hosted elsewhere. But ah well!&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/LittleSilverLie|Little Silver Lie]] - A Lunar game whose primary purpose is to be a test for my 'Child of Shifting Moon', with a gathering of Lunars who end up drawn together by the possession of a book that is sought by many forces in heavens and hells, and the threat issued by one of those forces against all of them. In search for the book's truth, they travel Creation, fight all possible things and discover truths Man Was Not Meant to Know, and fighting to remain alive while bringing old, powerful secrets to light...&lt;br /&gt;
&lt;br /&gt;
* [[TheDiamondAge|The Diamond Age]] - Amidst the Age of Sorrows, the lights return... and create a time of adventure, a time of madness! A time of lights that shine with the clarity of diamonds, a time for those who will do anything for what shines like them, even get them out of another's hands! For many that period will be an age of Obsidian or Ice... but for those in the East, in that wild time, it is a Diamond Age! A mixed game with high chargen, about high adventure and epic stakes in episodic installments, which encourages Player Characters to be off-the-wall and unique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shinies! ==&lt;br /&gt;
&lt;br /&gt;
'''[[SilverMasks|Silver Masks]]''' - My own take on the Lunars, focusing on Attributes, Totems, Multiple Forms, and  their Celestial station.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[ChildrenOfLight|Children of Light]]''' - A different way of playing the Godblooded.&amp;lt;br&amp;gt; &lt;br /&gt;
'''[[GoldenCat/Jadeborn|Jadeborn Reforged]]''' - An attempt at making them fit my aesthetics.&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Characters|My Many Masks]] - The Many Masks of the many-faced, many-named Cat!&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Tweakings|Shiny Changes]] - Tweaks, tweaks. I'd use those for all games, then why not make it general? House rules and clarifications both!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/RiddleOfEssence|Riddle of Essence]] - Some rules to make 'High Essence' sane and recapture the feel  present on Exalted of old.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Legends|Legends]] - An attempt at institutionalized rules-breaking!&lt;br /&gt;
&lt;br /&gt;
[[FiveGreatAlchemies|Five Great Alchemies!]] - Improving the Five Magical Materials and enhancing their use!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/AbyssalAnimas|Abyssal Anima Powers]] - The Dark Mirror of Sol Invictus!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/DragonBloodedAnimas|Dragon-Blooded Anima Powers]] - Subtle changes to Elemental Animas.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Astrological Animas|Sidereal Anima Powers]] - The second power of Sidereals - Astrological Ascendancy.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Infernal Animas|Infernal Anima Powers]] - The powers of all hell together.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
'''Charm Count!''' Too damn many! Stopped counting around five hundred or so.&lt;br /&gt;
&lt;br /&gt;
And I '''always''' accept comments! *Nods!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
&lt;br /&gt;
[[AbyssalBrawl/GoldenCat|Abyssal Brawl]] - Crushing Shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalMelee/GoldenCat|Abyssal Melee]] - The Dark Mirrors of Sol Invictus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalPerformance/GoldenCat|Abyssal Performance]] - Death-Songs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalPresence/GoldenCat|Abyssal Presence]] - Tyrants need love too.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalResistance/GoldenCat|Abyssal Resistance]] - Hard as Onyx&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSurvival/GoldenCat|Abyssal Survival]] - The River of Souls! Also, Familiars!&lt;br /&gt;
&lt;br /&gt;
[[AbyssalCraft/GoldenCat|Abyssal Craft]] - Once more, with feeling!&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalLore/GoldenCat|Abyssal Lore]] - Terrifying Essence weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalDodge/GoldenCat|Abyssal Dodge]] - Nightmare Defense.&lt;br /&gt;
&lt;br /&gt;
[[AbyssalRide/GoldenCat|Abyssal Ride]] - Pale Riders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSocialize/GoldenCat|Abyssal Socialize]] - Corruption.&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
&lt;br /&gt;
[[SolarBrawl/GoldenCat|Solar Brawl]] - Golden kings of the iron fist!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/GoldenCat|Solar Melee]] - Unusual Tricks.&lt;br /&gt;
&lt;br /&gt;
[[SolarResistance/GoldenCat|Solar Resistance]] - Strong and Resilient as Orichalcum!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarPerformance/GoldenCat|Solar Performance]] - One-Third of Divine Excellence.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarSurvival/GoldenCat|Solar Survival]] - The Sun's Best Friend!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SolarLore/GoldenCat|Solar Lore]] - Metacharms!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMedicine/GoldenCat|Solar Medicine]] - Medicine Makers!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarOccult/GoldenCat|Solar Occult]] - Wonders of the Supernatural.&lt;br /&gt;
&lt;br /&gt;
[[SolarAthletics/GoldenCat|Solar Athletics]] - One-Third of Divine Excellence.&lt;br /&gt;
&lt;br /&gt;
[[SolarRide/GoldenCat|Solar Ride]] - Chaaaarrrrge!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded ===&lt;br /&gt;
&lt;br /&gt;
I design Dragon-Blooded Charms with an eye to Elemental Control in a manner that fits the thematics of the Ability: My goal is to have a complete suite of control on each Aspect, following from the Air Aspect Charms, by far the best in the Dragon-Blooded hardback, where Linguistics is about communication in the air, Thrown is about using Air to fight (including creating 'hard air' armor). So Awareness involves perceiving the world through the Earth, Sail about controlling the waves and moving through them, Larceny about the mysterious, elusive aspects of the water, swallowing things whole and reflecting them, and Survival is about control and mastery of the Woodlands and Medicine about growth and substances.  &lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedLore/GoldenCat|Dragon-Blooded Lore]] - Home Field Advantage!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedThrown/GoldenCat|Dragon-Blooded Thrown]] - Air at its most violent!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAwareness/GoldenCat|Dragon-Blooded Awareness]] - Perfectly Aware.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedCraft/GoldenCat|Dragon-Blooded Craft]] - Builders of Mountains!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedResistance/GoldenCat|Dragon-Blooded Resistance]] - Earthly Combat!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAthletics/GoldenCat|Dragon-Blooded Athletics]] - Burning movement!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedMelee/GoldenCat|Dragon-Blooded Melee]] - Flamboyant swashbuckling combat!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPresence/GoldenCat|Dragon-Blooded Presence]] - Bright Burning Presence!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedBrawl/GoldenCat|Dragon-Blooded Brawl]] - Water as a weapon, and fluid combat.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedBureaucracy/GoldenCat|Dragon-Blooded Bureaucracy]] - To control the order of fish.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedInvestigation/GoldenCat|Dragon-Blooded Investigation]] - Secrets of the water.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedLarceny/GoldenCat|Dragon-Blooded Larceny]] - Water-based ninjas&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSail/GoldenCat|Dragon-Blooded Sail]] - Lords of the Oceans!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedMedicine/GoldenCat|Dragon-Blooded Medicine]] - Gardeners of the Exalted!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPerformance/GoldenCat|Dragon-Blooded Performance]] - Celebration of ''Life''!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedRide/GoldenCat|Dragon-Blooded Ride]] - Elemental Familiars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSurvival/GoldenCat|Dragon-Blooded Survival]] - Lords of Forests!&lt;br /&gt;
&lt;br /&gt;
=== Prismatic! ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcery/GoldenCat|Sorcery]] - My Spells! Because the world NEEDS more Spells!&lt;br /&gt;
&lt;br /&gt;
[[Necromancy/GoldenCat|Necromancy]] - This and that for Necromancers.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Initiations'''&amp;lt;br&amp;gt;&lt;br /&gt;
To give color to non-standard practicioners of Martial Arts...&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/BrassEpitet|Brass Epitet of Existence]] - Infernal initiation that opens one's perception to the nature of the Yozi.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MothAndFlame|Moth Chases Every Flame]] - Initiation for light-chasing saints.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/ShiningPath|Shining Path]] - Underworld initiation that brings illumination through worship.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RoseAndGrave|The Rose and the Grave Path]] - Underworld initiation that describes the relationship between life and death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Terrestrial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/FourMonarchsStyle|Four Monarchs Style]] - Underworld style for Ghost-Knights emulating the Dual Monarchy that allows certain Charms to be connected without Combos.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MetalDragonStyle|Metal Dragon Style]] - Emulating the evolution of metal, a style that turns its adepts into living weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MonochromeDiamondStyle|Monochrome Diamond Style]] - Underworld style that adapts prayer and worship into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Celestial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/AmbrosialArsenalStyle|Ambrosial Arsenal Style]] - Emulating Ambrosia and its capacity to form the panoply of the Heavens, it turns the adept into a living weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/DiamondWeaveStyle|Diamond Weave Style]] - An intense style that uses Fate and Destiny as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InfiniteMasksStyle|Infinite Masks Style]] - Transcendent style emulating the endless caged Primordials.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/WhisperingMeadowStyle|Whispering Meadow Style]] - Samurai Style based on Laws and Flowers.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RighteousDevilStyleEdit|Righteous Devil Style]] - Burning Judge Martial Art loosely based on its canon counterpart.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/TigerStyle|Tiger Style]] - A complete overhaul of the second Martial Arts ever to exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/PrismaticArrangementCelestial|Prismatic Arrangement Style]] - Turning the Martial Art about Martial Arts Celestial.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/HouseOfEndingsCat|House of Endings Style]] - Some tweaks to [[willows]]'s great style.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InevitableFate|Inevitanble Fate of Iron Style]] - First Edition version of this relay Martial Art.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mwahs ==&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/CircleOfTheUnshapedTower|The Circle of the Shapeless Tower!]] - A little joke and gift to my friends ^^&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/StarWars|Exalted Star Wars]] - A little project of mine...&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Favorites|My Favorites]] - It's what it says!&lt;br /&gt;
&lt;br /&gt;
== Things! ==&lt;br /&gt;
&lt;br /&gt;
[[QuotesofGoodness]] - Do a favor for yourself and read this!&amp;lt;Br&amp;gt;&lt;br /&gt;
[[ExaltedSpam]] - Kraken's idea that made me laugh!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CSSWikiSheets]] - For different visuals!&amp;lt;br&amp;gt;&lt;br /&gt;
[[ATaxonomyOfMadness]] - Yozis galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CelestialBureaucracy]] - Gods galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrunchRelay]] - A treasure trove of goodness!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/Arcahan|Unlimited Blade Works]] - Unlimited! Blade! Works!&amp;lt;br&amp;gt;&lt;br /&gt;
[[WhenAutochthonDreams]] - Artifacts!&lt;br /&gt;
&lt;br /&gt;
[[Eniko/IzabellaPanoply|Izabella's Panoply]] - Made for Eni!&lt;br /&gt;
&lt;br /&gt;
== People! ==&lt;br /&gt;
&lt;br /&gt;
Links to pages of people who are way more creative than me! :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Charlequin]] - Is a genius. Great worker of charms, nice person, and able to create original and wondrous things. Has my admiration.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkheartOne]] - Shelby is as much a pervert as I am, and our perversions intersect in many fun places! He is someone I wish only the best to, and who plays such fun characters as the woundrous and fun Child of Wyld Days! Really lucky to have met him.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkSirenSally]] - Mieu has a great Irc channel, and a knack to beautiful, descriptive writings. She is plays healers with *feeling*!&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - I disagree with half he says, I dislike him a third of the time, but the rest of it, he is a fun, fun person able to create the most *beautiful* imagery in Charms and Martial Arts. Just do not mention 'soak' , 'Lunars' and 'Mortals'  around him!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Greymane]] -  Is a genius. In many ways the best writer I know, able to create complex and original personalities and places with a bare figment of an idea, and write tons of pages about it in a blink. Pehaps my best friend those days, and someone I care for deeply.&amp;lt;Br&amp;gt;&lt;br /&gt;
[[JDuel100]] - Social-addict plays fun characters with gigantic social numbers, and an equally great figure. Worries me a bunch, too! &amp;gt;.&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kazuki]] - My other brother, the raven is like me, a protector by heart. He is a creative person of many, many talents, who does not give himself half the credit he deserves.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] -  One of my greatest friends those days, Skwid is someone who is always there to help me in this insanity that is my game life, one of my gurus, and someone who really knows how to lighten up and just have fun. A great, great person.&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] -  Comes up with very interesting mechanics! and plays a great character and a fun game!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Selina]] - Milady of my heart is one of the best writers I know, able to pour so much emotion into something, to create writings suffused with it, with her coolness, able to switch between being scary and cute so fast... and to care and love for her creations in ways I can only hope to match one day. My muse.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SlipNine]] - Rin is someone I care for a whole lot, a child of chaos able to make me laugh and create wondrous creatures of chaos and shadows, with originality to awe all, and sarcasm that can make anyone snicker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Morrigu]] - Demon girl is a force of creativity in many arts, who really should think better of herself and her work!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Raccoon]] - Slade is a fun person who popped up in Tower, and a good friend of Mieu. He is fun.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seiraryu]] - Is a fun person, even if he comes from that horrible country! Made nice rules for things, along with cool and wordy bios, and someone I would really like to play with, even though we disagree on Lunars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - A genius with the Dragon-Blooded, who made them with much wonder, creator of the only few Terrestrial Martial Arts that I see on the level of the canonical ones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[UncleChu]] - Very creative person, helped me greatly in his input on my Lunar Charms, and whose calendar - a very, very good calendar - helps me greatly in A Dance of Angels! ^_^&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[CrownedSun]] - Solar Creator Guy. Creativitive!&amp;lt;br&amp;gt;&lt;br /&gt;
[[David.]] - Set out to make the longest MA ever! Nice guy, and likes &amp;lt;nowiki&amp;gt;ADoA&amp;lt;/nowiki&amp;gt; :O&amp;lt;br&amp;gt;&lt;br /&gt;
[[Haren]] - Abyssal Biochemist Lady. Lots of Underworld-y goodness. I still say she is a Daybreak!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ikselam]] - Half the Hearthstones I have ever seen used come from him. He creates them very, very well. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Moxiane]] - Does wonders with artifacts, the best high-grade ones I have ever seen, nice MAs, and a great Elemental Bolt system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Hey, Cat-san, fantastic work on the Lunars.  I'm really impressed by your re-envisioning of the splat.  Two questions... do you feel you're done, that you've covered all the charms that need to be covered? And two, what kind of playtesting have these charmsets undergone? I have no head for sizing up mechanics by looking, I only determine things are broken when my players turn my stories into smoking craters.  Thanks! --[[UncleChu]] &lt;br /&gt;
&lt;br /&gt;
: Yay~! Thank you, thank you! And, well.... I am pretty much done, yes! I keep editing things, smaller things, as I am very indecisive, but overall, most of it is done(although I still intend to add one or two other charm cascades). I am going to playtest them now, actually... in Little Silver Lie *Points up!* Going to use them in A Dance of Angels, but that is too bizarre to count as actual playtest(it is a game that is mechanically... weird). But, being the people that I asked the help of while making it, I do not think there is anything there *broken*! - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I went through all your Lunars stuff and copied &amp;amp; pasted it all into Word... and have a 104 page document.  Maybe the Lunars book didn't tickle your fancy because they had to cut out tons of stuff!  In any case, its saved on the ol' HD if the Wiki ever vanishes. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
::... I WANT! You are certainly a more patient man than I... could you send? My e-mail is &amp;lt;i&amp;gt;removed so scary web-spiders dont find your e-mail and dumpload all sorts of interesting e-mail about penis growth and loan consolidation&amp;lt;/i&amp;gt; --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Just a little note, 'cause I'm [[David.]], not [[Davidl]]. :) - [[David.]] &amp;lt;i&amp;gt;(punctuation will conquer the world!)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::... oh damn. I'll go fix it, if you haven't already! &amp;lt;nowiki&amp;gt;SorrySorrySorry&amp;lt;/nowiki&amp;gt;, D! --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Hey [[GoldenCat]]!  You still post around here? Its been awhile.  Say, do you have the .doc file I e-mailed to you of your own Lunar work?  I had a hard drive crash and lost it, and rather than saving it all again, i was wondering if you could hurl the .doc back at me.  I can be reached at shmoo9 WHICH IS AT hotmail AND THEN A DOT com .  Or just drop me a note at my user page, i'll be checking.  --[[UncleChu]]&lt;br /&gt;
: Done! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Heylo again, [[GoldenCat]]!  I was just ducking in since I've been out of the Exalted loop for awhile (been working on a massive population headcount project of the supernatural denizens of the old World of Darkness).  How goes the progress of the Lunar project?  And does anyone play 1E anymore? --[[UncleChu]]&lt;br /&gt;
: Hey, been awhile, Arius! And yep, lots and tots of progress. With Little Silver Lie working, and the Lunars on Dance of Angels, I have been able to work out lots of bugs(and boy, were they there ^^; The 'extra limbs' stuff still worked as an artifact of a bygone age, thus being horribly broken. I lowered the ceiling for Ascension's insane attributes a little bit, tweaked the Breeding a bit and made lots of name, balance and such changes)... and got to begin the work on the [[GoldenCat/Chimerae|Chimera]]. Which I am mighty pleased with, so far!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And as for 1e... yes! 2e's mostly retreading the ground so far. We'll have to wait a few years to get shiny Sidereals. 1e has stuff like SI and Children of the Shifting Moon and all Exalted types and suchlike! That, and 2e fluff / style leaves me, and lots of people I know just... cold. I am in lots and lots of 1e games, and I don't see any of them converting anytime soon. 2e has some good fixes, like DV and ticks and the social combat system... but it has just as many bugs, if not more(and so the same patching work, and we're ahead on 1e, at least. Also, the Charms... just aren't the same)... so, far as I have seen, it fails before 1e.... so, again, yes~! -- [[GoldenCat]]&lt;br /&gt;
:: Wow, excellent, glad to hear it.  Definitely send me a note when you feel its at a good stable place and needs another archiving, I'd be happy to help you out on such a tedious chore.  I never got a chance to use the last archive I made of it, and may not for a long time.  We'll have to see. But really excited to hear that 1E is still going strong.  That was the sense I got about it... any new game's gonna be broken, and 1E's already got so many great fixes.  Interesting that the new charms aren't up to snuff, as I understood it they were expanded a great deal and made a lot more usable.  Though I did notice the generic 3 charms did seem to take some sparkle away. In any case, glad you're well. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Saudações! Quem diria que o primeiro comentário na minha página seria de um brasileiro. heheh. --[[Nabeshin]]&lt;br /&gt;
:.. boa ideia. Por que eu escrevi em inglês? Acho que foi por força do habito... nunca escrevo no Wiki, nunca escrevo nada de RPG em português... meio destreinado nisso. Mas, saudações ^_^ Bom ver gente da pátria curtindo brilhar e explodir coisas em Exalted! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I notice that the majority of the [[Orphans|orphaned pages]] that start with G are yours. If you get a chance, the [[UserFriendlyCategories]] effort would much appriciate it if you added links to your pages in the various &amp;quot;category&amp;quot; pages. - [[Wordman]]&lt;br /&gt;
: Actually, the vast majority of those are logs and parts of A Dance of Angels that did get orphaned when I cut off that game from this wiki(the people who said they'd help me put the logs up refused to use it), I was going to delete them, but there were too many, and I am pretty sure that Kraken and Xyphoid made it so the program that copied them all couldn't just delete them. So I am probably not going through them until I have a looooooooot of patience on my hands. And that is a LOT.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;BUT, I see that Sarawasti, Legends, and a couple characters aren't there, so I'll work them in *Nods* ~ [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
: That being the case, could you please take a sec to join the conversation I just started on [[UserFriendlyCategories]] about how to handle the Dance of Angels pages? - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
I notice that one of your favorites ([[GoldenCat/MagicalMaterials]]) leads to a page with nothing on it. Thought you might want to correct that before the next Favorites update (20 Mar). - [[Wordman]]&lt;br /&gt;
: Ah, yes, it HAD changed to [[FiveGreatAlchemies]] :O Right, right, thanks.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82819</id>
		<title>GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82819"/>
				<updated>2010-07-28T05:28:08Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Abyssal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Colapso, Delwyn, Daniel, 'That guy', Medic, Priest, Whitey, Sleepy...&lt;br /&gt;
&lt;br /&gt;
Some people will say I am a creative romantic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a bloody-minded fanatic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a nice idealist,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am an explosive hermit,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a fun pervert,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a good friend,&amp;lt;br&amp;gt;&lt;br /&gt;
Others, that I am a bad friend.&lt;br /&gt;
&lt;br /&gt;
To a degree, maybe all of them are right ^^&lt;br /&gt;
&lt;br /&gt;
Or maybe I am just a crazy 25 years old Brazilian, used to be an aspiring writer, now a History student, who has the urge to create stuff and loves Exalted to death! I live in the wonderful city, the paradise of beauty and chaos that is Rio de Janeiro... it's kinda like Nexus, but far prettier&lt;br /&gt;
&lt;br /&gt;
The cat can usually be found at ICQ #93071127, or at the Gmal Daniel.Queiroz.Lima@Gmail.com&lt;br /&gt;
&lt;br /&gt;
== Weird Dreams == &lt;br /&gt;
&lt;br /&gt;
* [http://wiki.stryck.com/ADanceOfAngels/ADanceOfAngels A Dance of Angels] - An insanely mixed Campaign set on the North, between the Bishop and the Lover, between the unforgiven sins of the Celestial's past and the impossible fight that is to keep anything from being at the present. A game that took a long time to get to the right place, but that now is a source of infinite joy to this cat! (Moved to Char's wiki, but part of it is still [[ADanceOfAngels|Here]]!)&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/DarkFate|Fated in Dark Stars]] - A Dragon-Blooded campaign I ran on Open. The first Exalted campaign I ever ran, and in many ways the spiritual predecessor to A Dance of Angels. about a group of Dynasts and their Sidereal who go to Varang after an attempted coup slays the royal couple, leaving an uncertain young girl in the control of a country that stirs to chaos. A very fun game, all told. I miss it. &lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/JadeAndEmerald|Jade and Emerald]] - A God-Blooded and Dragon-Blooded game to relax I made on the East... it has now become a round-robin STing game, very different from its original incarnation, and hosted elsewhere. But ah well!&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/LittleSilverLie|Little Silver Lie]] - A Lunar game whose primary purpose is to be a test for my 'Child of Shifting Moon', with a gathering of Lunars who end up drawn together by the possession of a book that is sought by many forces in heavens and hells, and the threat issued by one of those forces against all of them. In search for the book's truth, they travel Creation, fight all possible things and discover truths Man Was Not Meant to Know, and fighting to remain alive while bringing old, powerful secrets to light...&lt;br /&gt;
&lt;br /&gt;
* [[TheDiamondAge|The Diamond Age]] - Amidst the Age of Sorrows, the lights return... and create a time of adventure, a time of madness! A time of lights that shine with the clarity of diamonds, a time for those who will do anything for what shines like them, even get them out of another's hands! For many that period will be an age of Obsidian or Ice... but for those in the East, in that wild time, it is a Diamond Age! A mixed game with high chargen, about high adventure and epic stakes in episodic installments, which encourages Player Characters to be off-the-wall and unique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shinies! ==&lt;br /&gt;
&lt;br /&gt;
'''[[SilverMasks|Silver Masks]]''' - My own take on the Lunars, focusing on Attributes, Totems, Multiple Forms, and  their Celestial station.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[ChildrenOfLight|Children of Light]]''' - A different way of playing the Godblooded.&amp;lt;br&amp;gt; &lt;br /&gt;
'''[[GoldenCat/Jadeborn|Jadeborn Reforged]]''' - An attempt at making them fit my aesthetics.&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Characters|My Many Masks]] - The Many Masks of the many-faced, many-named Cat!&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Tweakings|Shiny Changes]] - Tweaks, tweaks. I'd use those for all games, then why not make it general? House rules and clarifications both!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/RiddleOfEssence|Riddle of Essence]] - Some rules to make 'High Essence' sane and recapture the feel  present on Exalted of old.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Legends|Legends]] - An attempt at institutionalized rules-breaking!&lt;br /&gt;
&lt;br /&gt;
[[FiveGreatAlchemies|Five Great Alchemies!]] - Improving the Five Magical Materials and enhancing their use!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/AbyssalAnimas|Abyssal Anima Powers]] - The Dark Mirror of Sol Invictus!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/DragonBloodedAnimas|Dragon-Blooded Anima Powers]] - Subtle changes to Elemental Animas.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Astrological Animas|Sidereal Anima Powers]] - The second power of Sidereals - Astrological Ascendancy.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Infernal Animas|Infernal Anima Powers]] - The powers of all hell together.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
'''Charm Count!''' Too damn many! Stopped counting around five hundred or so.&lt;br /&gt;
&lt;br /&gt;
And I '''always''' accept comments! *Nods!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
&lt;br /&gt;
[[AbyssalBrawl/GoldenCat|Abyssal Brawl]] - Crushing Shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalMelee/GoldenCat|Abyssal Melee]] - The Dark Mirrors of Sol Invictus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalPerformance/GoldenCat|Abyssal Performance]] - Death-Songs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalPresence/GoldenCat|Abyssal Presence]] - Tyrants need love too.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalResistance/GoldenCat|Abyssal Resistance]] - Hard as Onyx&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSurvival/GoldenCat|Abyssal Survival]] - The River of Souls! Also, Familiars!&lt;br /&gt;
&lt;br /&gt;
[[AbyssalCraft/GoldenCat|Abyssal Craft]] - Once more, with feeling!&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalLore/GoldenCat|Abyssal Lore]] - Terrifying Essence weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalDodge/GoldenCat|Abyssal Dodge]] - Nightmare Defense.&lt;br /&gt;
&lt;br /&gt;
[[AbyssalRide/GoldenCat|Abyssal Ride]] - Pale Riders.]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSocialize/GoldenCat|Abyssal Socialize]] - Corruption.&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
&lt;br /&gt;
[[SolarBrawl/GoldenCat|Solar Brawl]] - Golden kings of the iron fist!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/GoldenCat|Solar Melee]] - Unusual Tricks.&lt;br /&gt;
&lt;br /&gt;
[[SolarResistance/GoldenCat|Solar Resistance]] - Strong and Resilient as Orichalcum!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarPerformance/GoldenCat|Solar Performance]] - One-Third of Divine Excellence.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarSurvival/GoldenCat|Solar Survival]] - The Sun's Best Friend!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SolarLore/GoldenCat|Solar Lore]] - Metacharms!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMedicine/GoldenCat|Solar Medicine]] - Medicine Makers!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarOccult/GoldenCat|Solar Occult]] - Wonders of the Supernatural.&lt;br /&gt;
&lt;br /&gt;
[[SolarAthletics/GoldenCat|Solar Athletics]] - One-Third of Divine Excellence.&lt;br /&gt;
&lt;br /&gt;
[[SolarRide/GoldenCat|Solar Ride]] - Chaaaarrrrge!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded ===&lt;br /&gt;
&lt;br /&gt;
I design Dragon-Blooded Charms with an eye to Elemental Control in a manner that fits the thematics of the Ability: My goal is to have a complete suite of control on each Aspect, following from the Air Aspect Charms, by far the best in the Dragon-Blooded hardback, where Linguistics is about communication in the air, Thrown is about using Air to fight (including creating 'hard air' armor). So Awareness involves perceiving the world through the Earth, Sail about controlling the waves and moving through them, Larceny about the mysterious, elusive aspects of the water, swallowing things whole and reflecting them, and Survival is about control and mastery of the Woodlands and Medicine about growth and substances.  &lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedLore/GoldenCat|Dragon-Blooded Lore]] - Home Field Advantage!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedThrown/GoldenCat|Dragon-Blooded Thrown]] - Air at its most violent!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAwareness/GoldenCat|Dragon-Blooded Awareness]] - Perfectly Aware.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedCraft/GoldenCat|Dragon-Blooded Craft]] - Builders of Mountains!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedResistance/GoldenCat|Dragon-Blooded Resistance]] - Earthly Combat!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAthletics/GoldenCat|Dragon-Blooded Athletics]] - Burning movement!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedMelee/GoldenCat|Dragon-Blooded Melee]] - Flamboyant swashbuckling combat!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPresence/GoldenCat|Dragon-Blooded Presence]] - Bright Burning Presence!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedBrawl/GoldenCat|Dragon-Blooded Brawl]] - Water as a weapon, and fluid combat.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedBureaucracy/GoldenCat|Dragon-Blooded Bureaucracy]] - To control the order of fish.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedInvestigation/GoldenCat|Dragon-Blooded Investigation]] - Secrets of the water.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedLarceny/GoldenCat|Dragon-Blooded Larceny]] - Water-based ninjas&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSail/GoldenCat|Dragon-Blooded Sail]] - Lords of the Oceans!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedMedicine/GoldenCat|Dragon-Blooded Medicine]] - Gardeners of the Exalted!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPerformance/GoldenCat|Dragon-Blooded Performance]] - Celebration of ''Life''!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedRide/GoldenCat|Dragon-Blooded Ride]] - Elemental Familiars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSurvival/GoldenCat|Dragon-Blooded Survival]] - Lords of Forests!&lt;br /&gt;
&lt;br /&gt;
=== Prismatic! ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcery/GoldenCat|Sorcery]] - My Spells! Because the world NEEDS more Spells!&lt;br /&gt;
&lt;br /&gt;
[[Necromancy/GoldenCat|Necromancy]] - This and that for Necromancers.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Initiations'''&amp;lt;br&amp;gt;&lt;br /&gt;
To give color to non-standard practicioners of Martial Arts...&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/BrassEpitet|Brass Epitet of Existence]] - Infernal initiation that opens one's perception to the nature of the Yozi.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MothAndFlame|Moth Chases Every Flame]] - Initiation for light-chasing saints.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/ShiningPath|Shining Path]] - Underworld initiation that brings illumination through worship.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RoseAndGrave|The Rose and the Grave Path]] - Underworld initiation that describes the relationship between life and death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Terrestrial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/FourMonarchsStyle|Four Monarchs Style]] - Underworld style for Ghost-Knights emulating the Dual Monarchy that allows certain Charms to be connected without Combos.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MetalDragonStyle|Metal Dragon Style]] - Emulating the evolution of metal, a style that turns its adepts into living weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MonochromeDiamondStyle|Monochrome Diamond Style]] - Underworld style that adapts prayer and worship into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Celestial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/AmbrosialArsenalStyle|Ambrosial Arsenal Style]] - Emulating Ambrosia and its capacity to form the panoply of the Heavens, it turns the adept into a living weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/DiamondWeaveStyle|Diamond Weave Style]] - An intense style that uses Fate and Destiny as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InfiniteMasksStyle|Infinite Masks Style]] - Transcendent style emulating the endless caged Primordials.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/WhisperingMeadowStyle|Whispering Meadow Style]] - Samurai Style based on Laws and Flowers.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RighteousDevilStyleEdit|Righteous Devil Style]] - Burning Judge Martial Art loosely based on its canon counterpart.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/TigerStyle|Tiger Style]] - A complete overhaul of the second Martial Arts ever to exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/PrismaticArrangementCelestial|Prismatic Arrangement Style]] - Turning the Martial Art about Martial Arts Celestial.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/HouseOfEndingsCat|House of Endings Style]] - Some tweaks to [[willows]]'s great style.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InevitableFate|Inevitanble Fate of Iron Style]] - First Edition version of this relay Martial Art.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mwahs ==&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/CircleOfTheUnshapedTower|The Circle of the Shapeless Tower!]] - A little joke and gift to my friends ^^&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/StarWars|Exalted Star Wars]] - A little project of mine...&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Favorites|My Favorites]] - It's what it says!&lt;br /&gt;
&lt;br /&gt;
== Things! ==&lt;br /&gt;
&lt;br /&gt;
[[QuotesofGoodness]] - Do a favor for yourself and read this!&amp;lt;Br&amp;gt;&lt;br /&gt;
[[ExaltedSpam]] - Kraken's idea that made me laugh!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CSSWikiSheets]] - For different visuals!&amp;lt;br&amp;gt;&lt;br /&gt;
[[ATaxonomyOfMadness]] - Yozis galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CelestialBureaucracy]] - Gods galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrunchRelay]] - A treasure trove of goodness!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/Arcahan|Unlimited Blade Works]] - Unlimited! Blade! Works!&amp;lt;br&amp;gt;&lt;br /&gt;
[[WhenAutochthonDreams]] - Artifacts!&lt;br /&gt;
&lt;br /&gt;
[[Eniko/IzabellaPanoply|Izabella's Panoply]] - Made for Eni!&lt;br /&gt;
&lt;br /&gt;
== People! ==&lt;br /&gt;
&lt;br /&gt;
Links to pages of people who are way more creative than me! :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Charlequin]] - Is a genius. Great worker of charms, nice person, and able to create original and wondrous things. Has my admiration.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkheartOne]] - Shelby is as much a pervert as I am, and our perversions intersect in many fun places! He is someone I wish only the best to, and who plays such fun characters as the woundrous and fun Child of Wyld Days! Really lucky to have met him.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkSirenSally]] - Mieu has a great Irc channel, and a knack to beautiful, descriptive writings. She is plays healers with *feeling*!&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - I disagree with half he says, I dislike him a third of the time, but the rest of it, he is a fun, fun person able to create the most *beautiful* imagery in Charms and Martial Arts. Just do not mention 'soak' , 'Lunars' and 'Mortals'  around him!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Greymane]] -  Is a genius. In many ways the best writer I know, able to create complex and original personalities and places with a bare figment of an idea, and write tons of pages about it in a blink. Pehaps my best friend those days, and someone I care for deeply.&amp;lt;Br&amp;gt;&lt;br /&gt;
[[JDuel100]] - Social-addict plays fun characters with gigantic social numbers, and an equally great figure. Worries me a bunch, too! &amp;gt;.&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kazuki]] - My other brother, the raven is like me, a protector by heart. He is a creative person of many, many talents, who does not give himself half the credit he deserves.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] -  One of my greatest friends those days, Skwid is someone who is always there to help me in this insanity that is my game life, one of my gurus, and someone who really knows how to lighten up and just have fun. A great, great person.&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] -  Comes up with very interesting mechanics! and plays a great character and a fun game!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Selina]] - Milady of my heart is one of the best writers I know, able to pour so much emotion into something, to create writings suffused with it, with her coolness, able to switch between being scary and cute so fast... and to care and love for her creations in ways I can only hope to match one day. My muse.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SlipNine]] - Rin is someone I care for a whole lot, a child of chaos able to make me laugh and create wondrous creatures of chaos and shadows, with originality to awe all, and sarcasm that can make anyone snicker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Morrigu]] - Demon girl is a force of creativity in many arts, who really should think better of herself and her work!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Raccoon]] - Slade is a fun person who popped up in Tower, and a good friend of Mieu. He is fun.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seiraryu]] - Is a fun person, even if he comes from that horrible country! Made nice rules for things, along with cool and wordy bios, and someone I would really like to play with, even though we disagree on Lunars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - A genius with the Dragon-Blooded, who made them with much wonder, creator of the only few Terrestrial Martial Arts that I see on the level of the canonical ones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[UncleChu]] - Very creative person, helped me greatly in his input on my Lunar Charms, and whose calendar - a very, very good calendar - helps me greatly in A Dance of Angels! ^_^&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[CrownedSun]] - Solar Creator Guy. Creativitive!&amp;lt;br&amp;gt;&lt;br /&gt;
[[David.]] - Set out to make the longest MA ever! Nice guy, and likes &amp;lt;nowiki&amp;gt;ADoA&amp;lt;/nowiki&amp;gt; :O&amp;lt;br&amp;gt;&lt;br /&gt;
[[Haren]] - Abyssal Biochemist Lady. Lots of Underworld-y goodness. I still say she is a Daybreak!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ikselam]] - Half the Hearthstones I have ever seen used come from him. He creates them very, very well. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Moxiane]] - Does wonders with artifacts, the best high-grade ones I have ever seen, nice MAs, and a great Elemental Bolt system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Hey, Cat-san, fantastic work on the Lunars.  I'm really impressed by your re-envisioning of the splat.  Two questions... do you feel you're done, that you've covered all the charms that need to be covered? And two, what kind of playtesting have these charmsets undergone? I have no head for sizing up mechanics by looking, I only determine things are broken when my players turn my stories into smoking craters.  Thanks! --[[UncleChu]] &lt;br /&gt;
&lt;br /&gt;
: Yay~! Thank you, thank you! And, well.... I am pretty much done, yes! I keep editing things, smaller things, as I am very indecisive, but overall, most of it is done(although I still intend to add one or two other charm cascades). I am going to playtest them now, actually... in Little Silver Lie *Points up!* Going to use them in A Dance of Angels, but that is too bizarre to count as actual playtest(it is a game that is mechanically... weird). But, being the people that I asked the help of while making it, I do not think there is anything there *broken*! - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I went through all your Lunars stuff and copied &amp;amp; pasted it all into Word... and have a 104 page document.  Maybe the Lunars book didn't tickle your fancy because they had to cut out tons of stuff!  In any case, its saved on the ol' HD if the Wiki ever vanishes. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
::... I WANT! You are certainly a more patient man than I... could you send? My e-mail is &amp;lt;i&amp;gt;removed so scary web-spiders dont find your e-mail and dumpload all sorts of interesting e-mail about penis growth and loan consolidation&amp;lt;/i&amp;gt; --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Just a little note, 'cause I'm [[David.]], not [[Davidl]]. :) - [[David.]] &amp;lt;i&amp;gt;(punctuation will conquer the world!)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::... oh damn. I'll go fix it, if you haven't already! &amp;lt;nowiki&amp;gt;SorrySorrySorry&amp;lt;/nowiki&amp;gt;, D! --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Hey [[GoldenCat]]!  You still post around here? Its been awhile.  Say, do you have the .doc file I e-mailed to you of your own Lunar work?  I had a hard drive crash and lost it, and rather than saving it all again, i was wondering if you could hurl the .doc back at me.  I can be reached at shmoo9 WHICH IS AT hotmail AND THEN A DOT com .  Or just drop me a note at my user page, i'll be checking.  --[[UncleChu]]&lt;br /&gt;
: Done! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Heylo again, [[GoldenCat]]!  I was just ducking in since I've been out of the Exalted loop for awhile (been working on a massive population headcount project of the supernatural denizens of the old World of Darkness).  How goes the progress of the Lunar project?  And does anyone play 1E anymore? --[[UncleChu]]&lt;br /&gt;
: Hey, been awhile, Arius! And yep, lots and tots of progress. With Little Silver Lie working, and the Lunars on Dance of Angels, I have been able to work out lots of bugs(and boy, were they there ^^; The 'extra limbs' stuff still worked as an artifact of a bygone age, thus being horribly broken. I lowered the ceiling for Ascension's insane attributes a little bit, tweaked the Breeding a bit and made lots of name, balance and such changes)... and got to begin the work on the [[GoldenCat/Chimerae|Chimera]]. Which I am mighty pleased with, so far!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And as for 1e... yes! 2e's mostly retreading the ground so far. We'll have to wait a few years to get shiny Sidereals. 1e has stuff like SI and Children of the Shifting Moon and all Exalted types and suchlike! That, and 2e fluff / style leaves me, and lots of people I know just... cold. I am in lots and lots of 1e games, and I don't see any of them converting anytime soon. 2e has some good fixes, like DV and ticks and the social combat system... but it has just as many bugs, if not more(and so the same patching work, and we're ahead on 1e, at least. Also, the Charms... just aren't the same)... so, far as I have seen, it fails before 1e.... so, again, yes~! -- [[GoldenCat]]&lt;br /&gt;
:: Wow, excellent, glad to hear it.  Definitely send me a note when you feel its at a good stable place and needs another archiving, I'd be happy to help you out on such a tedious chore.  I never got a chance to use the last archive I made of it, and may not for a long time.  We'll have to see. But really excited to hear that 1E is still going strong.  That was the sense I got about it... any new game's gonna be broken, and 1E's already got so many great fixes.  Interesting that the new charms aren't up to snuff, as I understood it they were expanded a great deal and made a lot more usable.  Though I did notice the generic 3 charms did seem to take some sparkle away. In any case, glad you're well. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Saudações! Quem diria que o primeiro comentário na minha página seria de um brasileiro. heheh. --[[Nabeshin]]&lt;br /&gt;
:.. boa ideia. Por que eu escrevi em inglês? Acho que foi por força do habito... nunca escrevo no Wiki, nunca escrevo nada de RPG em português... meio destreinado nisso. Mas, saudações ^_^ Bom ver gente da pátria curtindo brilhar e explodir coisas em Exalted! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I notice that the majority of the [[Orphans|orphaned pages]] that start with G are yours. If you get a chance, the [[UserFriendlyCategories]] effort would much appriciate it if you added links to your pages in the various &amp;quot;category&amp;quot; pages. - [[Wordman]]&lt;br /&gt;
: Actually, the vast majority of those are logs and parts of A Dance of Angels that did get orphaned when I cut off that game from this wiki(the people who said they'd help me put the logs up refused to use it), I was going to delete them, but there were too many, and I am pretty sure that Kraken and Xyphoid made it so the program that copied them all couldn't just delete them. So I am probably not going through them until I have a looooooooot of patience on my hands. And that is a LOT.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;BUT, I see that Sarawasti, Legends, and a couple characters aren't there, so I'll work them in *Nods* ~ [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
: That being the case, could you please take a sec to join the conversation I just started on [[UserFriendlyCategories]] about how to handle the Dance of Angels pages? - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
I notice that one of your favorites ([[GoldenCat/MagicalMaterials]]) leads to a page with nothing on it. Thought you might want to correct that before the next Favorites update (20 Mar). - [[Wordman]]&lt;br /&gt;
: Ah, yes, it HAD changed to [[FiveGreatAlchemies]] :O Right, right, thanks.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82817</id>
		<title>GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat&amp;diff=82817"/>
				<updated>2010-07-28T05:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Abyssal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Colapso, Delwyn, Daniel, 'That guy', Medic, Priest, Whitey, Sleepy...&lt;br /&gt;
&lt;br /&gt;
Some people will say I am a creative romantic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a bloody-minded fanatic,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a nice idealist,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am an explosive hermit,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a fun pervert,&amp;lt;br&amp;gt;&lt;br /&gt;
Some people will say I am a good friend,&amp;lt;br&amp;gt;&lt;br /&gt;
Others, that I am a bad friend.&lt;br /&gt;
&lt;br /&gt;
To a degree, maybe all of them are right ^^&lt;br /&gt;
&lt;br /&gt;
Or maybe I am just a crazy 25 years old Brazilian, used to be an aspiring writer, now a History student, who has the urge to create stuff and loves Exalted to death! I live in the wonderful city, the paradise of beauty and chaos that is Rio de Janeiro... it's kinda like Nexus, but far prettier&lt;br /&gt;
&lt;br /&gt;
The cat can usually be found at ICQ #93071127, or at the Gmal Daniel.Queiroz.Lima@Gmail.com&lt;br /&gt;
&lt;br /&gt;
== Weird Dreams == &lt;br /&gt;
&lt;br /&gt;
* [http://wiki.stryck.com/ADanceOfAngels/ADanceOfAngels A Dance of Angels] - An insanely mixed Campaign set on the North, between the Bishop and the Lover, between the unforgiven sins of the Celestial's past and the impossible fight that is to keep anything from being at the present. A game that took a long time to get to the right place, but that now is a source of infinite joy to this cat! (Moved to Char's wiki, but part of it is still [[ADanceOfAngels|Here]]!)&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/DarkFate|Fated in Dark Stars]] - A Dragon-Blooded campaign I ran on Open. The first Exalted campaign I ever ran, and in many ways the spiritual predecessor to A Dance of Angels. about a group of Dynasts and their Sidereal who go to Varang after an attempted coup slays the royal couple, leaving an uncertain young girl in the control of a country that stirs to chaos. A very fun game, all told. I miss it. &lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/JadeAndEmerald|Jade and Emerald]] - A God-Blooded and Dragon-Blooded game to relax I made on the East... it has now become a round-robin STing game, very different from its original incarnation, and hosted elsewhere. But ah well!&lt;br /&gt;
&lt;br /&gt;
* [[GoldenCat/LittleSilverLie|Little Silver Lie]] - A Lunar game whose primary purpose is to be a test for my 'Child of Shifting Moon', with a gathering of Lunars who end up drawn together by the possession of a book that is sought by many forces in heavens and hells, and the threat issued by one of those forces against all of them. In search for the book's truth, they travel Creation, fight all possible things and discover truths Man Was Not Meant to Know, and fighting to remain alive while bringing old, powerful secrets to light...&lt;br /&gt;
&lt;br /&gt;
* [[TheDiamondAge|The Diamond Age]] - Amidst the Age of Sorrows, the lights return... and create a time of adventure, a time of madness! A time of lights that shine with the clarity of diamonds, a time for those who will do anything for what shines like them, even get them out of another's hands! For many that period will be an age of Obsidian or Ice... but for those in the East, in that wild time, it is a Diamond Age! A mixed game with high chargen, about high adventure and epic stakes in episodic installments, which encourages Player Characters to be off-the-wall and unique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shinies! ==&lt;br /&gt;
&lt;br /&gt;
'''[[SilverMasks|Silver Masks]]''' - My own take on the Lunars, focusing on Attributes, Totems, Multiple Forms, and  their Celestial station.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[ChildrenOfLight|Children of Light]]''' - A different way of playing the Godblooded.&amp;lt;br&amp;gt; &lt;br /&gt;
'''[[GoldenCat/Jadeborn|Jadeborn Reforged]]''' - An attempt at making them fit my aesthetics.&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Characters|My Many Masks]] - The Many Masks of the many-faced, many-named Cat!&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Tweakings|Shiny Changes]] - Tweaks, tweaks. I'd use those for all games, then why not make it general? House rules and clarifications both!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/RiddleOfEssence|Riddle of Essence]] - Some rules to make 'High Essence' sane and recapture the feel  present on Exalted of old.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Legends|Legends]] - An attempt at institutionalized rules-breaking!&lt;br /&gt;
&lt;br /&gt;
[[FiveGreatAlchemies|Five Great Alchemies!]] - Improving the Five Magical Materials and enhancing their use!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/AbyssalAnimas|Abyssal Anima Powers]] - The Dark Mirror of Sol Invictus!&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/DragonBloodedAnimas|Dragon-Blooded Anima Powers]] - Subtle changes to Elemental Animas.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Astrological Animas|Sidereal Anima Powers]] - The second power of Sidereals - Astrological Ascendancy.&amp;lt;br&amp;gt;&lt;br /&gt;
[[GoldenCat/Infernal Animas|Infernal Anima Powers]] - The powers of all hell together.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
'''Charm Count!''' Too damn many! Stopped counting around five hundred or so.&lt;br /&gt;
&lt;br /&gt;
And I '''always''' accept comments! *Nods!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
&lt;br /&gt;
[[AbyssalBrawl/GoldenCat|Abyssal Brawl]] - Crushing Shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalMelee/GoldenCat|Abyssal Melee]] - The Dark Mirrors of Sol Invictus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalPerformance/GoldenCat|Abyssal Performance]] - Death-Songs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalPresence/GoldenCat|Abyssal Presence]] - Tyrants need love too.&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalResistance/GoldenCat|Abyssal Resistance]] - Hard as Onyx&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalSurvival/GoldenCat|Abyssal Survival]] - The River of Souls! Also, Familiars!&lt;br /&gt;
&lt;br /&gt;
[[AbyssalCraft/GoldenCat|Abyssal Craft]] - Once more, with feeling!&amp;lt;br&amp;gt;&lt;br /&gt;
[[AbyssalLore/GoldenCat|Abyssal Lore]] - Terrifying Essence weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AbyssalDodge/GoldenCat|Abyssal Dodge]] - Nightmare Defense.&lt;br /&gt;
&lt;br /&gt;
[[AbyssalRide/GoldenCat|Abyssal Ride]] - Pale Riders.&lt;br /&gt;
[[AbyssalSocialize/GoldenCat|Abyssal Socialize]] - Corruption.&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
&lt;br /&gt;
[[SolarBrawl/GoldenCat|Solar Brawl]] - Golden kings of the iron fist!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/GoldenCat|Solar Melee]] - Unusual Tricks.&lt;br /&gt;
&lt;br /&gt;
[[SolarResistance/GoldenCat|Solar Resistance]] - Strong and Resilient as Orichalcum!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarPerformance/GoldenCat|Solar Performance]] - One-Third of Divine Excellence.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarSurvival/GoldenCat|Solar Survival]] - The Sun's Best Friend!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SolarLore/GoldenCat|Solar Lore]] - Metacharms!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMedicine/GoldenCat|Solar Medicine]] - Medicine Makers!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarOccult/GoldenCat|Solar Occult]] - Wonders of the Supernatural.&lt;br /&gt;
&lt;br /&gt;
[[SolarAthletics/GoldenCat|Solar Athletics]] - One-Third of Divine Excellence.&lt;br /&gt;
&lt;br /&gt;
[[SolarRide/GoldenCat|Solar Ride]] - Chaaaarrrrge!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded ===&lt;br /&gt;
&lt;br /&gt;
I design Dragon-Blooded Charms with an eye to Elemental Control in a manner that fits the thematics of the Ability: My goal is to have a complete suite of control on each Aspect, following from the Air Aspect Charms, by far the best in the Dragon-Blooded hardback, where Linguistics is about communication in the air, Thrown is about using Air to fight (including creating 'hard air' armor). So Awareness involves perceiving the world through the Earth, Sail about controlling the waves and moving through them, Larceny about the mysterious, elusive aspects of the water, swallowing things whole and reflecting them, and Survival is about control and mastery of the Woodlands and Medicine about growth and substances.  &lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedLore/GoldenCat|Dragon-Blooded Lore]] - Home Field Advantage!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedThrown/GoldenCat|Dragon-Blooded Thrown]] - Air at its most violent!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAwareness/GoldenCat|Dragon-Blooded Awareness]] - Perfectly Aware.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedCraft/GoldenCat|Dragon-Blooded Craft]] - Builders of Mountains!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedResistance/GoldenCat|Dragon-Blooded Resistance]] - Earthly Combat!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedAthletics/GoldenCat|Dragon-Blooded Athletics]] - Burning movement!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedMelee/GoldenCat|Dragon-Blooded Melee]] - Flamboyant swashbuckling combat!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPresence/GoldenCat|Dragon-Blooded Presence]] - Bright Burning Presence!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedBrawl/GoldenCat|Dragon-Blooded Brawl]] - Water as a weapon, and fluid combat.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedBureaucracy/GoldenCat|Dragon-Blooded Bureaucracy]] - To control the order of fish.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedInvestigation/GoldenCat|Dragon-Blooded Investigation]] - Secrets of the water.&amp;lt;br&amp;gt; &lt;br /&gt;
[[DragonBloodedLarceny/GoldenCat|Dragon-Blooded Larceny]] - Water-based ninjas&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSail/GoldenCat|Dragon-Blooded Sail]] - Lords of the Oceans!&lt;br /&gt;
&lt;br /&gt;
[[DragonBloodedMedicine/GoldenCat|Dragon-Blooded Medicine]] - Gardeners of the Exalted!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedPerformance/GoldenCat|Dragon-Blooded Performance]] - Celebration of ''Life''!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedRide/GoldenCat|Dragon-Blooded Ride]] - Elemental Familiars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[DragonBloodedSurvival/GoldenCat|Dragon-Blooded Survival]] - Lords of Forests!&lt;br /&gt;
&lt;br /&gt;
=== Prismatic! ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcery/GoldenCat|Sorcery]] - My Spells! Because the world NEEDS more Spells!&lt;br /&gt;
&lt;br /&gt;
[[Necromancy/GoldenCat|Necromancy]] - This and that for Necromancers.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Initiations'''&amp;lt;br&amp;gt;&lt;br /&gt;
To give color to non-standard practicioners of Martial Arts...&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/BrassEpitet|Brass Epitet of Existence]] - Infernal initiation that opens one's perception to the nature of the Yozi.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MothAndFlame|Moth Chases Every Flame]] - Initiation for light-chasing saints.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/ShiningPath|Shining Path]] - Underworld initiation that brings illumination through worship.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RoseAndGrave|The Rose and the Grave Path]] - Underworld initiation that describes the relationship between life and death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Terrestrial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/FourMonarchsStyle|Four Monarchs Style]] - Underworld style for Ghost-Knights emulating the Dual Monarchy that allows certain Charms to be connected without Combos.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MetalDragonStyle|Metal Dragon Style]] - Emulating the evolution of metal, a style that turns its adepts into living weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/MonochromeDiamondStyle|Monochrome Diamond Style]] - Underworld style that adapts prayer and worship into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Celestial''&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/AmbrosialArsenalStyle|Ambrosial Arsenal Style]] - Emulating Ambrosia and its capacity to form the panoply of the Heavens, it turns the adept into a living weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/DiamondWeaveStyle|Diamond Weave Style]] - An intense style that uses Fate and Destiny as a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InfiniteMasksStyle|Infinite Masks Style]] - Transcendent style emulating the endless caged Primordials.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/WhisperingMeadowStyle|Whispering Meadow Style]] - Samurai Style based on Laws and Flowers.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/RighteousDevilStyleEdit|Righteous Devil Style]] - Burning Judge Martial Art loosely based on its canon counterpart.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/TigerStyle|Tiger Style]] - A complete overhaul of the second Martial Arts ever to exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/PrismaticArrangementCelestial|Prismatic Arrangement Style]] - Turning the Martial Art about Martial Arts Celestial.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/HouseOfEndingsCat|House of Endings Style]] - Some tweaks to [[willows]]'s great style.&amp;lt;br&amp;gt;&lt;br /&gt;
[[MartialArts/InevitableFate|Inevitanble Fate of Iron Style]] - First Edition version of this relay Martial Art.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mwahs ==&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/CircleOfTheUnshapedTower|The Circle of the Shapeless Tower!]] - A little joke and gift to my friends ^^&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/StarWars|Exalted Star Wars]] - A little project of mine...&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat/Favorites|My Favorites]] - It's what it says!&lt;br /&gt;
&lt;br /&gt;
== Things! ==&lt;br /&gt;
&lt;br /&gt;
[[QuotesofGoodness]] - Do a favor for yourself and read this!&amp;lt;Br&amp;gt;&lt;br /&gt;
[[ExaltedSpam]] - Kraken's idea that made me laugh!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CSSWikiSheets]] - For different visuals!&amp;lt;br&amp;gt;&lt;br /&gt;
[[ATaxonomyOfMadness]] - Yozis galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CelestialBureaucracy]] - Gods galore!&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrunchRelay]] - A treasure trove of goodness!&amp;lt;br&amp;gt;&lt;br /&gt;
[[SolarMelee/Arcahan|Unlimited Blade Works]] - Unlimited! Blade! Works!&amp;lt;br&amp;gt;&lt;br /&gt;
[[WhenAutochthonDreams]] - Artifacts!&lt;br /&gt;
&lt;br /&gt;
[[Eniko/IzabellaPanoply|Izabella's Panoply]] - Made for Eni!&lt;br /&gt;
&lt;br /&gt;
== People! ==&lt;br /&gt;
&lt;br /&gt;
Links to pages of people who are way more creative than me! :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Charlequin]] - Is a genius. Great worker of charms, nice person, and able to create original and wondrous things. Has my admiration.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkheartOne]] - Shelby is as much a pervert as I am, and our perversions intersect in many fun places! He is someone I wish only the best to, and who plays such fun characters as the woundrous and fun Child of Wyld Days! Really lucky to have met him.&amp;lt;br&amp;gt;&lt;br /&gt;
[[DarkSirenSally]] - Mieu has a great Irc channel, and a knack to beautiful, descriptive writings. She is plays healers with *feeling*!&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - I disagree with half he says, I dislike him a third of the time, but the rest of it, he is a fun, fun person able to create the most *beautiful* imagery in Charms and Martial Arts. Just do not mention 'soak' , 'Lunars' and 'Mortals'  around him!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Greymane]] -  Is a genius. In many ways the best writer I know, able to create complex and original personalities and places with a bare figment of an idea, and write tons of pages about it in a blink. Pehaps my best friend those days, and someone I care for deeply.&amp;lt;Br&amp;gt;&lt;br /&gt;
[[JDuel100]] - Social-addict plays fun characters with gigantic social numbers, and an equally great figure. Worries me a bunch, too! &amp;gt;.&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kazuki]] - My other brother, the raven is like me, a protector by heart. He is a creative person of many, many talents, who does not give himself half the credit he deserves.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] -  One of my greatest friends those days, Skwid is someone who is always there to help me in this insanity that is my game life, one of my gurus, and someone who really knows how to lighten up and just have fun. A great, great person.&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] -  Comes up with very interesting mechanics! and plays a great character and a fun game!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Selina]] - Milady of my heart is one of the best writers I know, able to pour so much emotion into something, to create writings suffused with it, with her coolness, able to switch between being scary and cute so fast... and to care and love for her creations in ways I can only hope to match one day. My muse.&amp;lt;br&amp;gt;&lt;br /&gt;
[[SlipNine]] - Rin is someone I care for a whole lot, a child of chaos able to make me laugh and create wondrous creatures of chaos and shadows, with originality to awe all, and sarcasm that can make anyone snicker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Morrigu]] - Demon girl is a force of creativity in many arts, who really should think better of herself and her work!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Raccoon]] - Slade is a fun person who popped up in Tower, and a good friend of Mieu. He is fun.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seiraryu]] - Is a fun person, even if he comes from that horrible country! Made nice rules for things, along with cool and wordy bios, and someone I would really like to play with, even though we disagree on Lunars!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - A genius with the Dragon-Blooded, who made them with much wonder, creator of the only few Terrestrial Martial Arts that I see on the level of the canonical ones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[UncleChu]] - Very creative person, helped me greatly in his input on my Lunar Charms, and whose calendar - a very, very good calendar - helps me greatly in A Dance of Angels! ^_^&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[CrownedSun]] - Solar Creator Guy. Creativitive!&amp;lt;br&amp;gt;&lt;br /&gt;
[[David.]] - Set out to make the longest MA ever! Nice guy, and likes &amp;lt;nowiki&amp;gt;ADoA&amp;lt;/nowiki&amp;gt; :O&amp;lt;br&amp;gt;&lt;br /&gt;
[[Haren]] - Abyssal Biochemist Lady. Lots of Underworld-y goodness. I still say she is a Daybreak!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ikselam]] - Half the Hearthstones I have ever seen used come from him. He creates them very, very well. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Moxiane]] - Does wonders with artifacts, the best high-grade ones I have ever seen, nice MAs, and a great Elemental Bolt system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Hey, Cat-san, fantastic work on the Lunars.  I'm really impressed by your re-envisioning of the splat.  Two questions... do you feel you're done, that you've covered all the charms that need to be covered? And two, what kind of playtesting have these charmsets undergone? I have no head for sizing up mechanics by looking, I only determine things are broken when my players turn my stories into smoking craters.  Thanks! --[[UncleChu]] &lt;br /&gt;
&lt;br /&gt;
: Yay~! Thank you, thank you! And, well.... I am pretty much done, yes! I keep editing things, smaller things, as I am very indecisive, but overall, most of it is done(although I still intend to add one or two other charm cascades). I am going to playtest them now, actually... in Little Silver Lie *Points up!* Going to use them in A Dance of Angels, but that is too bizarre to count as actual playtest(it is a game that is mechanically... weird). But, being the people that I asked the help of while making it, I do not think there is anything there *broken*! - [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I went through all your Lunars stuff and copied &amp;amp; pasted it all into Word... and have a 104 page document.  Maybe the Lunars book didn't tickle your fancy because they had to cut out tons of stuff!  In any case, its saved on the ol' HD if the Wiki ever vanishes. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
::... I WANT! You are certainly a more patient man than I... could you send? My e-mail is &amp;lt;i&amp;gt;removed so scary web-spiders dont find your e-mail and dumpload all sorts of interesting e-mail about penis growth and loan consolidation&amp;lt;/i&amp;gt; --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Just a little note, 'cause I'm [[David.]], not [[Davidl]]. :) - [[David.]] &amp;lt;i&amp;gt;(punctuation will conquer the world!)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::... oh damn. I'll go fix it, if you haven't already! &amp;lt;nowiki&amp;gt;SorrySorrySorry&amp;lt;/nowiki&amp;gt;, D! --[[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Hey [[GoldenCat]]!  You still post around here? Its been awhile.  Say, do you have the .doc file I e-mailed to you of your own Lunar work?  I had a hard drive crash and lost it, and rather than saving it all again, i was wondering if you could hurl the .doc back at me.  I can be reached at shmoo9 WHICH IS AT hotmail AND THEN A DOT com .  Or just drop me a note at my user page, i'll be checking.  --[[UncleChu]]&lt;br /&gt;
: Done! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Heylo again, [[GoldenCat]]!  I was just ducking in since I've been out of the Exalted loop for awhile (been working on a massive population headcount project of the supernatural denizens of the old World of Darkness).  How goes the progress of the Lunar project?  And does anyone play 1E anymore? --[[UncleChu]]&lt;br /&gt;
: Hey, been awhile, Arius! And yep, lots and tots of progress. With Little Silver Lie working, and the Lunars on Dance of Angels, I have been able to work out lots of bugs(and boy, were they there ^^; The 'extra limbs' stuff still worked as an artifact of a bygone age, thus being horribly broken. I lowered the ceiling for Ascension's insane attributes a little bit, tweaked the Breeding a bit and made lots of name, balance and such changes)... and got to begin the work on the [[GoldenCat/Chimerae|Chimera]]. Which I am mighty pleased with, so far!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And as for 1e... yes! 2e's mostly retreading the ground so far. We'll have to wait a few years to get shiny Sidereals. 1e has stuff like SI and Children of the Shifting Moon and all Exalted types and suchlike! That, and 2e fluff / style leaves me, and lots of people I know just... cold. I am in lots and lots of 1e games, and I don't see any of them converting anytime soon. 2e has some good fixes, like DV and ticks and the social combat system... but it has just as many bugs, if not more(and so the same patching work, and we're ahead on 1e, at least. Also, the Charms... just aren't the same)... so, far as I have seen, it fails before 1e.... so, again, yes~! -- [[GoldenCat]]&lt;br /&gt;
:: Wow, excellent, glad to hear it.  Definitely send me a note when you feel its at a good stable place and needs another archiving, I'd be happy to help you out on such a tedious chore.  I never got a chance to use the last archive I made of it, and may not for a long time.  We'll have to see. But really excited to hear that 1E is still going strong.  That was the sense I got about it... any new game's gonna be broken, and 1E's already got so many great fixes.  Interesting that the new charms aren't up to snuff, as I understood it they were expanded a great deal and made a lot more usable.  Though I did notice the generic 3 charms did seem to take some sparkle away. In any case, glad you're well. --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Saudações! Quem diria que o primeiro comentário na minha página seria de um brasileiro. heheh. --[[Nabeshin]]&lt;br /&gt;
:.. boa ideia. Por que eu escrevi em inglês? Acho que foi por força do habito... nunca escrevo no Wiki, nunca escrevo nada de RPG em português... meio destreinado nisso. Mas, saudações ^_^ Bom ver gente da pátria curtindo brilhar e explodir coisas em Exalted! -- [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
I notice that the majority of the [[Orphans|orphaned pages]] that start with G are yours. If you get a chance, the [[UserFriendlyCategories]] effort would much appriciate it if you added links to your pages in the various &amp;quot;category&amp;quot; pages. - [[Wordman]]&lt;br /&gt;
: Actually, the vast majority of those are logs and parts of A Dance of Angels that did get orphaned when I cut off that game from this wiki(the people who said they'd help me put the logs up refused to use it), I was going to delete them, but there were too many, and I am pretty sure that Kraken and Xyphoid made it so the program that copied them all couldn't just delete them. So I am probably not going through them until I have a looooooooot of patience on my hands. And that is a LOT.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;BUT, I see that Sarawasti, Legends, and a couple characters aren't there, so I'll work them in *Nods* ~ [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
: That being the case, could you please take a sec to join the conversation I just started on [[UserFriendlyCategories]] about how to handle the Dance of Angels pages? - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
I notice that one of your favorites ([[GoldenCat/MagicalMaterials]]) leads to a page with nothing on it. Thought you might want to correct that before the next Favorites update (20 Mar). - [[Wordman]]&lt;br /&gt;
: Ah, yes, it HAD changed to [[FiveGreatAlchemies]] :O Right, right, thanks.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82815</id>
		<title>AbyssalBrawl/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82815"/>
				<updated>2010-07-28T05:15:17Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Blood Feast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Life-Stealing Kiss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The most coveted of the Underworld Elements, Blood is life. It is that life that the Abyssal Exalted must consume while in Creation to retain their awesome might - but not all Deathknights wish this experience to be painful for their victims. After all, one catches more flies with honey than with vinegar. Activating the Life-Stealing Kiss the Abyssal causes his natural bite attack to deal no pain upon feeding - the damage gives no wound penalties, and instead, the victim is filled with ecstastic bliss. Those affected by the kiss are at a -3 die penalty to performing any action that requires thought, memory or coordination for a number of turns equal to the Exalt's Permanent Essence rating. As an special effect, the Exalt can lick the wounds closed - they will not bleed further and even scarring marks from his teeth will disappear in (10-minus the Exalt's Permanent Essence) days.&lt;br /&gt;
&lt;br /&gt;
'''Blood Rose Allure'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Life-Stealing Kiss&amp;lt;br&amp;gt;&lt;br /&gt;
The dark pleasures of the Underworld can be addictive to some. Those who master the Blood Rose Allure know how to make the feeling of their Life-Stealing Kiss more than just a blissful experience: it becomes addictive as any drug. The Kiss has its penalty increased to hours instead of turns, and receives a Recovery Rating (see '''Exalted: Players Guide''' p. 144) equal to the character's Permanent Essence. The Difficulty of the Willpower rolls is always increased by one, however - the allure of the void is stronger than that of mundane substances. Even Exalted can be affected by this addiction.&lt;br /&gt;
&lt;br /&gt;
=== Void Shards ===&lt;br /&gt;
&lt;br /&gt;
'''Ravenous Shade Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Drinking Palm&amp;lt;br&amp;gt;&lt;br /&gt;
With a shrill whisper, the character's shadow rises, a maniac grin appearing on its face, disturbing features such as eyes and claws and worms appearing all about it! The shadow acts with the character's will, able to enact all of the character's Charms with the equivalent of all his equipment. In effect, the Abyssal may take an Independent Action in addition to his normal action, but all actions in this Independent Action must make use of the Brawl Ability. In addition to being able to use all abilities in objects and artifacts carried by the character, the Shadow may grow its own weapons out of the void that gives it substance! Those weapons are built like Resplendent Shadow Blade, having twice the character's Brawl score to distribute between its statistics(with Speed and Damage receiving +2 per point allocated to them), unlimited rate, and always count as unarmed attacks. &lt;br /&gt;
&lt;br /&gt;
'''Racing Shadow Strike'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
With an undifferentiated light flaring in her caste mark, the Deathknight pours the memory of her strike within her own shadow, making its mimicry of the her attack attain substance! Activated as she rolls an attack, the Deathknight receives a second attack with the same dice pool(sans bonus given by instant Charms) executed by her shadow, which has the same abilities and statistics of any weapons or other equipments used by the character herself, but can create armament as with ''Ravenous Shade Technique''. Obviously, the Deathknight may not create second attacks out of shadow-attacks, and may not create more shadow-attacks in a turn than her Brawl score. This Charm may explicitly be comboed with Charms of other abilities. &lt;br /&gt;
&lt;br /&gt;
'''Laughing Void Shards'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking with terrible laughter, the character's body fades into pure shadow or melts into gore from which terrible creatures pour. Hounds, spiders, maggots crows and all manner of beasts of ill omen pour fourth, with crooked teeth and multiple, mismatched eyes and legs, all insane and horrifying as they strike at the character's enemies, swarming them in their madness! At times, the character's face will appear grinning on the body of this mass of vermins, or even his arm will jump out of a hound's head to strike at his enemies. In the turn this Charm is activated, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform, and rounded up, unless it is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once. &lt;br /&gt;
&lt;br /&gt;
'''Writhing Shadows March'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes, 1 Willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 6&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Laughing Void Shards&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal’s body becomes a shadow, or melts into gore, becoming a number of smaller creatures, hounds, spiders, maggots, crows, all insane and horrifying, striking in many different ways, his jaws or his armed arm coming out of them to strike. For the remainder of the scene, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Finally, until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform. That ammount of damage ''kills'' a single Independent Action, however. An exception to this is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once, and thus annihilate all shadows in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
=== Entropy ===&lt;br /&gt;
&lt;br /&gt;
'''Hungry Void Blow'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 motes per die&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravaging Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Hand wreathed in Essence of Void the Deathknight's strikes are heralded by entropy, an end to life, exuberance and vigor. Her victims feel exhausted and utterly impotent, their life eroded by the inevitable, unable to stop the Deathknight's fated strike. The Deathknight makes her attack normally, but her target loses one die from a single defensive dice pool for every mote spent.&lt;br /&gt;
&lt;br /&gt;
'''Shadow-Warping Palm'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hungry Void Blow&amp;lt;br&amp;gt;&lt;br /&gt;
Heralding her advance as a whisper, a wave of entropy washes of the Deathknight's victim, warping shadows and essence and drowning all sound as the blow connects! The victim of the Shadow-warping essence feels the very essence of his being disjointed, unable to react efficiently against the Deathknight's advance. Using this Charm, the Deathknight subtracts her Strength+Essence from one of her victim's dice pools.&lt;br /&gt;
&lt;br /&gt;
=== Void Fist ===&lt;br /&gt;
&lt;br /&gt;
'''Nightmare Emperor Fist'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Five-Knife Strike&amp;lt;br&amp;gt;&lt;br /&gt;
The Nightmare Emperor Fist shifts the Abyssal's body into a shape more fitting to bring oblivion. Her proportions become subtly ''wrong''. Her hands and feet seem to swirl with a nimbus of blasphemous delirium or cracking with sharp bone protusions. Every one of her strikes echo with the sound of Malfean bells. She may choose to deal lethal damage with her unarmed attacks, may parry lethal damage barehanded without a stunt and reduces all negative modifiers for her unarmed attacks to 0. In addition, she receives Accuracy 2 and Defense 2 on all unarmed attacks, and reduces all opponents' soak total by her Essence before calculating her damage. (But she cannot lower the enemy's soak below 0.)&lt;br /&gt;
&lt;br /&gt;
'''Setesh's Might Attittude'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is a terrible thing, spinning time where there is not. It is not without effort that it does its task, applying with strength the change in all the world, prowess felt by all as time changes, through Setesh's might, in a way no thing living or dead can escape. The Abyssal who learns this Charm adopts the attittude of time falling upon all, unfailingly, able to always use Strength in place of Dexterity on all Brawl attacks. This Charm does not need to be activated; it permanently enhances the Abyssal's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian Champion Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Obsidian Champion is terrible to behold, needing no tools to spread misery upon the world! His nails and teeth shine unnaturally with the obsidian radiance of soulsteel, and the touch of his hands brings the cold of the bleakest heart, the wails of a thousand nightmares. To face him is madness. To be struck by him is suffering eternal. Wether he uses weapons or not makes no difference - his every strike is always a thing of nightmares, receiving the Weapon and Hearthstone Bracer Soulsteel Magical Material bonus to all his armed and unarmed combat profiles, compatible with any and all Weapons and Bracers he uses, even those of Soulsteel - the Soulsteel Magical Material Bonus is doubled then. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82813</id>
		<title>AbyssalBrawl/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82813"/>
				<updated>2010-07-28T05:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Blood Feast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Life-Stealing Kiss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The most coveted of the Underworld Elements, Blood is life. It is that life that the Abyssal Exalted must consume while in Creation to retain their awesome might - but not all Deathknights wish this experience to be painful for their victims. After all, one catches more flies with honey than with vinegar. Activating the Life-Stealing Kiss the Abyssal causes his natural bite attack to deal no pain upon feeding - the damage gives no wound penalties, and instead, the victim is filled with ecstastic bliss. Those affected by the kiss are at a -3 die penalty to performing any action that requires thought, memory or coordination for a number of turns equal to the Exalt's Permanent Essence rating. As an special effect, the Exalt can lick the wounds closed - they will not bleed further and even scar from his teeth will disappear in (10-minus the Exalt's Permanent Essence) days.&lt;br /&gt;
&lt;br /&gt;
'''Blood Rose Allure'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Life-Stealing Kiss&amp;lt;br&amp;gt;&lt;br /&gt;
The dark pleasures of the Underworld can be addictive to some. Those who master the Blood Rose Allure know how to make the feeling of their Life-Stealing Kiss more than just a blissful experience: it becomes addictive as any drug. The Kiss has its penalty increased to hours instead of turns, and receives a Recovery Rating (see '''Exalted: Players Guide''' p. 144) equal to the character's Permanent Essence. The Difficulty of the Willpower rolls is always increased by one, however - the allure of the void is stronger than that of mundane substances. Even Exalted can be affected by this addiction.&lt;br /&gt;
&lt;br /&gt;
=== Void Shards ===&lt;br /&gt;
&lt;br /&gt;
'''Ravenous Shade Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Drinking Palm&amp;lt;br&amp;gt;&lt;br /&gt;
With a shrill whisper, the character's shadow rises, a maniac grin appearing on its face, disturbing features such as eyes and claws and worms appearing all about it! The shadow acts with the character's will, able to enact all of the character's Charms with the equivalent of all his equipment. In effect, the Abyssal may take an Independent Action in addition to his normal action, but all actions in this Independent Action must make use of the Brawl Ability. In addition to being able to use all abilities in objects and artifacts carried by the character, the Shadow may grow its own weapons out of the void that gives it substance! Those weapons are built like Resplendent Shadow Blade, having twice the character's Brawl score to distribute between its statistics(with Speed and Damage receiving +2 per point allocated to them), unlimited rate, and always count as unarmed attacks. &lt;br /&gt;
&lt;br /&gt;
'''Racing Shadow Strike'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
With an undifferentiated light flaring in her caste mark, the Deathknight pours the memory of her strike within her own shadow, making its mimicry of the her attack attain substance! Activated as she rolls an attack, the Deathknight receives a second attack with the same dice pool(sans bonus given by instant Charms) executed by her shadow, which has the same abilities and statistics of any weapons or other equipments used by the character herself, but can create armament as with ''Ravenous Shade Technique''. Obviously, the Deathknight may not create second attacks out of shadow-attacks, and may not create more shadow-attacks in a turn than her Brawl score. This Charm may explicitly be comboed with Charms of other abilities. &lt;br /&gt;
&lt;br /&gt;
'''Laughing Void Shards'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking with terrible laughter, the character's body fades into pure shadow or melts into gore from which terrible creatures pour. Hounds, spiders, maggots crows and all manner of beasts of ill omen pour fourth, with crooked teeth and multiple, mismatched eyes and legs, all insane and horrifying as they strike at the character's enemies, swarming them in their madness! At times, the character's face will appear grinning on the body of this mass of vermins, or even his arm will jump out of a hound's head to strike at his enemies. In the turn this Charm is activated, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform, and rounded up, unless it is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once. &lt;br /&gt;
&lt;br /&gt;
'''Writhing Shadows March'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes, 1 Willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 6&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Laughing Void Shards&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal’s body becomes a shadow, or melts into gore, becoming a number of smaller creatures, hounds, spiders, maggots, crows, all insane and horrifying, striking in many different ways, his jaws or his armed arm coming out of them to strike. For the remainder of the scene, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Finally, until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform. That ammount of damage ''kills'' a single Independent Action, however. An exception to this is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once, and thus annihilate all shadows in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
=== Entropy ===&lt;br /&gt;
&lt;br /&gt;
'''Hungry Void Blow'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 motes per die&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravaging Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Hand wreathed in Essence of Void the Deathknight's strikes are heralded by entropy, an end to life, exuberance and vigor. Her victims feel exhausted and utterly impotent, their life eroded by the inevitable, unable to stop the Deathknight's fated strike. The Deathknight makes her attack normally, but her target loses one die from a single defensive dice pool for every mote spent.&lt;br /&gt;
&lt;br /&gt;
'''Shadow-Warping Palm'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hungry Void Blow&amp;lt;br&amp;gt;&lt;br /&gt;
Heralding her advance as a whisper, a wave of entropy washes of the Deathknight's victim, warping shadows and essence and drowning all sound as the blow connects! The victim of the Shadow-warping essence feels the very essence of his being disjointed, unable to react efficiently against the Deathknight's advance. Using this Charm, the Deathknight subtracts her Strength+Essence from one of her victim's dice pools.&lt;br /&gt;
&lt;br /&gt;
=== Void Fist ===&lt;br /&gt;
&lt;br /&gt;
'''Nightmare Emperor Fist'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Five-Knife Strike&amp;lt;br&amp;gt;&lt;br /&gt;
The Nightmare Emperor Fist shifts the Abyssal's body into a shape more fitting to bring oblivion. Her proportions become subtly ''wrong''. Her hands and feet seem to swirl with a nimbus of blasphemous delirium or cracking with sharp bone protusions. Every one of her strikes echo with the sound of Malfean bells. She may choose to deal lethal damage with her unarmed attacks, may parry lethal damage barehanded without a stunt and reduces all negative modifiers for her unarmed attacks to 0. In addition, she receives Accuracy 2 and Defense 2 on all unarmed attacks, and reduces all opponents' soak total by her Essence before calculating her damage. (But she cannot lower the enemy's soak below 0.)&lt;br /&gt;
&lt;br /&gt;
'''Setesh's Might Attittude'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is a terrible thing, spinning time where there is not. It is not without effort that it does its task, applying with strength the change in all the world, prowess felt by all as time changes, through Setesh's might, in a way no thing living or dead can escape. The Abyssal who learns this Charm adopts the attittude of time falling upon all, unfailingly, able to always use Strength in place of Dexterity on all Brawl attacks. This Charm does not need to be activated; it permanently enhances the Abyssal's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian Champion Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Obsidian Champion is terrible to behold, needing no tools to spread misery upon the world! His nails and teeth shine unnaturally with the obsidian radiance of soulsteel, and the touch of his hands brings the cold of the bleakest heart, the wails of a thousand nightmares. To face him is madness. To be struck by him is suffering eternal. Wether he uses weapons or not makes no difference - his every strike is always a thing of nightmares, receiving the Weapon and Hearthstone Bracer Soulsteel Magical Material bonus to all his armed and unarmed combat profiles, compatible with any and all Weapons and Bracers he uses, even those of Soulsteel - the Soulsteel Magical Material Bonus is doubled then. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82811</id>
		<title>AbyssalBrawl/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AbyssalBrawl/GoldenCat&amp;diff=82811"/>
				<updated>2010-07-28T05:12:48Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Feast ===&lt;br /&gt;
&lt;br /&gt;
'''Life-Stealing Kiss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The most coveted of the Underworld Elements, Blood is life. It is that life that the Abyssal Exalted must consume while in Creation to retain their awesome might - but not all Deathknights wish this experience to be painful for their victims. After all, one catches more flies with honey than with vinegar. Activating the Life-Stealing Kiss the Abyssal causes his natural bite attack to deal no pain upon feeding - the damage gives no wound penalties, and instead, the victim is filled with ecstastic bliss. Those affected by the kiss are at a -3 die penalty to performing any action that requires thought, memory or coordination for a number of turns equal to the Exalt's Permanent Essence rating. As an special effect, the Exalt can lick the wounds closed - they will not bleed further and even scar from his teeth will disappear in (10-minus the Exalt's Permanent Essence) days.&lt;br /&gt;
&lt;br /&gt;
'''Craving Death Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Life-Stealing Kiss&amp;lt;br&amp;gt;&lt;br /&gt;
The dark pleasures of the Underworld can be addictive to some. Those who master the Craving Death Technique know how to make the feeling of their Life-Stealing Kiss more than just a blissful experience: it becomes addictive as any drug. The Kiss has its penalty increased to hours instead of turns, and receives a Recovery Rating (see '''Exalted: Players Guide''' p. 144) equal to the character's Permanent Essence. The Difficulty of the Willpower rolls is always increased by one, however - the allure of the void is stronger than that of mundane substances. Even Exalted can be affected by this addiction.&lt;br /&gt;
&lt;br /&gt;
=== Void Shards ===&lt;br /&gt;
&lt;br /&gt;
'''Ravenous Shade Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Blood-Drinking Palm&amp;lt;br&amp;gt;&lt;br /&gt;
With a shrill whisper, the character's shadow rises, a maniac grin appearing on its face, disturbing features such as eyes and claws and worms appearing all about it! The shadow acts with the character's will, able to enact all of the character's Charms with the equivalent of all his equipment. In effect, the Abyssal may take an Independent Action in addition to his normal action, but all actions in this Independent Action must make use of the Brawl Ability. In addition to being able to use all abilities in objects and artifacts carried by the character, the Shadow may grow its own weapons out of the void that gives it substance! Those weapons are built like Resplendent Shadow Blade, having twice the character's Brawl score to distribute between its statistics(with Speed and Damage receiving +2 per point allocated to them), unlimited rate, and always count as unarmed attacks. &lt;br /&gt;
&lt;br /&gt;
'''Racing Shadow Strike'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
With an undifferentiated light flaring in her caste mark, the Deathknight pours the memory of her strike within her own shadow, making its mimicry of the her attack attain substance! Activated as she rolls an attack, the Deathknight receives a second attack with the same dice pool(sans bonus given by instant Charms) executed by her shadow, which has the same abilities and statistics of any weapons or other equipments used by the character herself, but can create armament as with ''Ravenous Shade Technique''. Obviously, the Deathknight may not create second attacks out of shadow-attacks, and may not create more shadow-attacks in a turn than her Brawl score. This Charm may explicitly be comboed with Charms of other abilities. &lt;br /&gt;
&lt;br /&gt;
'''Laughing Void Shards'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravenous Shade Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking with terrible laughter, the character's body fades into pure shadow or melts into gore from which terrible creatures pour. Hounds, spiders, maggots crows and all manner of beasts of ill omen pour fourth, with crooked teeth and multiple, mismatched eyes and legs, all insane and horrifying as they strike at the character's enemies, swarming them in their madness! At times, the character's face will appear grinning on the body of this mass of vermins, or even his arm will jump out of a hound's head to strike at his enemies. In the turn this Charm is activated, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform, and rounded up, unless it is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once. &lt;br /&gt;
&lt;br /&gt;
'''Writhing Shadows March'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 15 motes, 1 Willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Independent Action&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 6&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Laughing Void Shards&amp;lt;br&amp;gt;&lt;br /&gt;
The Abyssal’s body becomes a shadow, or melts into gore, becoming a number of smaller creatures, hounds, spiders, maggots, crows, all insane and horrifying, striking in many different ways, his jaws or his armed arm coming out of them to strike. For the remainder of the scene, the Abyssal may make a total number Independent Actions equal to one-half his Brawl score, rounded up, but all actions in this Independent Action must make use of the Brawl Ability. The creatures may grow weaponry as with ''Ravenous Shade Technique'', and may pay 2 motes to shift between different 'weapons', different creatures. Finally, until the beggining of his next turn, the Abyssal may not be killed by a single blow – split as he is, no single strike may deal more damage than his total Health Levels, divided by the number of actions the Abyssal was able to perform. That ammount of damage ''kills'' a single Independent Action, however. An exception to this is an area attack with a reach wider than the Abyssal's running speed, which is able to damage all of the Abyssal at once, and thus annihilate all shadows in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
=== Entropy ===&lt;br /&gt;
&lt;br /&gt;
'''Hungry Void Blow'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 motes per die&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Ravaging Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Hand wreathed in Essence of Void the Deathknight's strikes are heralded by entropy, an end to life, exuberance and vigor. Her victims feel exhausted and utterly impotent, their life eroded by the inevitable, unable to stop the Deathknight's fated strike. The Deathknight makes her attack normally, but her target loses one die from a single defensive dice pool for every mote spent.&lt;br /&gt;
&lt;br /&gt;
'''Shadow-Warping Palm'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Hungry Void Blow&amp;lt;br&amp;gt;&lt;br /&gt;
Heralding her advance as a whisper, a wave of entropy washes of the Deathknight's victim, warping shadows and essence and drowning all sound as the blow connects! The victim of the Shadow-warping essence feels the very essence of his being disjointed, unable to react efficiently against the Deathknight's advance. Using this Charm, the Deathknight subtracts her Strength+Essence from one of her victim's dice pools.&lt;br /&gt;
&lt;br /&gt;
=== Void Fist ===&lt;br /&gt;
&lt;br /&gt;
'''Nightmare Emperor Fist'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Five-Knife Strike&amp;lt;br&amp;gt;&lt;br /&gt;
The Nightmare Emperor Fist shifts the Abyssal's body into a shape more fitting to bring oblivion. Her proportions become subtly ''wrong''. Her hands and feet seem to swirl with a nimbus of blasphemous delirium or cracking with sharp bone protusions. Every one of her strikes echo with the sound of Malfean bells. She may choose to deal lethal damage with her unarmed attacks, may parry lethal damage barehanded without a stunt and reduces all negative modifiers for her unarmed attacks to 0. In addition, she receives Accuracy 2 and Defense 2 on all unarmed attacks, and reduces all opponents' soak total by her Essence before calculating her damage. (But she cannot lower the enemy's soak below 0.)&lt;br /&gt;
&lt;br /&gt;
'''Setesh's Might Attittude'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Calendar of Setesh is a terrible thing, spinning time where there is not. It is not without effort that it does its task, applying with strength the change in all the world, prowess felt by all as time changes, through Setesh's might, in a way no thing living or dead can escape. The Abyssal who learns this Charm adopts the attittude of time falling upon all, unfailingly, able to always use Strength in place of Dexterity on all Brawl attacks. This Charm does not need to be activated; it permanently enhances the Abyssal's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian Champion Meditation'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Brawl: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Nightmare Emperor Fist&amp;lt;br&amp;gt;&lt;br /&gt;
The Obsidian Champion is terrible to behold, needing no tools to spread misery upon the world! His nails and teeth shine unnaturally with the obsidian radiance of soulsteel, and the touch of his hands brings the cold of the bleakest heart, the wails of a thousand nightmares. To face him is madness. To be struck by him is suffering eternal. Wether he uses weapons or not makes no difference - his every strike is always a thing of nightmares, receiving the Weapon and Hearthstone Bracer Soulsteel Magical Material bonus to all his armed and unarmed combat profiles, compatible with any and all Weapons and Bracers he uses, even those of Soulsteel - the Soulsteel Magical Material Bonus is doubled then. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Back to [[AbyssalBrawl]]&lt;br /&gt;
*Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarPerformance/GoldenCat&amp;diff=82654</id>
		<title>SolarPerformance/GoldenCat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarPerformance/GoldenCat&amp;diff=82654"/>
				<updated>2010-07-11T22:54:19Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Drama */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[SolarPerformance]]&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
== Songs of Aid ==&lt;br /&gt;
&lt;br /&gt;
'''''Spring Waltz'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 motes per die &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Heart-Compelling Method&amp;lt;br&amp;gt;&lt;br /&gt;
The summer Sun can be the worst slave-driver, burning those that work under its light, bringing fatigue and pain, but its light at spring is soothing, elevating spirits, a natural song that makes burdens lighter and the harshest decisions easier. After all, what could go wrong during spring? Singing soothing tones or radiating the bright light of the spring Sun, the Solar elevates the spirits of a single person he can perceive to aid them on any task involving hard, tiring labor or stressful and dire circumstances, adding one die to their rolls in such tasks for every mote spent, to a maximum of the Solar's Compassion. Those Charms do not count as Charm dice for their benefitiary.&lt;br /&gt;
&lt;br /&gt;
'''''Enlightement Canon'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Spring Waltz&amp;lt;br&amp;gt;&lt;br /&gt;
The light of the sun breeds priests and prophets, bringing ultimate illumination! Singing a powerful hymn the Solar opens another's third eye in a nascent sunburst in their forehead (which interacts with animas, shifting both of their forms into a mesh), allowing them leaps of logic and clarity of thought and purpose brought to all Creation by the Sun! Those touched by the Enlightement Canon receive a number of automatic successes in all tasks requiring clear and creative thought or attempts to discern obscured truths equal to the Solar's Essence. This acts as a perfect defense any attempts to obscure or manipulate the mind of the enlightened.&lt;br /&gt;
&lt;br /&gt;
'''''Dance of Perfection'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 4 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Divine Performance Style&amp;lt;br&amp;gt;&lt;br /&gt;
With this transcendental dance the Solar abbreviates her own movements to fearsome mystic effiency. She adds her Performance in automatic successes to any roll requiring lengthy labor; Craft rolls, Occult or Lore research, medical operations, and the like can all be affected by this Charm. If she works together with other individuals who are using this Charm, she may add a die to her roll for each other person present, up to her Compassion. &lt;br /&gt;
&lt;br /&gt;
'''''Grand Maestro Stance'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 20 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple &amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 4 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Spring Waltz, Insight-Conveying Performance&amp;lt;br&amp;gt;&lt;br /&gt;
The Solar's mandate is one to coordinate massive understakings! Assuming the grand maestro stance he can make an entire group working on a single task work with supernatural speed and surety by singing a composition designed to synchonize and inspire their labor, allowing them to do a day's taks in a single scene, scoring a minimum of one success in all rolls relating to the task. Up to (10 * permanent Essence) individuals can benefit from an invocation of this Charm. &lt;br /&gt;
&lt;br /&gt;
'''''Sunlight Songs Stance'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple &amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence:''' 5 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Dance of Perfection, Grand Maestro Stance, Heroism-Increasing Presence&amp;lt;br&amp;gt;&lt;br /&gt;
With this Charm, the Solar divides her mind; one part dances and sings outside the world, while the other part is free to act. While under the effect of this Charm, a voice that resembles the Solar's hangs sourcelessly in the air, singing wordless solar anthems, and her anima coalesces into a hazy silhouette which dances without her body's leadership. She has two independent actions each turn; one may only be used for Performance actions (including Performance Charms) and the other is unrestricted. She may also benefit from her own Performance Charms even if they normally only benefit others (she can also choose to be unaffected by them). Excluding the Solar's allies, those who behold the Sunlight Songs Stance feel a deep sense of awe upon seeing the bare social prowess of a Solar, and must suceed on a Temperance roll at difficulty 1 every turn or lose  their action.&lt;br /&gt;
&lt;br /&gt;
== Perfected Words ==&lt;br /&gt;
&lt;br /&gt;
'''Brilliant Words Mastery'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Grace in Adversity Style, Immaculate Charisma Prana&amp;lt;br&amp;gt;&lt;br /&gt;
The Solar's countenance becomes bright as the sun itself, his words charming beyond belief! The Solar who possesses this Charm enhances all of his social tasks with the glory of the sun, who could make heaven itself follow him to the depths of hell, whom every word is perfection and every smile heartbreaking. Whenever he rolls a 10 in a roll involving his Social Attributes, the Solar receives 3 successes instead of two. This Charm does not need to be activated; it permanently enhances the Solar's capabilities.&lt;br /&gt;
&lt;br /&gt;
== Drama ==&lt;br /&gt;
&lt;br /&gt;
'''Infinite Wardrobe Method'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 1 mote&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Overbooked social entities, it is not uncommon for a Prince of the Earth to require access to their wardrobe at all times! With this Charm the character needs only to dress in her full outfit to send it Elsewhere, where it can be recalled - with all accountrements and makeup - at any time, overriding her current one, which is sent to Elsewhere in its place. The Solar can have no more than twice her Essence in outfits stored Elsewhere at any given time. &lt;br /&gt;
&lt;br /&gt;
'''Glorious Solar Regalia'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Infinite Wardrobe Method, Phantom-Conjuring Performance&amp;lt;br&amp;gt;&lt;br /&gt;
The character can now never be underdressed. She coalesces essence about her form in a glittering regalia of pure magical energy that will always be fitting of the situation at hand. While it mantains telltales of the character's anima colors and its general construction it will ever change to adapt to its surroundings, different from a funeral to a ball, always in the latest and most tasteful fashion. If worn by an actor it will change to the character being played as soon as the actor changes between characters, if worn by a dancer it will change to follow the content of the music and dance performed, and so on - thus the character will never suffer social penalties due to his outfit or inappropriate accessories. The Glorious Solar Regalia also possesses Bashing and Lethal Soak equal to the character's Essence Score, which does not count as armor, and adds the character's Essence in dice to all rolls to resist cold and heat - the character is always comfortable in this regalia.&lt;br /&gt;
&lt;br /&gt;
'''Smoke and Mirrors Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 3&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Phantom-Conjuring Performance&amp;lt;br&amp;gt;&lt;br /&gt;
With but (10 - Wits) turns of prior preparation in the selected stage the character can prepare an infinite number of impressive special effects to make his performance nothing short of unforgettable! Lights of all kinds, will-o-wisps, explosions, smoke, trap doors and a myriad of illusions bolstered with Solar Essence all serve to enhance the Solar's every gesture or word, bringing his point accross in the most succint manner possible! This adds a number of automatic successes equal to the character's Essence score to any Social roll made during the Scene. The character might also hinder any who might attempt to upstage his performance spending 2 motes as a reflexive action to inflict an Enviromental Penalty equal to the Solar's Essence score to a single action taken by an interloper. Any discrete area the Solar can scout before his Performance may count as a 'Stage' - no more than a single castle, street or the mouth of a valley  - and the Solar must be inside its area to receive its benefits.&lt;br /&gt;
&lt;br /&gt;
'''Field of Sound and Fury'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 2 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 4&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Smoke and Mirrors Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Like a masterful sleight of hand the character learns to turn the special effects of his performance into great weapons  - none dare challenge the star upon his own stage! Smoke and Mirrors Technique must be active for this Charm to be effective.  This Charm can be used as a Reflexive action to create great distractions of sound and fury which make the character's Attack or Defense Perfect (it suceeds with one success even if it would not otherwise). Abilities that ignore the effects of any one of: Cover, Illusions or Enviromental penalties all negate the effects of this Charm.&lt;br /&gt;
&lt;br /&gt;
The Solar can also enhance the actions of any ally when they happen - but said ally must be acting under the Solar's coordination.&lt;br /&gt;
&lt;br /&gt;
'''The Name of the Game'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Grace in Adversity Style&amp;lt;br&amp;gt;&lt;br /&gt;
One of the most important things a good performer must find about herself is her own theme. What shall she be known for? What shall she specialize in? What shall bring fear to the hearts of her enemies and adoration to the heart of her admirers? When she discovers that her life changes - she knows what game she is playing, and in it she will not lose! The Name of the Game creates a ''theme'' for the character's life - all actions she takes within this Theme will receive a single additional success. Themes are as broad as specialties. When working within her theme character perfects her form to fit her role - one who devotes her life at all things in the night seems to fade in and out of shadows and moonlight, one who exists to lead appears larger-than-life and under celestial lights when others receive her orders, and one whose life is dedicated to First Age Wonders has her eyes crackling with creativity in their presence! This Charm may be bought up to three times - encompassing the same or different themes.&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Pantheon Technique'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Special&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Theft-of-Faces Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Method acting is more than faking. It is becoming. The character sinks into his assumed persona, changing his demeanor and his mien to that of his role - and he changes. The character can purchase a new ''Role'' each time this Charm is purchased. Each role allows the character to reassign all Specialty dots around his character - changing his normal Specialties into brand-new ones befitting his role (including the global specialty purchased as ''Theme'' in ''The Name of the Game'') and change the shape and powers of any Charm that requires specification into the specifics of his Role (such as the Role having its own Glorious Solar Saber, Ship, Mount or Armor). The Solar is also able to recover his Willpower by fulfilling the Role's Nature together with his own and receives the benefits of the Merit Signature Style (a different one for each Role). This Charm cannot be purchased more times than the character has dots in Performance. The character shifts in and out of his Role in the same manner as he shifts between King of Masks identity - it is in effect another form of Permanent Identity. The character uses King of Masks to first activate the Role, receiving its usual benefits - and if the identity is pierced the character cannot assume it again until the end of the Story.&lt;br /&gt;
&lt;br /&gt;
'''Dramatic Exaltation Prana'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 20 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' One Scene &amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Dramatic Pantheon Technique, Field of Sound and Fury, The Name of the Game, Glorious Solar Regalia&amp;lt;br&amp;gt;&lt;br /&gt;
The ultimate special effect. The ultimate feat of method acting. To bring a legend to life and make Heaven and Gaia - Fate itself! - believe in the words spoken by the role played by the actor! When this Charm is purchased the character designates a single ''Role'' acquired with ''Dramatic Pantheon Technique'' - activating this Charm the character fades into the Role...  and more. The character comes fully clad in the Role's clothes as per Glorious Solar Regalia - and receives twice his Essence to be distributed between Artifact dots of any type (or Familiar) although all are considered Essence Constructs in the same manner as Glorious Solar Regalia, Plate or Saber, and are set when this Charm is purchased. While enacting the Dramatic Exaltation Prana the Solar receives all the bonus of all Specialties of his assumed Role as automatic successes. &lt;br /&gt;
&lt;br /&gt;
The Solar cannot break character while enacting Dramatic Exaltation Prana, however - a single word outside of the role's character cancels the Charm.&lt;br /&gt;
&lt;br /&gt;
The character can purchase this Charm once per dot of Performance he possesses.&lt;br /&gt;
&lt;br /&gt;
== Tales of Greatness ==&lt;br /&gt;
&lt;br /&gt;
'''Living Legend Attittude'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: ''' 10 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: ''' Indefinite&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type: ''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Performance: ''' 5&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Minimum Essence: ''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms: ''' Grace in Adversity Style&amp;lt;br&amp;gt;&lt;br /&gt;
There is great power in legends, power which the Sun's champions may learn to harness! To activate Living Legend Attittude the Solar must have either completed or celebrated a great deed, one that has to then be made to be known far and wide! As the fame spreads into Legend the Solar activates this Charm, creating a mark himself in a manner befitting of his deed, a mark that will shine as bright as his Caste Mark and appear in both body and Anima Banner. As long as the legend is known and the motes for this Charm remain committed, the Solar may choose one Spell befitting his Legend (usually one of Celestial or Solar Circle), which he may then use as an Anima Power in an instant, without the need to shape its construct. The Solar may have more than one such Legend, but each requires this Charm to be activated and committed one more time. Each Legend decreases the mote expenditure required to achieve the Iconic anima banner and increases the number of turns it remains in Iconic Bloom by 1. This Anima Spell is a crystallized pattern in the Weave of the world, mantained there by the belief of humanity - if the character's Legend is somehow to be forgotten the Charms ceases to take effect, instantly decommitting the Solar's Essence and requiring the Solar to once again remember all of his Legend, and celebrate his deed, to regain its power.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* - Back to [[SolarPerformance]]&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Ravi&amp;diff=82508</id>
		<title>GoldenCat/Ravi</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Ravi&amp;diff=82508"/>
				<updated>2010-06-21T04:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
= Asura Ravi =&lt;br /&gt;
== The Glass Dragon ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Save Sarawasti, Save the World.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Asura Ravi&amp;lt;br&amp;gt;&lt;br /&gt;
'''Concept:''' Glass Savior, Glass Destroyer&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nature:''' Gallant ''(Whenever you accomplish an extraordinary deed)''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' Asura Ravi is sight of heaven. His skin is of a perfect dark bronze in color, his short hair the color of the sun, golden bangs falling over his eyes… ah, his eyes. One, his left eye, is of a warm honey-brown color, the color of his mother’s eyes… and his right eye of crystalline, shimmering opal shot through with a diamond’s rainbow fire. The Father-Dragon’s Eye, the Dragon Eye of Endless Order. Tall and tanned, his muscular body is of a perfect symmetry, so accentuated by his heterochromatic eyes, his skin almost shining in the light like polished brass. And then, there is the jewelry. Like bracers around his forearms, rings around his arms and legs, a torque around his neck. There is something constricting about this jewelry, something claustrophobic… for it is. The Unlimited Mirror Gate, the Dragon’s seal, forever holding his body and soul in bondage to prevent the Dragon’s power from tearing it asunder. &lt;br /&gt;
&lt;br /&gt;
Ravi tends to walk without a shirt and with elaborate-patterned pants of a variety of clear colors, but he tends to wear an overcoat or robes on occasion, especially to disguise himself. He treasures a rosary with the motif of a dragon at its end, wrapped around his left hand, and on his right hand, or around his waist, he has a chain of glass, as sturdy and balanced as if it was Chiaroscuro Glass, black, green, red and yellow mixing within it, dashes of color ending in almost unbreakable weights in the shape of dancing goddesses.&lt;br /&gt;
&lt;br /&gt;
'''Daredevil'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Fate Favor Heroes''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi has always been a Daredevil. He has openly flaunted fate and his own demise; he has openly flaunted tradition and his destiny, and survived. If he believes his motives are true, if he believes it can help others… then he will do anything, and everything. And, a bit of a show-off, one who always felt he had to stand up to his place and the adulation of others, he tends to always look for the hardest, most impressive methods of doing said thing! Whenever he takes a physical action whose difficulty is 3 or more, he may spend 1 willpower to double any bonus awarded by stunts.&lt;br /&gt;
&lt;br /&gt;
'''Born to Rule'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Sword of Asura''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi is a king. He is a piece of Myriah, the glass dragon, keeper of one of the ''Triatna'', and he walks as if all fate belonged to himself. A proud patriarch of the world, to be obeyed as he orders all around him. Ravi receives one extra dice on all social rolls dealing with those who acknowledge themselves to be beneath him in the social ladder.&lt;br /&gt;
&lt;br /&gt;
'''Wanted '''&amp;lt;Br&amp;gt;&lt;br /&gt;
''Fate of Sarawasti''&amp;lt;br&amp;gt;&lt;br /&gt;
Sarawasti is, if anything, religious. They believe in the Glass Dragon. They believe in the Ascension. They believe in what is their Destiny. Between them and this destiny lies only one thing… Asura Ravi. As long as he remains away from the golden palaces, the Ascension cannot take place. And thus, Sarawasti hunts him with all they have, from their elite soldiers to their native gods to the strange crystal beings summoned by the Glass Angels, and even The Janissaries – an elite of creatures made by the Glass Angels, as strong as Terrestrial Exalted, humans augmented with the power of the Dragon Kings. And worst of all, his own cousins and siblings, the members of the great houses… as well as  the Guild, which is after him for unrelated reasons, his current occupation, to steal from the wicked, making them at odds with each other… &lt;br /&gt;
&lt;br /&gt;
'''Throwback'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Will of the Father-Dragon''&amp;lt;br&amp;gt;&lt;br /&gt;
The two eyes of the Glass Dragon are the Father and the Mother Aspect. Within the Father Dragon Eye, there is great power… but there is also will. A will that his bounds hold fast in check, a will that struggles against Ravi’s, in some level, at all times. It comes to the surface on its desire to return to Sarawasti, to ascend, to become one. On its hatred towards the beings not of Creation, of the chaos of twisted Wyld and stale undeath. On its desire to dominate those around him, holding them in sweet golden chains, exacerbating all such desires in Ravi himself. It is an elemental force without mind, instead twisting and overloading his own wishes and desires into its own. Whenever Ravi finds himself upon one of those triggers, he must succeed on a willpower roll at difficulty 4 to overcome it, or act in a single impulse with the Dragon’s will instead of his own. Should he botch, the Dragon takes over for the remainder of the scene instead. &lt;br /&gt;
&lt;br /&gt;
'''Unusual Feature'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Sarawasti Surya – Dragon Eyes of Endless Order''&amp;lt;br&amp;gt;&lt;br /&gt;
The Glass Dragon’s right eye is sealed on his body, his right eye appearing as a crystalline globe that shimmer with opaline light, shot through with a diamond’s rainbow fire, reflecting past, present and future for all who gaze within. This makes it hard for him to disguise himself, as few who gaze upon his eyes forget what they have seen, or the beautiful boy sporting such strange, unearthly eye.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
'''Physical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 9 Dexterity 8 Stamina 9 *&amp;lt;br&amp;gt;&lt;br /&gt;
'''Social'''&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 4 Manipulation 1 Appearance 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental'''&amp;lt;br&amp;gt;&lt;br /&gt;
Perception 5 Intelligence 2 Wits 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Enhanced by Unlimited Mirror Gate, which gives +3 to all Physical Attributes&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
'''Dawn'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Brawl''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Zenith'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Integrity''' 3, '''Performance''' 5, '''Presence''' 5, '''Resistance''' 3, '''Survival''' 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Twilight'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lore 3, '''Occult''' 3, Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Night'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Athletics''' 5, '''Awareness''' 3, Dodge 3, Stealth 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eclipse'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bureaucracy''' 3, Linguistics 2 (Old Realm, High Holy Speech, Forest Tongue), Ride 3, Sail 1, Socialize 3&lt;br /&gt;
&lt;br /&gt;
== Tempers ==&lt;br /&gt;
&lt;br /&gt;
'''Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Essence''' 17&amp;lt;Br&amp;gt;&lt;br /&gt;
'''Peripheral Essence''' 44&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Compassion''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conviction''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Temperance''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Valor''' 5&lt;br /&gt;
&lt;br /&gt;
'''Health Levels''' -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4[[GoldenCat/Incap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds == &lt;br /&gt;
&lt;br /&gt;
'''Allies *****''''&lt;br /&gt;
'''Asura Rashmi'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Waxing Moon Lunar Exalted with her own Unlimited Mirror Gate - Ally **'''&lt;br /&gt;
&lt;br /&gt;
'''Flower of Eternal Springtime'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dawn Caste Solar Exalted scion of Nefloridia, Goddess of All Flowers - Ally **''''&lt;br /&gt;
&lt;br /&gt;
'''Iia'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Daughter of of Fertility God of the Sickle and the Plow from Renulda - Ally *'''&lt;br /&gt;
&lt;br /&gt;
'''Amy Tachi'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire Aspect Terrestrial Exalted Gladiatrix-Queen - Ally *'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unlimited Mirror Gate'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Bounding Jewels ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 10 (Or 2 Willpower)''&amp;lt;Br&amp;gt;&lt;br /&gt;
The Dragon is power. The Dragon is Fate. The Dragon is too powerful for a mortal soul to handle. It needs to be within the Asura family, to be nurtured, hidden and prepared for its ascension within their blood. When one dies, the eye swims through the hereditary ocean, attaching itself to the blood of the next in line, blossoming in their coming of age with power and light! And with a power that could rend their soul asunder. To prevent that and keep the eye nurtured and hidden within the Asura, the Glass Maker, Pandora, created the Unlimited Mirrror Gate. A set of jewelry crafted in crystal and gold around the Asura, very much Dragon King in design, the ''Unlimited Mirror Gate'' comprises a torque, a bracer, and rings that hold the arms and legs of the Asura. Those hold his flesh tight, bondage of the body which harkens to how their soul is so tightly bond. To maintain the harmony with the Unlimited Mirror Gate uses much of the Asura’s will; this leads many of the Asura to break down on other areas, while struggling so hard to maintain their holds upon their very souls.&lt;br /&gt;
&lt;br /&gt;
The Unlimited Mirror Gate holds the soul of the Asura in a perfectly ordered harmony, and nothing is capable of breaking this conjunction; any effect that would drain, alter or otherwise affect the Asura’s mind, soul and Essence is negated. His Essence, willpower and virtues cannot be drained or corrupted in any way, and he cannot be possessed or fall prey to spiritual diseases. Effects that simply confuse the mind externally, such as Beguilement or Undetectable Lies work as usual, however, as do those that would affect the body. &lt;br /&gt;
&lt;br /&gt;
However, even though the body can be affected, that does not mean it is easy to do so; the Asura are the caretakers, the nurturers, the guardians of the Myriah’s eyes. To fulfill this function, the Unlimited Mirror Gate makes sure that they will not fall easily, and that their bodies are able and perfect, strong and supple as the dragon, for better survive all calamities and protect Sarawasti. Mechanically, the users of this artifact increase all of their physical attributes by 3 dots, and their Bashing, Lethal and Aggravated Soak and Hardness by 5. Unlimited Mirror Gate has three Hearthstone Slots, and allows a Mortal to attune to a Manse and make use of Hearthstones as if he was Exalted.&lt;br /&gt;
&lt;br /&gt;
'''Virage Eternal'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Former Familiar Diamond Chains ****'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi was running from the forbidden palaces, all forces of Sarawasti hot on his trail! … but he did not expect his sister to be the one who caught up with him. They fought, and she wounded him… making him fall a few stores from their crystal dome, bleeding, into one of the great draconic statues of the city. As Ravi lay, bleeding and hurt, over the statue of crystal and glass… came to life. Breaking its bounds, flying him far away!&lt;br /&gt;
&lt;br /&gt;
The dragon is a majestic crystal sculpture, eleven feet tall when standing on its hind legs, in the image of a winged lizard, eyes of prism and wings of leather, paws having four long, powerful grasping talons, and a back big enough for five people to travel over. Behind his horns lay crystalline chains which go all the way to his back, which can be used as reins for one riding him.&lt;br /&gt;
&lt;br /&gt;
He would come to know the Dragon as Virage, an intelligent and erudite piece of crystal who decided, by the circumstances of his awakening and Ravi’s possession of the eye, that Ravi was his master. A sentient guardian of Sarawasti, made in the image of the prismatic dragon who reflected Wyld’s light and created fate. He walked together with Ravi, advising him, transporting him, and giving him the power required to fight the good fight against those he deemed villainous enough to be stolen from… &lt;br /&gt;
&lt;br /&gt;
'''Attributes:'''  Strength 9, Dexterity 2, Stamina 8, Charisma 4, Manipulation 2, Appearance 4, Perception 4, Intelligence 3, Wits 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Virtues:''' Compassion 1, Conviction 3, Temperance 2, Valor 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Abilities:'''  Athletics 3, Awareness 3, Brawl 4, Dodge 4, Linguistics 2, Presence 4, Stealth 2, Survival 4, Lore 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Initiative:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bite:''' Speed 6 Accuracy 8 Damage 16L Defense 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Claw:''' Speed 9 Accuracy 10 Damage 13L Defense 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wing Buffet:''' Speed 8 Accuracy 8 Damage 17L Defense 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dodge Pool:''' 10 Soak: 10L/14B (Made of Crystal, 6L/6B)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 6 '''Health Levels:''' -0x3/-1x3/-2x3/-4[[GoldenCat/Incap]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Essence:''' 2 '''Essence Pool:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Other Notes:''' Reflective, his soak is doubled against attacks of raw Essence. He has wings which allow him to fly at twice his running speed, and is fully cognizant and able to speak the High Holy Speech of Dragon Kings, as well as High Realm.&lt;br /&gt;
&lt;br /&gt;
'''Virage Eternal'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 6''&amp;lt;br&amp;gt;&lt;br /&gt;
Upon Virage’s demise, under duress of his dying words, Ravi touched his chains and pulled them out, ripping the shattered corpse’s neck, finding out how the chains stretched all the way to his heart. Virage Eternal was the name given to this chain, a masterful fighting chain tipped with the dragon’s chained golden-veined diamond heart. This chain represents the power of the dragon, the reflection of the wyld’s light and the creation of a protective fate that sheltered Creation, once, and Sarawasti, as long as the Dragon remained there, and the bound nature of his heart, his existence, and of all Creation, if Myriah has her way.&lt;br /&gt;
&lt;br /&gt;
It has the statistics of a perfect Fighting Chain – Speed +6, Accuracy +1, Damage +5L, Defense +2, Rate 3 – but that is the barest of its capabilities. When placed around a person’s body, neck or arms – someone willing or clinched – Ravi may spend 10 motes to attempt to force that person’s soul into servitude. This requires a Willpower contest – if Ravi is successful, he may extract as many favors as he had successes from the one so held. Those tasks may not require the target to do anything suicidal or anything that would last more than their corresponding virtue in days (one could not ask a Conviction 3 person to go and deliver a message that would take him more than 3 days to deliver). Once one is caught under Eternal Virage’s duress, he may never be so ensorcelled again for the remainder of his lifetime.&lt;br /&gt;
&lt;br /&gt;
Further, when a character wears Eternal Virage, its protection radiates, giving him the protective wings of a dragon! Ravi may apply his defensive actions, whatever their source, to anyone within his compassion x5 yards, as light races from his to defend them! Moreover, all 10s rolled by him count as three successes whenever he acts to defend another. (As directly as parrying for them or as indirectly as fighting a monster who intends to destroy a village, or acting to rescue another from a fortress; Its definition is intentionally broad.)&lt;br /&gt;
&lt;br /&gt;
'''Spoils of a Hundred Villains'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Resources ***'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi is a prince. He is used to fineries and opulence. As a scion of one of the Asura, the 3rd Great House of Sarawasti, even if one who spent so much of his time running around the jungle and the broken palaces, dodging Jungle Stalkers and running for it, he is still not used to being haggard. And it is thus that Asura Ravi, who should be laying low to avoid pursuit, has become a thief, stealing from the rich to give to himself. And sometimes, the poor. He tracks down those who would harm others and exploit the poor and brings down his justice to them, confiscating their goods… many of those have, clearly, been of the Guild. And already, Ravi’s list of enemies grows… and grows…&lt;br /&gt;
&lt;br /&gt;
'''Manse'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi was attuned to the Manses of Sarawasti, and even had one of their stones with him… but his attunement to them was severed by the city, and now, he only has the Manses he managed to get with the sweat of his brow on the outside world!&lt;br /&gt;
&lt;br /&gt;
'''The Theatre of Dancing Flames'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire Aspected Manse ****'''&amp;lt;br&amp;gt;&lt;br /&gt;
This theatre serves as both a hideout for Ravi and an important part of Jades’ nightlife, even though it is a few ways away and incrusted upon a mountain range, as well as a temple to several gods of dance and drama. Inside, the floors are of polished ebony and the walls figured in ivory and gold; heavy drapes in shades of wine and flame curtain off stages and display alcoves not presently in use. The building, an immense pagoda shining with pillars of quartz on the outside, is windowless, but all public rooms are lit by torches that float in mid-air and burn with flames of Essence; they may be commanded by those attuned to the Manse to move, to burn brighter or dimmer or to change hue. Ravi hides here after every strike against his perceived villains, helping fund the theater and helped by his artist friends, even going on stage at times! The Manse breaches in three secluded mountain gardens that are only accessible by hidden doors on the highest floors, and he has one of them for himself, the most hidden of the three gardens, where he lives among hot springs. &lt;br /&gt;
&lt;br /&gt;
The theatre is run, day to day, by Kavita Durai, God-Blooded of the God of Plays, who will arrange for proper lighting for those unable to control the flames themselves. A small central room, almost impossible to find behind draping and the labyrinthine architecture of the building, holds a small shrine upon which is a bronze figure of a woman, masked and seductively draped; her beckoning hand holds the hearthstone of the Manse…&lt;br /&gt;
&lt;br /&gt;
'''Orb of Animal Magnetism'''&lt;br /&gt;
 Manse ••••&lt;br /&gt;
 Trigger: Concentration (reflexive).&lt;br /&gt;
This polished sphere is filled with dark, swirling colors, and vibrates almost imperceptibly. When attuned, it imbues the wearer with a dangerous, feral allure. He receives a three-die bonus to any rolls involving seduction or other sexually-charged interaction; skin-to-skin contact with the target raises this bonus to six dice. He also finds that he can literally smell arousal; he will automatically sense if someone is attracted to him, unless that person's scent is somehow being completely suppressed. &lt;br /&gt;
&lt;br /&gt;
The character's magically-enhanced charisma is so powerful that it is nearly palpable. Anyone within ten yards who is of the appropriate sexual alignment will find their composure threatened by the constant intrusion of lustful thoughts. Mechanically, any person who is normally attracted to individuals of the character's gender must make a Temperance check or suffer a 2-die penalty to all Intelligence and Wits pools (not including combat initiative) for the remainder of the scene. This check is made only once, when the character first comes into range; he need not actually be seen for his aura of animal magnetism to take effect. &lt;br /&gt;
&lt;br /&gt;
'''Kavita Durai'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''God-Blooded Contact *'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attributes:'''  Strength 2, Dexterity 3, Stamina 2, Charisma 5, Manipulation 4, Appearance 3, Perception 2, Intelligence 3, Wits 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Virtues:''' Compassion 3, Conviction 3, Temperance 3, Valor 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Abilities:'''  Athletics 3, Awareness 1, Bureaucracy 4, Dodge 3, Endurance 2, Larceny 2, Linguistics 3, Lore 3, Martial Arts 3, Performance 5, Presence 4, Occult 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Backgrounds:''' Manse 4, Patron 2, Contacts 5, Resources 4, Influence 3, Followers 4 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Initiative:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dodge Pool:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 8 '''Health Levels:''' -0x1/-1x2/-2x4/-4[[GoldenCat/Incap]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Essence:''' 2 '''Essence Pool:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Other Notes:''' Kavita has her Essence awakened and is fully able to attune to Artifacts and Manses. She is also able to see the Essence of any being who walks within her theater(and only within her theater), knowing what kind of being they are, and what kind of play, comfort and drinks they would prefer(which she uses to direct those who come simply for the nightlife in the common rooms to the right desserts or plays). She is able to shift details about an actor if she so wishes, creating perfect stage make-ups. She helps on only a few plays in important days, and those are very costly. Finally, her last ability is to surround one in a dreamscape of infinite possibility… which she is very adept at shaping. For an exorbitant cost, she might give one a private play, taken from her memories and legends, wherein one sees things as if one stood in the front row of legend and wonder…&lt;br /&gt;
&lt;br /&gt;
'''The Three Priesesses'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Religious Contact *'''&amp;lt;br&amp;gt;&lt;br /&gt;
Priestesses of Stone and Vase, the Sickle and Plow, and the Mule and Bear. A blonde, a brunette, a redhead. Equals and do everything together.&lt;br /&gt;
&lt;br /&gt;
'''The Mother Superior of Flowers'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Religious Contact *'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lilian is the High Priestess of the Flower Sect in the nameless city of Yye. She has aquamarine hair.&lt;br /&gt;
&lt;br /&gt;
'''Fallen Flowers'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Religious Contact *'''&amp;lt;br&amp;gt;&lt;br /&gt;
Flower-Priestesses lost in the day Ravi came to their temple. All bound to him.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
* '''Athletics'''&lt;br /&gt;
** Immaculate Strength Prana&lt;br /&gt;
** Immaculate Stamina Prana&lt;br /&gt;
* '''Awareness'''&lt;br /&gt;
** Sensory Acuity Prana&lt;br /&gt;
** Surprise Anticipation Method&lt;br /&gt;
* '''Brawl'''&lt;br /&gt;
** Ferocious Jab&lt;br /&gt;
** Unerring Fists&lt;br /&gt;
** Stonefist Meditation&lt;br /&gt;
** Golden Fist Meditation&lt;br /&gt;
** Wall of Fists Method&lt;br /&gt;
** Irresistible Force Fist&lt;br /&gt;
** Violent Symphony Stance&lt;br /&gt;
** Dragon Coil Technique&lt;br /&gt;
** Pouncing Tiger Strike&lt;br /&gt;
* '''Endurance'''&lt;br /&gt;
** Armored Scout’s Invigoration&lt;br /&gt;
** Front-Line Warrior’s Stamina&lt;br /&gt;
** Tiger-Warrior’s Endurance&lt;br /&gt;
** Dragon’s Toughness&lt;br /&gt;
* '''Performance'''&lt;br /&gt;
** Masterful Performance Exercise&lt;br /&gt;
** Respect Commanding Attitude&lt;br /&gt;
* '''Presence'''&lt;br /&gt;
** Harmonious Presence Meditation&lt;br /&gt;
** Listener-Swaying Argument&lt;br /&gt;
** Rose-Lipped Seduction Method&lt;br /&gt;
* '''Occult'''&lt;br /&gt;
** Spirit-Detecting Glance&lt;br /&gt;
** Spirit-Cutting Attack&lt;br /&gt;
** Ghost-Eating Technique&lt;br /&gt;
&lt;br /&gt;
== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
=== Treading-On-Diamonds Style ===&lt;br /&gt;
** Celestial Cadence Mantra&lt;br /&gt;
** Silver Conjunction Palm&lt;br /&gt;
** Constraint of Celestial Plan&lt;br /&gt;
** Auspicious Ember Movement&lt;br /&gt;
** Starlight Fugue Fascination&lt;br /&gt;
** Treading-on-Diamonds Form&lt;br /&gt;
&lt;br /&gt;
== Legends ==&lt;br /&gt;
&lt;br /&gt;
=== Sarawasti Surya ===&lt;br /&gt;
&lt;br /&gt;
'''Dragon Eyes of Endless Order'''&lt;br /&gt;
&lt;br /&gt;
The Eyes are part of the ''Triatna'', the Three Treasures of ''Myriah'' – together with its Soul, and its Heart.&lt;br /&gt;
&lt;br /&gt;
Sealed within his eye is a piece of the Glass Dragon, 6th Third Circle Soul of Gaia, he who filtered the endless Wyld into a myriad of colors at the world’s very dawn, the side of Gaia who wishes control through bondage in a perfectly ordered world. He has one of her two eyes, the Father Dragon Eye. ''The Dragon Eyes of Endless Order'', also known as ''Father Dragon Eye'' and Dragon ''Eyes of Kaleidoscopic Fate'' is a mighty boon, and Ravi is only learning its many uses, each justifying one of its many names…&lt;br /&gt;
&lt;br /&gt;
'''Dragon Eyes of Kaleidoscopic Fate'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the eye, Ravi is able to see the threads of Fate. Every time he lays his eyes upon someone, he sees Fate, their place on the tapestry, their connections with destiny, with heaven, with the Incarna, with the Primordials, their connection to Creation or lack thereof. Whenever Ravi lays his eyes upon a person, he can clearly see the Caste Marks, Tells or Aspect Markings of Exalted, the nature of Spirits and whether a Shapeshifter is on his true form or a person is possessed. He also knows the Name, Nature and any ratings of Luck, Unlucky, Destiny, Dark Fate or Astrological Effects of any being he lays his eyes upon, as well as getting a vague impression of what is their Destiny or Dark Fate. &lt;br /&gt;
&lt;br /&gt;
No mundane disguise may fool him, but magical disguises, such as that of Charms or Hearthstones, may force him to roll his Perception+Awareness as a reflexive action(normally with a difficulty equal to the disguise roll, the Essence of his opponent or the rating of an Artifact or Hearthstone, whichever is more appropriate) to perceive them.&lt;br /&gt;
&lt;br /&gt;
He sees those beings so entwined in the tapestry as great lights, their destinies making an impression in the world as it moves with them. This makes them easier for him to spot, however, telegraphing each of their movements with foreimages in the myriad colors of Fate. Due to this perception, Ravi receives a number of bonus dice in all actions taken in opposition to one such being – including attacks, defenses and social attacks – equal to their Destiny, Dark Fate, Luck or Unluck ratings, or the power of any Astrological Effects placed upon them. Exalted always count as Destiny 3 beings. &lt;br /&gt;
&lt;br /&gt;
'''Crystal Eyes of Total Control'''&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes are beautiful, shimmering opaline prisms, shot through with a diamond’s rainbow fire. It inspires respect and wonder, granting him three additional dice to all Presence rolls, and allowing him to see dematerialized spirits and gain one automatic successes on all Perception rolls. However, the distinctive appearance of his jeweled eye gives him a three-die penalty on all Larceny, Performance or Stealth rolls to conceal his nature or identity. &lt;br /&gt;
&lt;br /&gt;
Those same crystal eyes give him a preternatural understanding of Fate… he is simply able to control it. The Father and the Mother are Myriah, and Myriah is control. Ever vigilant. As an Eclipse, he is able to learn and use Sidereal Charms, but thanks to the eyes, at no surcharge to Experience or Motes. In the same token, he is able to attune to Starmetal or Crystalline Technology artifacts at normal cost. &lt;br /&gt;
&lt;br /&gt;
'''In the Wake of a Dragon'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ravi is a Dragon of Destiny in a world of order. Those who see his Essence pattern can see a mess of tangled diamond threads forming a pillar of light great as the bonfire of an Exalted Anima, pulling the destinies of all around them to himself, dragged in the wake of the Father Eye. Although Ravi is not outside of Fate, he may as well be; the patterns of destiny around him criss-cross and tangle so thoroughly that any attempt to read or influence it is invariably unsuccessful, as the oracles come just a tangled mess. As long as he is within one mile of another living thing which is part of fate, he count as being outside of fate, and any effects that target him and do not affect beings outside of Fate are just dispersed harmlessly in the landscape (however, Prayer Strip Charms or Solar Circle Sorcery may not do so ''harmlessly''). &lt;br /&gt;
&lt;br /&gt;
Creatures that spend long periods of time near Ravi tend to find their destinies bizarrely tangled with his’. This has no mechanical effect, but may be used as a justification for purchasing certain backgrounds, such as Familiar and Allies, with Experience Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glass Dragon ==&lt;br /&gt;
&lt;br /&gt;
'''Base Initiative:''' 12&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Soak:''' 10L/14B (Unlimited Mirror Gate, 5L/5B)&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Dodge:''' 14&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Attacks:''' &amp;lt;bR&amp;gt;&lt;br /&gt;
'''Bare Hands'''&amp;lt;br&amp;gt;	&lt;br /&gt;
Spd +1  Acc +4  Dmg +4L   Def +5  Rate 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bare Hands'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spd 13  Acc 17  Dmg 13L   Def 18  Rate 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
* ''Perception +1 - 8''&lt;br /&gt;
* ''Awareness +2 - 6''&lt;br /&gt;
* ''Dodge +2 - 6''&lt;br /&gt;
* ''Ride +1 - 4''&lt;br /&gt;
* ''Presence +1 - 4''&lt;br /&gt;
* ''Luck +5 - 10''&lt;br /&gt;
* ''Presence +2 - 14''&lt;br /&gt;
* ''Performance +3 - 18''&lt;br /&gt;
* ''Stamina +1 - 12''&lt;br /&gt;
* ''Perception +1 - 12''&lt;br /&gt;
* ''Manipulation +1 - 4''&lt;br /&gt;
* ''Charms x3 - 32''		&lt;br /&gt;
* ''Allies +4 - 12''&lt;br /&gt;
* ''Contacts +4 - 12''&lt;br /&gt;
* ''Followers +1 - 3''&lt;br /&gt;
&lt;br /&gt;
'''Experience Total:''' 159&amp;lt;br&amp;gt;&lt;br /&gt;
'''Experience Spent:''' 153&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=76386</id>
		<title>GoldenCat/Infernal Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=76386"/>
				<updated>2010-05-20T17:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* YOZI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Got an Infernal PC in my long-running game and realised this is due...&lt;br /&gt;
&lt;br /&gt;
= Infernal Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers (as do [[GoldenCat/AbyssalAnimas|Abyssals]]). They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. Infernal Exalted, possible chosen of 23 caged Titans work in a... similar but different fashion.&lt;br /&gt;
&lt;br /&gt;
Infernals retain Five Castes, each of which has a single ability - the Solar's ''Inherent Excellency'', their only remaining vestige of being fully-fledged Solars.   Their Peerless Essence Flows have been warped by their corruption, and their Divine Mandate holds no sway, not after their change of allegiance. However, they retain the power to have three Animas; Their Infernal Patron supplies the other two.&lt;br /&gt;
&lt;br /&gt;
Each Yozi has two animas: ''Primordial Shape'' and ''Primordial Word''. The former is the ability to harmonize with the Essence Flows that are the Primordial's Body - to work like and with the Yozi's infinite shape - while the latter is the ability to harmonize with the concept the Primordial ''is'' - such as Adorjan, Yozi of Motion, and Malfeas, Yozi of Growth. When the Infernal is Exalted by her Patron, she receives the Yozi's dual set of Animas plus her own Inherent Excellence and with them fulfils the Three-Anima potential of the Third Circle of Exaltation.&lt;br /&gt;
&lt;br /&gt;
== CASTE ==&lt;br /&gt;
&lt;br /&gt;
'''Slayer'''&lt;br /&gt;
* ''Inherent Excellence: Every Motion Kata.''  Warriors without peer, the Forsaken need no tiresome training to perform complex Essence-fueled maneuvers -- they naturally master the knack of flowing from one supernatural motion to the next.  A Slayer Caste Infernal may reflexively spend 1 Willpower to allow them to use two Charms in one turn.  They may not use a Combo on a turn in which they use this power.&lt;br /&gt;
&lt;br /&gt;
'''Malefactor'''&lt;br /&gt;
* ''Inherent Excellence: Heart of Primordial Rage.''  The purest leaders of the Infernal Exalted, the Blasphemous exemplify the power of a strong heart, even to the point of unconsciously reinforcing their efforts with Essence when the need is greatest.  When a Malefactor Caste Infernal channels a Virtue, instead of receiving an additional number of dice equal to his Virtue, he receives additional automatic successes on the roll equal to his Virtue.&lt;br /&gt;
&lt;br /&gt;
'''Defiler'''&lt;br /&gt;
* ''Inherent Excellence: Essence-Directing Will.''  The Unclean weave the flows of Essence with an offhand elegance, producing with the merest energy effects others must channel immense power to create.  Each turn, a Defiler Caste Infernal may reduce the combined costs of Charms he uses that turn by a number of motes equal to half her permanent Essence, rounded down.  No individual charm may cost less than 1 mote.  Constant flows require constant attention; reducing the committed cost of a Charm reduces the effect of this anima power by an equivalent amount until the commitment is released.&lt;br /&gt;
&lt;br /&gt;
'''Scourge'''&lt;br /&gt;
* ''Inherent Excellence: Shadow Under Green Display.'' Most secretive of the Infernal Exalted, the Wretched have more control of their animas than any other and can mute them to exert their abilities without overt displays of power. When a Scourge Caste Infernal Exalted spends Peripheral Essence, they may spend 2 more motes to enact the magic without creating an Anima Display.&lt;br /&gt;
&lt;br /&gt;
'''Fiend'''&lt;br /&gt;
* ''Inherent Excellence: Ten-Thousand-Times-Masked Soul.''  The Deceivers are most talented generalists, able to learn the magic of other beings to facilitate relations and trade. Provided he can find a willing tutor a Fiend Caste Infernal can learn the Charms of other magical beings at a cost of 2 extra Experience to purchase. Those Charms also cost 2 extra motes to use.&lt;br /&gt;
&lt;br /&gt;
== YOZI ==&lt;br /&gt;
&lt;br /&gt;
'''Malfeas'''&lt;br /&gt;
* ''Primordial Shape: The Demon City.'' The Chosen of the Primordial King thrive in urban enviroments like no other - their Animas attuned to the endless cosmopolitan dwelling of the Primordials. Twice a day, an Infernal Chosen of Malfeas may complete in one turn any city-based non-opposed task that would normally take no longer than a day -- she just attunes to the Essence of the city and changes it to accomodate her needs. This effect does not and cannot actually speed up the Exalt's movement or actions; it merely allows the city to aid the Exalt's task, although it might take the Exalt or things he wishes accross the city in but a blink. Buildings he could bring down over the course of a day crumble with a word; Buildings he could redecorate and repaint over the course of a day change their colors and decorations with a touch; The location of an escaped criminal he could uncover over the course of a day is whispered to him with the voice of alleys, and the Exalt can just sink into the ground and come out on the local Guildhall accross the city in a blink.&lt;br /&gt;
* ''Primordial Word: Growth.'' The First Ruler gives his Chosen the tools allowed by and required by his very existence! With his gift permits Exalts to expand their Specialties, growing farther into the directions they have chosen. An Infernal Chosen of Malfeas can spend 5 motes to add a Specialty dot to all Abilities with Specialties for a Scene; this dot is &amp;quot;unspecified&amp;quot;, and adds to all rolls, but does not raise the dice-adding cap. Spending 5 motes and committing a single Willpower point for a Scene the Infernal can rather double all Specialties in Caste and Favored Abilities for the remainder of the Scene. &lt;br /&gt;
&lt;br /&gt;
'''The Ebon Dragon'''&lt;br /&gt;
* ''Primordial Shape: The Shadow of All Things.'' Chosen of the Shadow of All Things can conceal their own indiscretions with the shadows of others! Spending 5 motes an Infernal Chosen of the Ebon Dragon can pull nearby shadows about them like an Anima, their forms wreathed in a miasma of inky black tendrils for a Scene. During this time the Difficulty to sense the Infernal and that which he touched is increased by one-half the Exalted's Permanent Essence, rounded down - be it perceiving his movements, tracking him, seeing through his lies, reading his emotions, or looking through evidence left by his actions - all is shrouded by the Shadow of All Things.&lt;br /&gt;
* ''Primordial Word: Consequence.'' The Yozi of Consequence allows his children to unlink their powers from the consequences they normally incur. Comitting 5 motes to a person who has sworn a sanctified oath (be it in the manner of the Fair Folk, through the Eclipse Caste Anima Power or any other such geas) the Chosen of the Ebon Dragon can free the oath swearer from the effects of violating that oath, but only for as long as the Essence remains committed. The Fiend can end the commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating the oath. This only works on oaths sworn as external geases, not those made part of a creature's very being (thus it is inneffectual against oaths sworn by the Yozi or Fair Folk Adjurations - but it does apply to run-of-the-mill Fair Folk oaths.)&lt;br /&gt;
&lt;br /&gt;
'''Adorjan'''&lt;br /&gt;
* ''Primordial Shape: The Silent Wind.'' Chosen of the Silent Wind can surround themselves with her killing gusts! Spending 5 motes an Infernal Chosen of Adorjan can wreathe themselves with silent winds for a Scene. For the remainder of the Scene all of the Infernal's successful attacks deal one automatic level of Aggravated damage, applied after damage is rolled. Those struck by the Silent Wind make no sound from their pain and no sound from the strike - even their fall to the ground is nothing but silent. The Infernal can kill another without those in the next room ever suspecting a thing. &lt;br /&gt;
* ''Primordial Word: Motion.'' The Yozi of Motion smoothes the actions of her servants, so they flow as swiftly and gracefully as the wind. Spending 5 motes an Infernal Exalted Chosen of the Silent Wind can add half their Essence, rounded down, in automatic successes to all actions involving broad motion - not fine manipulation like archery, crafting, or delicate timing like martial arts - such as a jump, a Dodge or the wide swings of Melee for the duration of a single Scene. &lt;br /&gt;
&lt;br /&gt;
'''She Who Lives In Her Name'''&lt;br /&gt;
* ''Primordial Shape: Infinite Revolving Spheres.'' Chosen of the Principle of Hierarchy move as many - their very being seeming to shatter in glass and leave burning afterimages in their wake, each movement appearing to onlookers as if shrouded in heathaze. Spending 5 motes an Infernal Chosen of She Who Lives In Her Name can subtract 1 from their multiple-action penalty per point of Permanent Essence they possess for the remainder of the Scene. &lt;br /&gt;
* ''Primordial Word: Hierarchy.'' The Yozi of Order imposes hierarchy on her servants, and thus grants them servants to do their own bidding. Spending 5 motes and speaking the true name of someone in their presence an Infernal Exalted Chosen of She Who Lives In Her Name may issue a command - a single, short and sensible command - which the one named must accomplish to the best of their ability. This has no effect in beings which would be the Infernal's equal or superiors - no other Celestial Exalted of equal standing, Celestial Gods, Third Circle Demons or similar beings can be commanded with this Anima.&lt;br /&gt;
&lt;br /&gt;
'''Cecelyne'''&lt;br /&gt;
* ''Primordial Shape: The Endless Desert.''. Chosen of the Endless Desert are as infinite as her desolate sands. Spending 5 motes an Infernal Chosen of Cecelyne is able to stretch space around her, her every movement trailed with falling sands that twist the geometry of existence, doubling the distance between the Infernal and all others present for a Scene. This affects movement rates, arrow ranges, and so forth. It doesn't change the relative distance among the others present.&lt;br /&gt;
* ''Primordial Word: Law.'' The Yozi of Law knows the works of all legislators and annotates their most sacred constitutions with but a whim. An Infernal Chosen of Cecelyne is always aware of all standing laws - defined as taboos and regulations set by a ruler or lawgiver - in a region they enter or group they encounter. Once a day the Chosen can spend 5 motes to create a new law which all will regard as true and just until the Sun next rises. This new regulation must be feasible: one could not create a law that made it illegal to kill anathema, but could create one that made his family contenders for the throne (or with a claim to an important property) or allowed violence against a stablishment or subsect currently out of favor.&lt;br /&gt;
&lt;br /&gt;
'''Sangrael'''&lt;br /&gt;
* ''Primordial Shape: The Infinite Arsenal.'' All weapons are the same for the Infinite Arsenal - worthy tools and rightful property. A Chosen of the Infinite Arsenal may reflexively spend the attunement cost of a weapon or piece of armor he is touching, plus 2 motes, to immediately attune that item to him for the scene. The item in question may not be attuned to anybody else. He need not pay the double attunement cost for items of a magical material other than orichalcum, and he gains the special benefits of such magical materials as if he were the appropriate Exalt type. For the remainder of the scene, the item is considered his for all effects that reference ownership. &lt;br /&gt;
* ''Primordial Shape: Conflict.'' The Lord of Conflict delights in stoking the fires of endless rivalries! Spending 5 motes a Chosen of Sangrael can ensure a challenge cannot be denied: all those attempting to resist the challenge must fail a Valor roll or leap into it! Even should they fail this roll it requires a expenditure of 2 Willpower to ignore the challenge. The challenge issued must be to something that is a contest between entities that can be won - one may not be challenged to just dance, but can be challenged to a duel of skill between dancers - and need not be issued by the Exalt to be thus enhanced - the Exalt needs only be present when it is issued, be it by word or symbol!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gaia'''&lt;br /&gt;
* ''Primordial Shape: All Creation.''&lt;br /&gt;
&lt;br /&gt;
* ''Primordial World: Life.''&lt;br /&gt;
&lt;br /&gt;
== AKUMA ==&lt;br /&gt;
&lt;br /&gt;
Akuma of a Primordial can use his Anima, although at greater expense - those Akuma take 1 Health Level of Aggravated Damage when activating the power.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=76111</id>
		<title>GoldenCat/Infernal Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=76111"/>
				<updated>2010-05-07T07:28:52Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* YOZI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Got an Infernal PC in my long-running game and realised this is due...&lt;br /&gt;
&lt;br /&gt;
= Infernal Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers (as do [[GoldenCat/AbyssalAnimas|Abyssals]]). They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. Infernal Exalted, possible chosen of 23 caged Titans work in a... similar but different fashion.&lt;br /&gt;
&lt;br /&gt;
Infernals retain Five Castes, each of which has a single ability - the Solar's ''Inherent Excellency'', their only remaining vestige of being fully-fledged Solars.   Their Peerless Essence Flows have been warped by their corruption, and their Divine Mandate holds no sway, not after their change of allegiance. However, they retain the power to have three Animas; Their Infernal Patron supplies the other two.&lt;br /&gt;
&lt;br /&gt;
Each Yozi has two animas: ''Primordial Shape'' and ''Primordial Word''. The former is the ability to harmonize with the Essence Flows that are the Primordial's Body - to work like and with the Yozi's infinite shape - while the latter is the ability to harmonize with the concept the Primordial ''is'' - such as Adorjan, Yozi of Motion, and Malfeas, Yozi of Growth. When the Infernal is Exalted by her Patron, she receives the Yozi's dual set of Animas plus her own Inherent Excellence and with them fulfils the Three-Anima potential of the Third Circle of Exaltation.&lt;br /&gt;
&lt;br /&gt;
== CASTE ==&lt;br /&gt;
&lt;br /&gt;
'''Slayer'''&lt;br /&gt;
* ''Inherent Excellence: Every Motion Kata.''  Warriors without peer, the Forsaken need no tiresome training to perform complex Essence-fueled maneuvers -- they naturally master the knack of flowing from one supernatural motion to the next.  A Slayer Caste Infernal may reflexively spend 1 Willpower to allow them to use two Charms in one turn.  They may not use a Combo on a turn in which they use this power.&lt;br /&gt;
&lt;br /&gt;
'''Malefactor'''&lt;br /&gt;
* ''Inherent Excellence: Heart of Primordial Rage.''  The purest leaders of the Infernal Exalted, the Blasphemous exemplify the power of a strong heart, even to the point of unconsciously reinforcing their efforts with Essence when the need is greatest.  When a Malefactor Caste Infernal channels a Virtue, instead of receiving an additional number of dice equal to his Virtue, he receives additional automatic successes on the roll equal to his Virtue.&lt;br /&gt;
&lt;br /&gt;
'''Defiler'''&lt;br /&gt;
* ''Inherent Excellence: Essence-Directing Will.''  The Unclean weave the flows of Essence with an offhand elegance, producing with the merest energy effects others must channel immense power to create.  Each turn, a Defiler Caste Infernal may reduce the combined costs of Charms he uses that turn by a number of motes equal to half her permanent Essence, rounded down.  No individual charm may cost less than 1 mote.  Constant flows require constant attention; reducing the committed cost of a Charm reduces the effect of this anima power by an equivalent amount until the commitment is released.&lt;br /&gt;
&lt;br /&gt;
'''Scourge'''&lt;br /&gt;
* ''Inherent Excellence: Shadow Under Green Display.'' Most secretive of the Infernal Exalted, the Wretched have more control of their animas than any other and can mute them to exert their abilities without overt displays of power. When a Scourge Caste Infernal Exalted spends Peripheral Essence, they may spend 2 more motes to enact the magic without creating an Anima Display.&lt;br /&gt;
&lt;br /&gt;
'''Fiend'''&lt;br /&gt;
* ''Inherent Excellence: Ten-Thousand-Times-Masked Soul.''  The Deceivers are most talented generalists, able to learn the magic of other beings to facilitate relations and trade. Provided he can find a willing tutor a Fiend Caste Infernal can learn the Charms of other magical beings at a cost of 2 extra Experience to purchase. Those Charms also cost 2 extra motes to use.&lt;br /&gt;
&lt;br /&gt;
== YOZI ==&lt;br /&gt;
&lt;br /&gt;
'''Malfeas'''&lt;br /&gt;
* ''Primordial Shape: The Demon City.'' The Chosen of the Demon City thrive in urban enviroments like no other - their Animas attuned to the endless cosmopolitan dwelling of the Primordials. Twice a day, an Infernal Chosen of Malfeas may complete in one turn any city-based non-opposed task that would normally take no longer than a day -- she just attunes to the Essence of the city and changes it to accomodate her needs. This effect does not and cannot actually speed up the Exalt's movement or actions; it merely allows the city to aid the Exalt's task, although it might take the Exalt or things he wishes accross the city in but a blink. Buildings he could bring down over the course of a day crumble with a word; Buildings he could redecorate and repaint over the course of a day change their colors and decorations with a touch; The location of an escaped criminal he could uncover over the course of a day is whispered to him with the voice of alleys, and the Exalt can just sink into the ground and come out on the local Guildhall accross the city in a blink.&lt;br /&gt;
* ''Primordial Word: Growth.'' The Lord of the Primordials gives his Chosen the tools allowed by and required by his very existence! With his gift permits Exalts to expand their Specialties, growing farther into the directions they have chosen. An Infernal Chosen of Malfeas can spend 5 motes to add a Specialty dot to all Abilities with Specialties for a Scene; this dot is &amp;quot;unspecified&amp;quot;, and adds to all rolls, but does not raise the dice-adding cap. Spending 5 motes and committing a single Willpower point for a Scene the Infernal can rather double all Specialties in Caste and Favored Abilities for the remainder of the Scene. &lt;br /&gt;
&lt;br /&gt;
'''The Ebon Dragon'''&lt;br /&gt;
* ''Primordial Shape: The Shadow of All Things.'' Chosen of the Shadow of All Things can conceal their own indiscretions with the shadows of others! Spending 5 motes an Infernal Chosen of the Ebon Dragon can pull nearby shadows about them like an Anima, their forms wreathed in a miasma of inky black tendrils for a Scene. During this time the Difficulty to sense the Infernal and that which he touched is increased by one-half the Exalted's Permanent Essence, rounded down - be it perceiving his movements, tracking him, seeing through his lies, reading his emotions, or looking through evidence left by his actions - all is shrouded by the Shadow of All Things.&lt;br /&gt;
* ''Primordial Word: Consequence.'' The Yozi of Consequence allows his children to unlink their powers from the consequences they normally incur. Comitting 5 motes to a person who has sworn a sanctified oath (be it in the manner of the Fair Folk, through the Eclipse Caste Anima Power or any other such geas) the Chosen of the Ebon Dragon can free the oath swearer from the effects of violating that oath, but only for as long as the Essence remains committed. The Fiend can end the commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating the oath. This only works on oaths sworn as external geases, not those made part of a creature's very being (thus it is inneffectual against oaths sworn by the Yozi or Fair Folk Adjurations - but it does apply to run-of-the-mill Fair Folk oaths.)&lt;br /&gt;
&lt;br /&gt;
'''Adorjan'''&lt;br /&gt;
* ''Primordial Shape: The Silent Wind.'' Chosen of the Silent Wind can surround themselves with her killing gusts! Spending 5 motes an Infernal Chosen of Adorjan can wreathe themselves with silent winds for a Scene. For the remainder of the Scene all of the Infernal's successful attacks deal one automatic level of Aggravated damage, applied after damage is rolled. Those struck by the Silent Wind make no sound from their pain and no sound from the strike - even their fall to the ground is nothing but silent. The Infernal can kill another without those in the next room ever suspecting a thing. &lt;br /&gt;
* ''Primordial Word: Motion.'' The Yozi of Motion smoothes the actions of her servants, so they flow as swiftly and gracefully as the wind. Spending 5 motes an Infernal Exalted Chosen of the Silent Wind can add half their Essence, rounded down, in automatic successes to all actions involving broad motion - not fine manipulation like archery, crafting, or delicate timing like martial arts - such as a jump, a Dodge or the wide swings of Melee for the duration of a single Scene. &lt;br /&gt;
&lt;br /&gt;
'''She Who Lives In Her Name'''&lt;br /&gt;
* ''Primordial Shape: Infinite Revolving Spheres.'' Chosen of the Principle of Hierarchy move as many - their very being seeming to shatter in glass and leave burning afterimages in their wake, each movement appearing to onlookers as if shrouded in heathaze. Spending 5 motes an Infernal Chosen of She Who Lives In Her Name can subtract 1 from their multiple-action penalty per point of Permanent Essence they possess for the remainder of the Scene. &lt;br /&gt;
* ''Primordial Word: Hierarchy.'' The Yozi of Order imposes hierarchy on her servants, and thus grants them servants to do their own bidding. Spending 5 motes and speaking the true name of someone in their presence an Infernal Exalted Chosen of She Who Lives In Her Name may issue a command - a single, short and sensible command - which the one named must accomplish to the best of their ability. This has no effect in beings which would be the Infernal's equal or superiors - no other Celestial Exalted of equal standing, Celestial Gods, Third Circle Demons or similar beings can be commanded with this Anima.&lt;br /&gt;
&lt;br /&gt;
'''Sangrael'''&lt;br /&gt;
* ''Primordial Shape: The Infinite Arsenal.'' All weapons are the same for the Infinite Arsenal - worthy tools and rightful property. A Chosen of the Infinite Arsenal may reflexively spend the attunement cost of a weapon or piece of armor he is touching, plus 2 motes, to immediately attune that item to him for the scene. The item in question may not be attuned to anybody else. He need not pay the double attunement cost for items of a magical material other than orichalcum, and he gains the special benefits of such magical materials as if he were the appropriate Exalt type. For the remainder of the scene, the item is considered his for all effects that reference ownership. &lt;br /&gt;
* ''Primordial Shape: Conflict.'' The Lord of Conflict delights in stoking the fires of endless rivalries! Spending 5 motes a Chosen of Sangrael can ensure a challenge cannot be denied: all those attempting to resist the challenge must fail a Valor roll or leap into it! Even should they fail this roll it requires a expenditure of 2 Willpower to ignore the challenge. The challenge issued must be to something that is a contest between entities that can be won - one may not be challenged to just dance, but can be challenged to a duel of skill between dancers - and need not be issued by the Exalt to be thus enhanced - the Exalt needs only be present when it is issued, be it by word or symbol!&lt;br /&gt;
&lt;br /&gt;
== AKUMA ==&lt;br /&gt;
&lt;br /&gt;
Akuma of a Primordial can use his Anima, although at greater expense - those Akuma take 1 Health Level of Aggravated Damage when activating the power.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75789</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75789"/>
				<updated>2010-04-23T07:38:18Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Violet Bier of Sorrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Action Charms or Combos for the performance - and thus prevents Simple charms from being used.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: End of Journeys'' Spending 5 motes and making elaborate funeral gestures the Sidereal whose star is ascendant on the Rising Smoke transforms his anima banner into wisping incense and informs in his gestures the death of motion - making all feel like they have arrived at the end of their journeys and all movement is futile! The Sidereal stops the movement of all opponents within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. When such opponents attempt to move away from their current position they must suceed on a Conviction roll or remain still. This stops movement away from one's current location - they can still talk, move their hands and feet and fight normally. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 after striking her opponent (a strike that need do no damage) the Sidereal whose star is ascendant on The Sword enhances it with a gallery of afterimages as the Exalt's anima strike Saturn's 7 points of despair upon his victim. Activating this power the character can remove one point out of one of his victim’s Virtues to a minimum of 1. This cannot reduce the target's Virtues below the minimum required for the Great Curse. For example, if a Solar's Virtue Flaw is Compassionate Martyrdom those strikes cannot reduce his Compassion below 3. However this can reduce a Spiirt's Virtues below the level required to use a Charm, in which case the Spirit loses access to the Charm until his Virtue recovers. Each Virtue heals at the rate of one point per day.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75763</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75763"/>
				<updated>2010-04-22T07:58:18Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Cerulean Lute of Harmony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Action Charms or Combos for the performance - and thus prevents Simple charms from being used.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: End of Journeys'' Spending 5 motes and making elaborate funeral gestures the Sidereal whose star is ascendant on the Rising Smoke transforms his anima banner into wisping incense and informs in his gestures the death of motion - making all feel like they have arrived at the end of their journeys and all movement is futile! The Sidereal stops the movement of all opponents within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. When such opponents attempt to move away from their current position they must suceed on a Conviction roll or remain still. This stops movement away from one's current location - they can still talk, move their hands and feet and fight normally. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75748</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75748"/>
				<updated>2010-04-22T04:32:33Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Violet Bier of Sorrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: End of Journeys'' Spending 5 motes and making elaborate funeral gestures the Sidereal whose star is ascendant on the Rising Smoke transforms his anima banner into wisping incense and informs in his gestures the death of motion - making all feel like they have arrived at the end of their journeys and all movement is futile! The Sidereal stops the movement of all opponents within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. When such opponents attempt to move away from their current position they must suceed on a Conviction roll or remain still. This stops movement away from one's current location - they can still talk, move their hands and feet and fight normally. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75741</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75741"/>
				<updated>2010-04-21T22:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Violet Bier of Sorrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: End of Journeys'' Spending 5 motes and standing perfectly still the Sidereal whose star is ascendant on the Rising Smoke transforms his anima banner into wisping incense and makes a funeral for motion - making all feel like they have arrived at the end of their journeys and all movement is futile! The Sidereal stops the movement of all opponents within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. When such opponents attempt to move in any way they must suceed on a Conviction roll or remain still. This stops moving more than one yard away from their current location - they can still talk, move their hands and feet and fight normally. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75740</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75740"/>
				<updated>2010-04-21T22:01:35Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Violet Bier of Sorrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: End of Journeys'' Spending 5 motes and standing perfectly still the Sidereal transforms his anima banner into wisping incense and makes a funeral for motion - making all feel like they have arrived at the end of their journeys and all movement is futile! The Sidereal stops the movement of all opponents within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. When such opponents attempt to move in any way they must suceed on a Conviction roll or remain still. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75552</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75552"/>
				<updated>2010-04-21T07:07:49Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Forbidding Manse of Ivy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take that knowledge away from them - when that happens, the Sidereal will know of it. He receives a warning through Fate telling him who let the secret slip and a one-sentence description of how. &lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75551</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75551"/>
				<updated>2010-04-21T06:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Crimson Panoply of Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and crushing his opponent's flesh with a gauntlet of red stardust, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on them until it strikes bone after striking flesh. This power allows the Exalt to roll his Essence in extra damage dice after successfully striking an enemy and adding the successes to the total damage of the attack. Use of ''Black Dog Approach'' always sends bones cracking and blood splattering even if it deals no damage - mortals will forever remain scarred by those strikes.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take the raw knowledge away without their consent. Fortuitous coincidences and the hand of fate will come to aid the secret to be kept and hamper investigations attempting to uncover it - at least until the one guarding the secret breaks its secretive nature.&lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability. &lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=75541</id>
		<title>GoldenCat/Infernal Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Infernal_Animas&amp;diff=75541"/>
				<updated>2010-04-20T21:29:22Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* YOZI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
&lt;br /&gt;
Got an Infernal PC in my long-running game and realised this is due...&lt;br /&gt;
&lt;br /&gt;
= Infernal Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers (as do [[GoldenCat/AbyssalAnimas|Abyssals]]). They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. Infernal Exalted, possible chosen of 23 caged Titans work in a... similar but different fashion.&lt;br /&gt;
&lt;br /&gt;
Infernals retain Five Castes, each of which has a single ability - the Solar's ''Inherent Excellency'', their only remaining vestige of being fully-fledged Solars.   Their Peerless Essence Flows have been warped by their corruption, and their Divine Mandate holds no sway, not after their change of allegiance. However, they retain the power to have three Animas; Their Infernal Patron supplies the other two.&lt;br /&gt;
&lt;br /&gt;
Each Yozi has two animas: ''Primordial Shape'' and ''Primordial Word''. The former is the ability to harmonize with the Essence Flows that are the Primordial's Body - to work like and with the Yozi's infinite shape - while the latter is the ability to harmonize with the concept the Primordial ''is'' - such as Adorjan, Yozi of Motion, and Malfeas, Yozi of Growth. When the Infernal is Exalted by her Patron, she receives the Yozi's dual set of Animas plus her own Inherent Excellence and with them fulfils the Three-Anima potential of the Third Circle of Exaltation.&lt;br /&gt;
&lt;br /&gt;
== CASTE ==&lt;br /&gt;
&lt;br /&gt;
'''Slayer'''&lt;br /&gt;
* ''Inherent Excellence: Every Motion Kata.''  Warriors without peer, the Forsaken need no tiresome training to perform complex Essence-fueled maneuvers -- they naturally master the knack of flowing from one supernatural motion to the next.  A Slayer Caste Infernal may reflexively spend 1 Willpower to allow them to use two Charms in one turn.  They may not use a Combo on a turn in which they use this power.&lt;br /&gt;
&lt;br /&gt;
'''Malefactor'''&lt;br /&gt;
* ''Inherent Excellence: Heart of Primordial Rage.''  The purest leaders of the Infernal Exalted, the Blasphemous exemplify the power of a strong heart, even to the point of unconsciously reinforcing their efforts with Essence when the need is greatest.  When a Malefactor Caste Infernal channels a Virtue, instead of receiving an additional number of dice equal to his Virtue, he receives additional automatic successes on the roll equal to his Virtue.&lt;br /&gt;
&lt;br /&gt;
'''Defiler'''&lt;br /&gt;
* ''Inherent Excellence: Essence-Directing Will.''  The Unclean weave the flows of Essence with an offhand elegance, producing with the merest energy effects others must channel immense power to create.  Each turn, a Defiler Caste Infernal may reduce the combined costs of Charms he uses that turn by a number of motes equal to half her permanent Essence, rounded down.  No individual charm may cost less than 1 mote.  Constant flows require constant attention; reducing the committed cost of a Charm reduces the effect of this anima power by an equivalent amount until the commitment is released.&lt;br /&gt;
&lt;br /&gt;
'''Scourge'''&lt;br /&gt;
* ''Inherent Excellence: Shadow Under Green Display.'' Most secretive of the Infernal Exalted, the Wretched have more control of their animas than any other and can mute them to exert their abilities without overt displays of power. When a Scourge Caste Infernal Exalted spends Peripheral Essence, they may spend 2 more motes to enact the magic without creating an Anima Display.&lt;br /&gt;
&lt;br /&gt;
'''Fiend'''&lt;br /&gt;
* ''Inherent Excellence: Ten-Thousand-Times-Masked Soul.''  The Deceivers are most talented generalists, able to learn the magic of other beings to facilitate relations and trade. Provided he can find a willing tutor a Fiend Caste Infernal can learn the Charms of other magical beings at a cost of 2 extra Experience to purchase. Those Charms also cost 2 extra motes to use.&lt;br /&gt;
&lt;br /&gt;
== YOZI ==&lt;br /&gt;
&lt;br /&gt;
'''Malfeas'''&lt;br /&gt;
* ''Primordial Shape: The Demon City.'' The Chosen of the Demon City thrive in urban enviroments like no other - their Animas attuned to the endless cosmopolitan dwelling of the Primordials. Twice a day, an Infernal Chosen of Malfeas may complete in one turn any city-based non-opposed task that would normally take no longer than a day -- she just attunes to the Essence of the city and changes it to accomodate her needs. This effect does not and cannot actually speed up the Exalt's movement or actions; it merely allows the city to aid the Exalt's task, although it might take the Exalt or things he wishes accross the city in but a blink. Buildings he could bring down over the course of a day crumble with a word; Buildings he could redecorate and repaint over the course of a day change their colors and decorations with a touch; The location of an escaped criminal he could uncover over the course of a day is whispered to him with the voice of alleys, and the Exalt can just sink into the ground and come out on the local Guildhall accross the city in a blink.&lt;br /&gt;
* ''Primordial Word: Growth.'' The Lord of the Primordials gives his Chosen the tools allowed by and required by his very existence! With his gift permits Exalts to expand their Specialties, growing farther into the directions they have chosen. An Infernal Chosen of Malfeas can spend 5 motes to add a Specialty dot to all Abilities with Specialties for a Scene; this dot is &amp;quot;unspecified&amp;quot;, and adds to all rolls, but does not raise the dice-adding cap. Spending 5 motes and committing a single Willpower point for a Scene the Infernal can rather double all Specialties in Caste and Favored Abilities for the remainder of the Scene. &lt;br /&gt;
&lt;br /&gt;
'''The Ebon Dragon'''&lt;br /&gt;
* ''Primordial Shape: The Shadow of All Things.'' Chosen of the Shadow of All Things can conceal their own indiscretions with the shadows of others! Spending 5 motes an Infernal Chosen of the Ebon Dragon can pull nearby shadows about them like an Anima, their forms wreathed in a miasma of inky black tendrils for a Scene. During this time the Difficulty to sense the Infernal and that which he touched is increased by one-half the Exalted's Permanent Essence, rounded down - be it perceiving his movements, tracking him, seeing through his lies, reading his emotions, or looking through evidence left by his actions - all is shrouded by the Shadow of All Things.&lt;br /&gt;
* ''Primordial Word: Consequence.'' The Yozi of Consequence allows his children to unlink their powers from the consequences they normally incur. Comitting 5 motes to a person who has sworn a sanctified oath (be it in the manner of the Fair Folk, through the Eclipse Caste Anima Power or any other such geas) the Chosen of the Ebon Dragon can free the oath swearer from the effects of violating that oath, but only for as long as the Essence remains committed. The Fiend can end the commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating the oath. This only works on oaths sworn as external geases, not those made part of a creature's very being (thus it is inneffectual against oaths sworn by the Yozi or Fair Folk Adjurations - but it does apply to run-of-the-mill Fair Folk oaths.)&lt;br /&gt;
&lt;br /&gt;
'''Adorjan'''&lt;br /&gt;
* ''Primordial Shape: The Silent Wind.'' Chosen of the Silent Wind can surround themselves with her killing gusts! Spending 5 motes an Infernal Chosen of Adorjan can wreathe themselves with silent winds for a Scene. For the remainder of the Scene all of the Infernal's successful attacks deal one automatic level of Aggravated damage, applied after damage is rolled. Those struck by the Silent Wind make no sound from their pain and no sound from the strike - even their fall to the ground is nothing but silent. The Infernal can kill another without those in the next room ever suspecting a thing. &lt;br /&gt;
* ''Primordial Word: Motion.'' The Yozi of Motion smoothes the actions of her servants, so they flow as swiftly and gracefully as the wind. Spending 5 motes an Infernal Exalted Chosen of the Silent Wind can add half their Essence, rounded down, in automatic successes to all actions involving broad motion - not fine manipulation like archery, crafting, or delicate timing like martial arts - such as a jump, a Dodge or the wide swings of Melee for the duration of a single Scene. &lt;br /&gt;
&lt;br /&gt;
'''She Who Lives In Her Name'''&lt;br /&gt;
* ''Primordial Shape: Infinite Revolving Spheres.'' Chosen of the Principle of Hierarchy move as many - their very being seeming to shatter in glass and leave burning afterimages in their wake, each movement appearing to onlookers as if shrouded in heathaze. Spending 5 motes an Infernal Chosen of She Who Lives In Her Name can subtract 1 from their multiple-action penalty per point of Permanent Essence they possess for the remainder of the Scene. &lt;br /&gt;
* ''Primordial Word: Hierarchy.'' The Yozi of Order imposes hierarchy on her servants, and thus grants them servants to do their own bidding. Spending 5 motes and speaking the true name of someone in their presence an Infernal Exalted Chosen of She Who Lives In Her Name may issue a command - a single, short and sensible command - which the one named must accomplish to the best of their ability. This has no effect in beings which would be the Infernal's equal or superiors - no other Celestial Exalted of equal standing, Celestial Gods, Third Circle Demons or similar beings can be commanded with this Anima.&lt;br /&gt;
&lt;br /&gt;
'''Sangrael'''&lt;br /&gt;
* ''Primordial Shape: The Infinite Arsenal.'' The Infinite Arsenal has seen the possibilities for all implements of war created and destroyed in its endless war! Chosen of the Infinite Arsenal can spend 5 motes to learn all the capabilities, making and history of an implement of war (including Heraldry) with but a glance - this knowledge allows the Chosen of Sanrael to attune with full benefits to any implement of war regardless of any restrictions otherwise (such as it being of another Magical Material) in a single instant. The attunement costs as much as it would for the artifact's natural wielders.&lt;br /&gt;
* ''Primordial Shape: Conflict.'' The Lord of Conflict delights in stoking the fires of endless rivalries! Spending 5 motes a Chosen of Sangrael can ensure a challenge cannot be denied: all those attempting to resist the challenge must fail a Valor roll or leap into it! Even should they fail this roll it requires a expenditure of 2 Willpower to ignore the challenge. The challenge issued must be to something that is a contest between entities that can be won - one may not be challenged to just dance, but can be challenged to a duel of skill between dancers - and need not be issued by the Exalt to be thus enhanced - the Exalt needs only be present when it is issued, be it by word or symbol!&lt;br /&gt;
&lt;br /&gt;
== AKUMA ==&lt;br /&gt;
&lt;br /&gt;
Akuma of a Primordial can use his Anima, although at greater expense - those Akuma take 1 Health Level of Aggravated Damage when activating the power.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75472</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75472"/>
				<updated>2010-04-18T22:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Crimson Panoply of Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: Black Dog Approach'' Spending 5 motes and striking the gauntlet into his palm, the Sidereal whose star is ascendant on the Gauntlet strikes with such violence that it drills in through all the enemy's protections – and keeps his muzzle on the muntil it bites bone. All that matters is to hurt. This power allows the Sidereal to increase his minimum damage by an ammount equal to his rating in the College of the Gauntlet.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take the raw knowledge away without their consent. Fortuitous coincidences and the hand of fate will come to aid the secret to be kept and hamper investigations attempting to uncover it - at least until the one guarding the secret breaks its secretive nature.&lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability. &lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75471</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75471"/>
				<updated>2010-04-18T22:12:35Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Ascendant Constellations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: To Hell and Back'' Spending 5 motes and striking the gauntlet into his palm, the Sidereal whose star is ascendant on the Gauntlet makes a simple, somber statement that gives strength in front of adversity to himself and those he leads(no more than his Essence x10 individuals). It is not strength born of inspiration, courage or even hope. It is strength based on the simple knowledge that even though the task before them is unpleasant, the alternative of ''not'' doing it would be even worse. For the remainder of the scene, those he leads automatically suceed on all Conviction rolls torwards their goal, and cannot be affected by natural or supernatural fear, persuasion or other forms of mind control.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take the raw knowledge away without their consent. Fortuitous coincidences and the hand of fate will come to aid the secret to be kept and hamper investigations attempting to uncover it - at least until the one guarding the secret breaks its secretive nature.&lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability. &lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75447</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75447"/>
				<updated>2010-04-18T04:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Violet Bier of Sorrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: To Hell and Back'' Spending 5 motes and striking the gauntlet into his palm, the Sidereal whose star is ascendant on the Gauntlet makes a simple, somber statement that gives strength in front of adversity to himself and those he leads(no more than his Essence x10 individuals). It is not strength born of inspiration, courage or even hope. It is strength based on the simple knowledge that even though the task before them is unpleasant, the alternative of ''not'' doing it would be even worse. For the remainder of the scene, those he leads automatically suceed on all Conviction rolls torwards their goal, and cannot be affected by natural or supernatural fear, persuasion or other forms of mind control.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take the raw knowledge away without their consent. Fortuitous coincidences and the hand of fate will come to aid the secret to be kept and hamper investigations attempting to uncover it - at least until the one guarding the secret breaks its secretive nature.&lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability. &lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it. They need only be convinced otherwise after the Scene is over, and some will even realize it and return of their own accord.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75446</id>
		<title>GoldenCat/Astrological Animas</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GoldenCat/Astrological_Animas&amp;diff=75446"/>
				<updated>2010-04-18T04:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* The Crimson Panoply of Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Astrological Animas =&lt;br /&gt;
&lt;br /&gt;
In [http://www.stryck.com/SolInvictusLG.pdf Sol Invictus], Solars posses three Anima Powers, [[GoldenCat/AbyssalAnimas|as do Abyssals]]. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are ''Maiden’s Mark'', the ability to make their Maiden’s Lesser Sign, present in ''Exalted: The Sidereals'', and ''Astrological Ascendancy''.&lt;br /&gt;
&lt;br /&gt;
Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it. To access their ''Astrological Ascendancy'' Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its ''Trappings''. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.&lt;br /&gt;
&lt;br /&gt;
Those powers can also be accessed as a Resplendent Destiny ability of a constellation - such powers can only be used when one has five dots on the College and cost is 3 Effect Points and one Paradox Die (above and beyond the cost of the powers themselves) to use - as it is a strain to use this power when one has not been born into it.&lt;br /&gt;
&lt;br /&gt;
== Ascendant Constellations ==&lt;br /&gt;
&lt;br /&gt;
=== The Golden Barque of Heavens ===&lt;br /&gt;
&lt;br /&gt;
* ''The Captain: Star-Bound Discipline''  Spending 5 motes and touching his vessel, the Sidereal whose star is ascendant on the Captain commands perfection in action with the sheer force of his charisma! For the remainder of the Scene, add a number of successes equal to the Sidereal's Essence to any Sail rolls (and Sail-related rolls such as hull repair or movement within the ship) made by the Chosen or any of his allies within (Sidereal's Essence x10) yards. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
* ''The Gull:  Joyous Freedom'' Spending 5 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and takes to the air! For the remainder of the scene he gains the ability to fly with his normal movement speed in any direction. Flight with the Gull's wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.&lt;br /&gt;
* ''The Mast: Juggernaut's Might'' Spending 5 motes and pulling up his sleeves the Sidereal whose star is ascendant on the Mast becomes a silent and unflinching juggernaut! This power grants the Sidereal a number of temporary -0 Health Levels equal to his Essence score for the remainder of the Scene - those 'phantom' Health Levels cannot be consumed for Charms but ''can'' be consumed to enhance the Juggernaut's strength! Consuming a Health Level in this way increases his Strength score by an ammount equal to the Harbinger's Conviction for a single action as the juggernaut bleeds to achieve its objective! When lost the Health Levels fade into nothingness and do not heal. The Sidereal cannot communicate verbally while one of those phantom Health Levels remain.&lt;br /&gt;
* ''The Messenger: Workman's Epic'' Spending 5 motes and adopting the stance of the daring courier the Sidereal whose star is ascendant on the Messenger realises that although his part will be ignored in man's history, heaven favors his courage! For the remainder of the Scene the Sidereal doubles his mote or Willpower reward received from any stunt which furthers a professional contract or an employer's wishes rather than the Exalt's own personal glory. &lt;br /&gt;
* ''The Ship's Wheel: Steering the Stars'' Spending 5 motes and spinning the wheel of fate the Sidereal whose star is ascendant on the Ship's Wheel steers the simplest course to his objective! Activating this Anima halves the time it would take for a Sidereal and his companions to get to their destination and places them on the safest of all possible routes - no matter how secret it might be or ludicrous it might appear at first glance the Exalt ''knows'' it is the safest of routes. This avoids any hazards and ambushes if at all possible. The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Cerulean Lute of Harmony ===&lt;br /&gt;
&lt;br /&gt;
*''The Ewer: In the name of Love'' Spending 5 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.&lt;br /&gt;
*''The Lovers: Azure Leash'' Spending 5 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other even if she has only witnessed acts performed by the Chosen without being its target.&lt;br /&gt;
*''The Musician: The Neverending Celebration'' Spending 5 motes and starting their song and dance the Sidereal whose star is ascendant on the Musician can instill all around into a celebration to endless excess! As long as the Chosen mantains his performance all those he chooses within (Sidereal's Essence x10) yards of him must spend at least one dice action each turn performing with the Joybringer, and take multiple actions in order to do anything else (this effect explicitly allows characters to co-opt actions in Extra Actions combos for the performance.) The Chosen must continue performing it every turn for the effects to continue (not necessarily requiring a roll.) The performance put forth by the others will be the same as his performance, reinforcing its themes and social effect as any background dancers and choir would (with dramatic effects) - they can split their pool to undermine the performance in the same breath that they are part of it, of course. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Peacock: Perfect Mate's Plumage'' Spending 5 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)&lt;br /&gt;
*''The Pillar: Reins of the Matriarch'' Spending 5 motes and striking the face of the welcoming matriarch the Sidereal whose star is ascendant on the Pillar blesses the rite of passage of another into her household as a tight rein that keeps her abreast of all their affairs! This Anima must be activated when performing the ritual of admitting another into her household - either through contract or marriage, dinner or servitude. The Sidereal's anima shines with a peaceful azure light coruscating with the stars of the pillar and the edicts of the Cerulean Lute of Harmony, blessing their initiation: thereafter whenever the initiated finds themselves tempted to betray or leave the household the Sidereal will know, together with a one-sentence description of their temptation.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson Panoply of Victory ===&lt;br /&gt;
*''The Banner: Colors of a Legend'' Spending 5 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.&lt;br /&gt;
*''The Gauntlet: To Hell and Back'' Spending 5 motes and striking the gauntlet into his palm, the Sidereal whose star is ascendant on the Gauntlet makes a simple, somber statement that gives strength in front of adversity to himself and those he leads(no more than his Essence x10 individuals). It is not strength born of inspiration, courage or even hope. It is strength based on the simple knowledge that even though the task before them is unpleasant, the alternative of ''not'' doing it would be even worse. For the remainder of the scene, those he leads automatically suceed on all Conviction rolls torwards their goal, and cannot be affected by natural or supernatural fear, persuasion or other forms of mind control.&lt;br /&gt;
*''The Quiver: Changing the Rules'' Spending 5 motes the Sidereal whose star is ascendant on the Quiver may pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single action enacted by herself or anyone within (Permanent Essence x10) yards of her is rolled (for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.&lt;br /&gt;
*''The Shield: Fate Favors Heroes'' Spending 5 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.&lt;br /&gt;
*''The Spear: Perfect Phalanx'' Spending 5 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Forbidding Manse of Ivy ===&lt;br /&gt;
*''The Guardians: Inner Wisdom'' Spending 5 motes and tapping his forehead the Sidereal whose star is ascendant on the guardians kicks open the gates of his own natural wisdom! When this anima is activated the Sidereal learns one thing one of the former incarnations of his Exaltation knew about a single topic. The Sidereal does not learn comprehensive information but a single fact - and may not learn more facts of a single subject than his Permanent Essence rating.&lt;br /&gt;
*''The Key: Ten Thousand Open Doors'' Spending 5 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!&lt;br /&gt;
*''The Mask: Masked Intentions'' Spending 5 motes and pulling masks out of emerald stardust the Sidereal whose star is ascendant on the Mask binds a secret to those trusted with it! When a secret is given to another and sworn to secrecy the Sidereal can bless it with the broken symbol of the Mask, creating a conspiracy of shadows. Thereafter none that have been bound with the secret will speak of it by coercion or accident, although powerful magic can take the raw knowledge away without their consent. Fortuitous coincidences and the hand of fate will come to aid the secret to be kept and hamper investigations attempting to uncover it - at least until the one guarding the secret breaks its secretive nature.&lt;br /&gt;
*''The Sorcerer: First Among Equals'' Spending 5 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms. &lt;br /&gt;
*''The Treasure Trove: Savant's Wealth'' Spending 5 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may trade his secrets to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability. &lt;br /&gt;
&lt;br /&gt;
=== The Violet Bier of Sorrows ===&lt;br /&gt;
*''The Corpse: The World Changes'' Spending 5 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.&lt;br /&gt;
*''The Crow: Nocturnal Awakening'' Spending 5 motes and spreading night-black stardust under the eyes of one deluded, the Sidereal whose star is ascendant on the Crow can shatter all illusions. This ends a single illusion-effect that the Sidereal can touch - whether the illusion itself or the forehead of one accomitted by a mental illusion. Permanent Glamour are unaffected, of course - only glamour that could be resisted and dispelled with cold iron can be affected with this power. Madmen can be snapped out of derangements for a time and deluded men can find a new outlook in life - or despair that the lies that fueled them are gone - with the use of this power.&lt;br /&gt;
*''The Haywain: This is the End'' Spending 5 motes and leaving a half-eaten fruit amidst an organization the Sidereal whose star is ascendant on the Haywain brings an air of endings to its proceedings. For the remainder of the Scene all members of this organization who interact with the Sidereal will feel that the organization is over. Roll their Conviction with a difficulty equal to half the Sidereal's Permanent Essence, rounded down - failure means that they feel the organization has run its course and there is nothing else there. Those so affected cannot precise ''why'' although their minds will make their own justifications for it.&lt;br /&gt;
*''The Rising Smoke: Journey's End'' Spending 5 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved ''after'' the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand. The effect of this anima dissipates if the a recipient moves out of the range of the Exalt employing it.&lt;br /&gt;
*''The Sword: End of Hope'' Spending 5 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, their mote cost increases by the Sidereal's Permanent Essence.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/PrismaticArrangementCelestial&amp;diff=75445</id>
		<title>MartialArts/PrismaticArrangementCelestial</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/PrismaticArrangementCelestial&amp;diff=75445"/>
				<updated>2010-04-18T03:04:49Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Living Essence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[GoldenCat]]&lt;br /&gt;
* - Back to [[CelestialMartialArts]]&lt;br /&gt;
&lt;br /&gt;
== Prismatic Arrangement of Creation Style ==&lt;br /&gt;
&lt;br /&gt;
The Charms of this Style are not compatible with Weapons or Armor.&lt;br /&gt;
&lt;br /&gt;
=== Path of Enlightement ===&lt;br /&gt;
&lt;br /&gt;
'''Prismatic Sight (ZHOU)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 5 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': None&amp;lt;br&amp;gt;&lt;br /&gt;
Learning secrets about the architecture of Creation the character is able to enter an enlightened Trance wherein she able to understand the shape of Essence! For the remainder of the Scene the Martial Artist is, with a successful Perception+Martial Arts roll...&lt;br /&gt;
&lt;br /&gt;
* ... able to discern the Permanent Essence rating of any being he can perceive.&lt;br /&gt;
* ... able to discern the rating of any Manse or Demesne within his line of sight.&lt;br /&gt;
* ... able to discern the abilities and the thematics of a Martial Arts Style he sees the Form-Charm of.&lt;br /&gt;
* ... able to discern the Circle of any Spell he can perceive the effects of.&lt;br /&gt;
* ... receives one automatic success when attempting to affect beings enacting Form-Type Charms or shaped into a different Essence-construct by Sorcery (such as using ''Invulnerable Skin of Bronze.'')&lt;br /&gt;
&lt;br /&gt;
The roll needs to be made again as a dice-action for each such object at standard difficulty. This Charm only works in things the Martial Artist is able to perceive - it is no help in perceiving dematerialized Spirits or cloaked beings. Creatures of Necrotic Essence are a pall of shadows to this Charm, increasing the difficulty of its roll by the Underworld-Being's Whispers rating +1 for this Charm to be effective on them. The character does not need to roll for all possible targets he can perceive, much as anyone can focus on some objects within their line of sight and just let others blur in the background.&lt;br /&gt;
&lt;br /&gt;
'''Prismatic Flare (JI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': None&amp;lt;br&amp;gt;&lt;br /&gt;
With a short, dance-like kata the Martial Artist centers his breath and channels his Essence into a brilliant flare that wreathes his hands and strikes like soul-lighting! The attack enhanced with this Charm has its damage increased by the adept's Permanent Essence rating. &lt;br /&gt;
&lt;br /&gt;
'''Ride-the-Light Movement (LU)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 2 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Prismatic Sight&amp;lt;br&amp;gt;&lt;br /&gt;
The world is Essence, and to heighten and master its vagaries makes one a beacon of bright amidst a river of colors that flow to and from the enlightened - no creature is divorced from existence but all change and draw upon it with every breath, with every whisper, and those are only heightened with power, the movements of the mightiest Gods and Exalts drawing strands of Creation, pulling all Essence to them and releasing it with each breath drawn by such mighty titans. Drawing breath the Martial Artist is made aware of the ebb and flow of Essence between loci of power and rides their tide to speed their actions tenfold! This Charm increases the Martial Artist's Initiative by the rating of the Manse or Demesne wherein he currently finds himself or the highest Permanent Essence between creatures he is advancing torwards this turn. The Martial Artist cannot use this Charm if he does not intend to move at all during the turn.&lt;br /&gt;
&lt;br /&gt;
This Charm also works within other ordered-Essence enviroments such as Sanctums and Freeholds as well as Manses.&lt;br /&gt;
&lt;br /&gt;
'''Soul-Prism-Refraction Stance (PENG)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 1 mote&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Prismatic Flare&amp;lt;br&amp;gt;&lt;br /&gt;
The character wreathes her body in a prism-like sheath of Essence which scatters the lights of magic latticeworks of Essence about her form! Activating this Charm in response to Charm use directed against her or used within 3 yards the Martial Artist regains 1 mote per 3 motes spent on the Charm or combo.&lt;br /&gt;
&lt;br /&gt;
'''Order-All-Things Epiphany (CAI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 13 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Ride-the-Light Movement, Soul-Prism-Refraction Movementt&amp;lt;br&amp;gt;&lt;br /&gt;
Igniting all his chakras the Martial Artist closes his eyes and opens them as pools of Prismatic Essence! In that single instant the character understands the shape of Creation and the arrangement of all things within its nfinite pattern. He does not see people, but the brilliant arrangements of Essence which make all aspects of their bodies, the magical constructs of their specific powers and natures like physical objects held by those ascended beings. In that single instant the character can perceive all that she would in ''Prismatic Sight'' without a roll. He is also able to perceive the form and function of ordered Essence patterns on a single object per use of this Charm, discerning...&lt;br /&gt;
&lt;br /&gt;
* ... the subject's Nature.&lt;br /&gt;
* ... the magical nature and overall powers of his subject: the Caste of an Exalted, the Essence-provenience of an Spirit, the origin of a God-Blood, their Anima Powers and a general sense of their magical powers.&lt;br /&gt;
* ... all Circles of Sorcery and Martial Arts whose Form-Charms are known by the subject. If the character does not know the Arts scrutinized he receives a one-sentence description of the Style's tone and object of emulation.&lt;br /&gt;
* ... the Aspect, Function and extra magics of a Manse if it is the subject, as well as the powers and the birthing Manse of any Hearthstones worn by the subject. &lt;br /&gt;
* ... all currently-active Charms of the subject, receiving a one-sentence description of each.&lt;br /&gt;
&lt;br /&gt;
Afterwards he receives three automatic successes when attempting to affect a subject enacting Form-Type Charms or shaped into a different Essence-construct by Sorcery observed in action during the turn Order-All-Things Epiphany was used - he knows their patterns and movements based on the crystallized natures of such Essence-structures. This bonus vanishes should they switch Forms or lose their Sorcerous transformation, and is only good for the occasion in which this Charm is used - minute changes in their Essence from time and place will require this Charm to be used again in a different occasion. This Charm only works in things the Martial Artist is able to perceive - it is no help in perceiving dematerialized Spirits or cloaked beings. Creatures of Necrotic Essence are a pall of shadows to this Charm, requiring a Perception+Martial Arts roll difficulty equal to their Whispers rating +1 for this Charm to be effective on them. &lt;br /&gt;
&lt;br /&gt;
Powers that cloak Essence - such as those of the Day and Night Caste - require this Charm to have a roll like Necrotic Essence does, or just prevent it, depending on their nature.&lt;br /&gt;
&lt;br /&gt;
=== Living Essence ===&lt;br /&gt;
&lt;br /&gt;
'''Charm Redirection Technique (AN)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 8 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
The character learns to catch, tangle and throw the Essence flows of Charms as if they were the flailing limbs of her hapless foes. This is a Martial Arts parry action. Therfore, before the character's initiative, she can abort to the Charm Redirection Technique. Afterward, she can use Martial Arts parry actions (obtained through a pre-split dice pool or a Combo with a Charm allowing a reflexive Martial Arts parry) for the Charm Redirection Technique. When someone uses a Charm against her or when someone within three yards uses a Charm, the character's player rolls her character's Dexterity+Martial Arts against a difficulty equal to the Charm user's Essence. The character must invoke the Charm redirection technique before her opponent's player rolls the Charm's effect if applicable. Should the Charm Redirection Technique succeed, the Martial Artist learns a one-sentence summary of the Chosen Charm's effects. She can then choose a new target for the Charm (if possible) or annul it entirely. The rules for annuling Charms can be found on '''Exalted: The Sidereals''', page 191.&lt;br /&gt;
&lt;br /&gt;
'''Spell-Shattering Palm (LI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 12 motes, 1 willpower per Circle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
The character uses martial arts to yank the threads of a delicate construct of sorcery out of place. Upon contact with the effects of sorcery, she activates this Charm and makes a Martial Arts attack against the structure of the spell. The difficulty equals the sorcerer's Essence plus the spell's circle. If she suceeds, the spell shatters, as if dispelled by countermagic of its own circle. The Martial Artist takes the Sorcerer's Essence in damage dice when she does so: the protection afforded by this attack is not as perfect as that of formal Countermagic. The Martial Artist can only use this Charm against a Spell of a Circle he could normally master (but need not have done so - a Sidereal does not need to master Celestial Circle Sorcery to shatter Celestial Circle Spells.) Those Circles beyond his level of mastery - such as Celestial Circle for a Dragon-Blooded - can be shattered with an additional cost of 1 health level for every 2 motes required to create the Spell (The adept can pay health levels beyond those he has, effectively killing himself in the proccess.) During the Usurpation Sidereals have given their lives to destroy the magics of Solars.&lt;br /&gt;
&lt;br /&gt;
'''Astrology-Interrupting Methiod (HUA JI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
The character uses her education in the nature of fate in conjunction with her martial skill to disjoint, snarl and otherwise tangle the fates the spiders weave. By lightly striking the target in the five points where the threads of the Loom of Fate attach, the Martial Artist can negate the effects of Astrology. Upon contact with a Sidereal astrological effect, she may activate this Charm and make a reflexive unarmed Martial Arts attack against the threads of destiny. The difficulty equals the Essence + College of the Sidereal who created the effect. If she suceeds, the effect is dangerously torn or frayed, and the pattern spiders abandon it. This causes one Paradox die to be rolled for both the martial artist attacking the effect and the Sidereal who created it. This Charm can target resplendent destinies, even those not currently worn by the Sidereal, although it can only destroy one at a time.&lt;br /&gt;
&lt;br /&gt;
'''Soul Fire Shaper Form (QIAN JING)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 7 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Astrology-Interrupting Method, Spell-Shattering Palm, Charm Redirection Technique&amp;lt;br&amp;gt;&lt;br /&gt;
The characer balances her actions so perfectly to the local flow of Essence that the world around her - whether Creation, the Wyld, the Underworld or Malfeas itself - cannot help but support her victory. While using Soul Fire Shaper Form, the character increases her effective permanent Essence score by half her Martial Arts score, rounded up. This does not give her additional temporary Essence, although it does increase her maximum temporary Essence. It does not allow her to purchase Charms, Familiars or other characters she would not otherwise be able to possess. In addition, she can make use of Charm Redirection Technique, Spell-Shattering Palm and Astrology-Interrupting Method as though they were Reflexive Charms that do not require an action to be used - the action is created reflexively by the Soul Fire Shaper Form. &lt;br /&gt;
&lt;br /&gt;
This a Form-Type Charm and is not compatible with other Form-Type Charms.&lt;br /&gt;
&lt;br /&gt;
=== Terrestrial Essence ===&lt;br /&gt;
&lt;br /&gt;
'''Demesne Unification Kata (HOU TUI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 10 motes, 1 willpower, 1 health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
Performing a flowing kata that resembles the growth of mountains and trees the character opens her chakras to the flow of ambient Essence and becomes one with the Essence flow of a Manse or Demesne. When within the boundaries of a Manse or Demesne the Martial Artist rolls Essence + Martial Arts with a difficulty equal to its rating. Should the Martial Artist suceed she becomes attuned to the Manse or Demesne regardless of its owner's wishes and increases her natural Soak and Hardness scores as well as the Accuracy, Damage and Defense of her unarmed Martial Arts attacks by the rating of the Demesne or Manse. She also receives the benefits of the Manse's Hearthstone's as an innate effect.&lt;br /&gt;
&lt;br /&gt;
The character remains attunned to the Manse or Demesne even after the Demesne Unification Kata ceases its effects.&lt;br /&gt;
&lt;br /&gt;
'''Demesne Emulation Practice (KAO)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 10 motes, 1 willpower, 1 health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
Tugging gently on the flows of Essence around him, the character forms himself into a nexus, a convergence point through which power pours. The Martial Artist's player rolls Essence + Martial Arts, unmodified by any other Charms. For the remainder of the scene, each of the Exalt's successful unarmed attacks also does one die of aggravated damage per two successes rolled. This damage is soaked separately, The Martial Artist's hand upon an enemy's chest burns her with raw Essence, his elbow in her ear fills her head with Essence lighting, and his foot against her knee is as terribly cold as the Essence of a saltwater siren's heart.&lt;br /&gt;
&lt;br /&gt;
'''Demesne And Manse Form (CHUNG TING)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 7 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Demesne Emulation Practice, Demesne Unification Kata&amp;lt;br&amp;gt;&lt;br /&gt;
The character adopts the stately grandeur of a temple and radiates the ancient power of a Manse. She can now properly channel and constrain the raw Essence flow that the Demesne Emulation Practice feeds into her, coalescing it around her Caste Mark into a Hearthstone set in her brow. This Hearthstone only exists while the character is using Demesne and Manse Form. When Demesne and Manse Form Charm is terminated, the Hearthstone fades. When using the Form, the character receives the Hearthstone's benefits as if it were properly set in a Magical Material Circlet. The player and the Storyteller should work together to determine its effects, developing a 4-or-5-dot Hearthstone that reflects the character's personality. Treat major changes to the character's nature as architectural alterations to the Manse, adjusting the Hearthstone's abilities properly.&lt;br /&gt;
&lt;br /&gt;
This a Form-Type Charm and is not compatible with other Form-Type Charms.&lt;br /&gt;
&lt;br /&gt;
=== Divine Essence ===&lt;br /&gt;
&lt;br /&gt;
'''{Type} Exalt Ways (YOU PAN)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 10 motes, 1 willpower, 1 health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': Five turns&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
The character strikes his throat, abdomen, spine, brow and crown chakras, forcibly reshaping his Essence and altering how his anima reacts with the world. This is actually a set of Charms. Each allows the character, for five turns, to mimic the anime banner and anima effects of one other type and caste of Exalted. Even Alchemical, Abyssal, and possible Primordial animas are viable choices. This Charm temporarily replaces the Exalt's anima banner. It does not change his Caste Mark or supresses his ability to use his own Anima. The character also adds his Essence in dice to one of the relevant caste's favored Attributes or Abilities while this Charm operates. He can choose a new Attribute or Ability each time he invokes this Charm. Knowing this Charm, even Eclipse Caste Solar Ways or Moonshadow Caste Abyssal Ways gives no special ability to purchase normally forbidden Charms. &lt;br /&gt;
&lt;br /&gt;
'''God Ways (ZUO GU)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 5 motes, 1 willpower, 1 health level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Order-All-Things Epiphany&amp;lt;br&amp;gt;&lt;br /&gt;
The character allows her Essence to envelop her body like an anima, becoming more spirit than flesh! he Essence about her form makes her translucent like a manifested Spirit. This will cause others to assume the character is a lesser God instead of an Exalt unless they suceed in a Perception+Occult roll with a difficulty equal to the character's Permanent Essence rating - the character is affected by all powers which deal more damage to Spiritual Beings, however. While under the effects of this Charm the character becomes the blank blueprints of one of Creation's servitors, ready to be filled with their mold. When touching or striking a God the character can assume some of its abilities - she receives the God's Essence to her Bashing and Lethal Soak and can replace her own Permanent Essence with the Spirit's own for the remainder of the Scene. She can also use a single power of the God as if it was her own Anima Ability. As long as the character is mimicking a God's specific Essence patterns other deities will see her as the God she has touched unless they suceed on a Perception+Awareness roll with a difficulty of the character's Permanent Essence rating. The character can freely switch between Gods during the Scene - she just needs to touch another to re-align her Essence to the specific new God's patterns. &lt;br /&gt;
&lt;br /&gt;
'''Games of Divinity Form (WU JI)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 7 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': God Ways, One Exalt Ways Charm&amp;lt;br&amp;gt;&lt;br /&gt;
The characer adopts the attittude and posture of the spirit courts, moving with the infinite baroque complexity necessary for the managamenet of Creation. Directed by the four powers of her mind - aspiration, effort, intention and analysis - the whole of her Essence flows as one. Simultaneously, even the smallest mote of her being directs itself torwards managing its own affairs. Though no imperfect creature can truly master it, this Form has a perfect beauty to it. While the character uses this Form, enemies' players must fail a Compassion roll if these enemies wish to harm her. Subduing her and and manipulating her remains acceptable. Those who witness the Games of Divinity Form become addicted: So long as they remember the character or the Form, they crave to see it again. Their players must suceed at Temperance rolls for the characters to refuse any reasonable opportunity to behold, once again, the Games of Divinity Form. Dreamstones provide more intense experience than this Form. Dreamstone addiction both wipes away and prevents addiction to the Form, although witnessing or performing the Games of Divinity Form is an unpleasant but palatable alternative for even the most desperate addicts. Successfully shaking off addiction immunizes one against the addictive quality of Games of Divinity Form.&lt;br /&gt;
&lt;br /&gt;
This a Form-Type Charm and is not compatible with other Form-Type Charms.&lt;br /&gt;
&lt;br /&gt;
=== The Ultimate Technique ===&lt;br /&gt;
&lt;br /&gt;
'''Prismatic Arrangement of Creation Form (TAO)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost''': 10 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type''': Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Martial Arts''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Essence''': 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms''': Games of Divinity Form, Soul-Fire Shaper Form, Demesne and Manse Form&amp;lt;br&amp;gt;&lt;br /&gt;
As she assumes this Form, the character vanishes into the flows of Essence around her. For a long moment, she is nowhere and everywhere, embodied in the dance of all things. Then, she manifests again, in every movement consummately aware of everything around her and everything in her, her body encompassing the perfection of all arts martial. While using the Prismatic Arrangement of Creation Form, the character can also invoke any or all of its subsidiary Forms, paying the normal Essence cost. The character can also invoke other Form-type Charms not of this style, but this limits her to a total of two other Forms. For example, she could invoke Prismatic Arrangement of Creation Form followed by either Earth Dragon Form and Games of Divinity Form, Tiger Form and Ebon Shadow Form or Snake Form and Endings Form. The Prismatic Arrangements of Creation Form is transcendent and embraces other Forms as lesser parts of itself. &lt;br /&gt;
&lt;br /&gt;
While this Form is active, the character may have access to unexpected weaponry. Any weapon treated as an unarmed attack by a style whose Form-type Charm she has active is treated as an unarmed attack for the purpose of all Martial Arts Charms. This is a specific benefit of the Prismatic Arrangement of Creation Form and not a general rule. For example, Tiger Form allows the use of tiger claws as unarmed attack. If she has both Prismatic Arrangement of Creation Form and Tiger Form active, she can use Essence Venom Strike - whether or not she also has Snake Form active. This effect does not extend to armor. &lt;br /&gt;
&lt;br /&gt;
The Prismatic Arrangement of Creation Form is complete and perfect in every respect, but to perform it correctly requires a deep undrstanding of the other styles that it subsumes. Sidereal masters estimate that a complete understanding of roughly 40 styles would allow an essentially accurate adoption of this Form, possibly increasing the power of this Charm. Sidereal Exalted (and those who learn this as a Sidereal Charm) can enhance it with a Scripture of the Perfect Maiden. It folds itself into an origami lotus and circles the character, shining with all possible lights in the spectrum. As long as the Prayer Strip survives the Sidereal halves the mote cost of all non-Form Martial Arts Charms, rounded up (minimum 1.)&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
* - Back to [[GoldenCat]]&lt;br /&gt;
* - Back to [[CelestialMartialArts]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/TigerStyle&amp;diff=75348</id>
		<title>MartialArts/TigerStyle</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/TigerStyle&amp;diff=75348"/>
				<updated>2010-04-15T00:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Student Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
&lt;br /&gt;
''Once there was a Maiden...&amp;lt;br&amp;gt;... who ran the land proud and fierce!&amp;lt;br&amp;gt;She was very angry, and everything she touched hurt.&amp;lt;br&amp;gt;And none dare cage her Majesty!&amp;lt;br&amp;gt;One day, soldiers approached... and she bared her feral mien!&amp;lt;br&amp;gt;And as the glib soldiers approached, she struck them down.&amp;lt;br&amp;gt;The Soldiers were many, and the Maiden was forced to flee...&amp;lt;br&amp;gt;But within every movement she dashed between their blades, so none could find&amp;lt;br&amp;gt;And Between every shadow, she pounced.&amp;lt;br&amp;gt;As the Soldiers surrounded her, she summoned all her power...&amp;lt;br&amp;gt;...and as each soldier struck, she fed them their hearts.&amp;lt;br&amp;gt;&amp;quot;Never entrap that which cannot be tame&amp;quot;, they said. ''&lt;br /&gt;
&lt;br /&gt;
The second canon Martial Art ever...&lt;br /&gt;
&lt;br /&gt;
It needed some extra life breathed into it ^_^&lt;br /&gt;
&lt;br /&gt;
Form Weapon is Tiger Claws. All Charms are compatible with armor unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
=== Student Techniques ===&lt;br /&gt;
&lt;br /&gt;
'''''Crimson Leaping Cat Technique'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The adept charges her form with Essence, moving with the speed and agility of a leaping tiger descending on her prey. When she uses this Charm, the adept advances upon her opponent and makes the most of her momentum -- each yard the Adept moves before attacking add 1 die to the dice pool of an unarmed Martial Arts attack up to the Adept's natural dice-adding caps. The character using this Charm is expressely permitted to save her movement to move between attacks -- Tiger adepts fight as whirling dervishes! While this Charm is dependent upon movement, it does not generate it.&lt;br /&gt;
&lt;br /&gt;
'''''Striking Fury Claws'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The adept charges her hands with essence, which twist and harden like deadly tiger's claws, swift as the wind and sharp as her guile! Unarmed attacks enhanced by this Charm increase their damage by the Adept's Wits. Their damage is always Lethal.&lt;br /&gt;
&lt;br /&gt;
'''''Tiger's Eye Defense'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 3 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
In response to an attack the character adopts the mien of a hunting tiger, her eyes becoming that of a tiger's and shining on against the light like gems. &lt;br /&gt;
&lt;br /&gt;
Those caught by this light instantly balk before the predator's might! This reduces his successes on the attack by the adept's successes on an Essence + Presence roll.&lt;br /&gt;
&lt;br /&gt;
=== The Form ===&lt;br /&gt;
&lt;br /&gt;
'''''Tiger Form'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Crimson Leaping Cat Technique, Striking Fury Claws, Tiger's Eye Defense&amp;lt;br&amp;gt;&lt;br /&gt;
The adept adopts the attitude of a raging tiger - crouching, ready to spring on its prey. She adds her Martial Arts rating to the damage of all her attacks and to her base running, sprinting and leaping distances. In addition, the adept can inflict and block lethal damage unarmed without a stunt and ignores all penalties from fighting prone. Tiger Form is not compatible with armor of any sort and consider all attacks made with Tiger Claws to be unarmed attacks. This is a Martial Arts Form-type Charm and is incompatible with other Charms of like type; should the martial artist activate another Form, this one immediately ends. This Charm is incompatible with armour.&lt;br /&gt;
&lt;br /&gt;
=== Mastery Techniques ===&lt;br /&gt;
&lt;br /&gt;
'''''Raging Tiger Pounce'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Tiger Form&amp;lt;br&amp;gt;&lt;br /&gt;
The character strikes with such force that anything struck by them falls before their might, leaving deadly wounds! &lt;br /&gt;
&lt;br /&gt;
The adept's attack has its damage increased by her Permanent Essence rating, and all those struck by it are instantly and perfectly knocked down. Only magical effects that mantain perfect balance may resist knockdown by this Charm.  &lt;br /&gt;
&lt;br /&gt;
'''''Stalking Cat Meditation'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Tiger Form&amp;lt;br&amp;gt;&lt;br /&gt;
Like the tiger, the adept can stealthly strike her prey, her eyes becoming feline, her step light. Whenever she tries to sneak up on an opponent she receives her Martial Arts score in dice to all Stealth and Awareness rolls. &lt;br /&gt;
&lt;br /&gt;
Those bonii only incur when the character is stalking her prey, not when she is running from danger or about to steal something. An adept under this Charm can also ignore all penalties due to low light, but not due to complete darkness.&lt;br /&gt;
&lt;br /&gt;
'''''Racing Shadow Movement'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 4 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Stalking Cat Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
As she retreats from strike, the adept seems to disappear, but a shadow on the edge of vision, confusing her opponents. After an attack, successful or not, enhanced by this Charm she is able to vanish! She receives a Dexterity+Stealth roll adding her Wits in automatic successes to re-stablish her cover if at all possible. Opponents attempting to strike at her afterwards must find her in the usual manner - dedicating a dice-action to look for them with a Perception+awareness roll. For the purposes of defensive Charms in this Style(such as ''Tiger's Eye Defense''), consider the Wits + Awareness location roll an attack. The Adept's location is revealed if she attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Leap from Cloaking Shadows Attack'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 motes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Racing Shadow Movement&amp;lt;br&amp;gt;&lt;br /&gt;
The adept can spring from cover with all the power of a Tiger striking an unsuspecting gazelle! &lt;br /&gt;
&lt;br /&gt;
When the adept strikes an unaware opponent with this Charm she doubles her extra successes against her victim -- after Defense but before Damage is applied. Effects that protect against surprise, such as Surprise Anticipation Method, negate the use of this Charm.&lt;br /&gt;
&lt;br /&gt;
'''''Celestial Tiger Hide'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:'''  One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Tiger Form&amp;lt;br&amp;gt;&lt;br /&gt;
Adopting the mien of the tiger, powerful in strength and pride, the character enhances his own form with the toughness of a tiger's hide, and the confidence of a mighty hunter, unhindered by minor threats! &lt;br /&gt;
&lt;br /&gt;
The character adds her Martial Arts rating to her Natural Bashing and Lethal Soak and Hardness totals for the remainder of the scene. This Charm is incompatible with armor.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Technique ===&lt;br /&gt;
&lt;br /&gt;
'''''Angry Predator Frenzy Style'''''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 7 motes, 1 willpower&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:'''  One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Martial Arts:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Min. Essence:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Raging Tiger Pounce, Leap from Cloaking Shadows Attack, Celestial Tiger Hide&amp;lt;br&amp;gt;&lt;br /&gt;
Turning to keep all attackers at bay, the tiger thickens her skin and lashes out at all who dare attack the mightiest of predators! For the remainder of the Scene the adept may counterattack any close combat attack made against her with a dice pool equal to (her Martial Arts + the number of successes on the attack) -- the prowess of her opponents fuels her own muderous rage! These counterattacks happen after the roll to hit the adept but before damage is determined. The adept's rage harden her hide throughout her frenzied rampage, increasing her Bashing and Lethal Soak totals by an ammount equal to her Martial Arts rating for the remainder of the Scene. This Charm is incompatible with armor.&lt;br /&gt;
&lt;br /&gt;
Sidereal Exalted, and those who learn this Charm as a Sidereal Charm, can enhance it with a prayer strip marked with the scripture of the Feral Maiden. The character coils it about her hands, wherein it wraps in the shape of radiant tiger-stripped claws that leave deep furrows in their targets, even able to claw through wood or iron-bound doors, or deeply score stone in a single blow! The adept ignores the Armor Soak of his opponents, as well as that of inanimate objects, each strike lowering the Stamina of his opponents by 1; opponents reduced to 0 Stamina do not have damage rolled against them - all damage dice come up as automatic successes. Lost Stamina returns at the rate of 1 dot per hour.&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75345</id>
		<title>Eniko/IzabellaPanoply</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75345"/>
				<updated>2010-04-14T22:30:24Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;br /&gt;
&lt;br /&gt;
=== Protean Panoply ===&lt;br /&gt;
&lt;br /&gt;
'''Sorrowful Alms'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Knife **''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 3''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +3 Accuracy +4 Damage +4L Defense +1 Rate 6 Commitment 3''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Sorrowful Alms is the name given by the large soulsteel knives used by the highest of the Chalcedony Chaplains of the Bishop of the Chalcedony Thurible and given to them upon achieving the rank of maester in the Thousand Scriptures Labyrinth. Although they are strong weapons their use is primarily ceremonial, used to cut heretics and burn their hearts to consign the incense to the Shining One. Those struck by the blade feel the touch of the souls within as a poison that seeks to incinerate the heart! They must suceed in a Stamina+Resistance roll difficulty 3 or suffer 5 unsoakable levels of lethal damage. Should they suceed, they suffer only one. As all other sorts of poison, it does not stack with earlier doses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sonpich Assassin Spirit'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Grand Daiklave ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 8''&amp;lt;br&amp;gt;&lt;br /&gt;
''Two Hearthstone Settings''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +10 Accuracy +2 Damage +12L Defense -1 Rate 5 Commitment 6''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
The Black Diamond Halls of Sonpich holds some of the most infamous assassins in the lands of the Bishop of the Chalcedony Thurible. A hierarchy of assassins that stretches fourty generations all the way to the Contagion Survivors and whose rigid structure is dominated by the ghosts of clan founders and etiquette that takes more than a human lifetime to perfect they have rented their services far and wide... often to the church itself. ''Sonpich Assassin Spirit'' is one of four sacred blades of the family, an immense soulsteel blade that nevertheless appears to vanish in the night and strikes down with the power to rend one's life in an instant! Assassin Spirit gives no penalty for Stealth despite its size as long as the wielder can stay in the shadows and allows the wielder to automatically win Initiative on the first turn of combat; If more than one ability that automatically wins Initiative is used, then Initiative is rolled normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Kriemhild the Ninth'''&amp;lt;br&amp;gt; &lt;br /&gt;
''White Jade and Starmetal Mask ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 4''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
There have been thirteen Kriemhilds, Battle-Masks created by Thanatas Shyume before he donned the bone mask that would never leave his face. For before he was The Mentor of Death he was The Many-Faced End. Kriemhild the Ninth had a name once in a time of myriad masks of power, a name now lost to the mists of history, now requiring no more than its designation. Kriemhild the Ninth is a celebration of Conviction before the world. Worn by the Chaplain of Blue Wind to break an Winlandian Flock and protect their beachead of undeath, the Battle-Drama Mask Kriemhild the Ninth shifts itself to represent the very face of its wearer's conviction, mantaining constant only its star-filled eyes and white-and-red color scheme in metal and crystal, the space for a hearthstone open at the forehead by elaborate waving patterns like the manes of unseen lions. He who wears Kriemhild receives his Conviction in automatic successes rather than dice when channeling Conviction and an additional five dice to all attempts at mantaining your convictions or impressing them into another. In addition, it adds 3 points of natural Bashing and Lethal Soak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Dusk Settler'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Jade Handcannon ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +2 Damage +10L Rate 3 Range 100'''&amp;lt;br&amp;gt; &lt;br /&gt;
Two Hundred Years ago Pale Captain Griwald was the baddest pirate in the White Sea. Hailing from the Northwest and nursed on tales of the Kaigani, riding a monstruous ship that dragged down and devoured enemy vessels, little could stop him. It was not until the Pale Captain fought Valencia Silverstar at the sack of Three Wings that he was sunk to the bottom of the ocean... from where he was dragged by the forces of the God he once believed in to once again commit holy piracy. Dusk Settler was the Pale Captain's favored weapon, a gift from the Pirate Queen of Gennubah Bay  for the greatest pirate of its time with designs plucked out of Hanslanti Nightmares. Dusk Settler is a three-barreled handcannon whose dimensions are nothing short of impressive. The barrels run 110 centimeters alone, appearing old and craggy as if made from porous rock and coral covered in crags, bronze inlays still shining through when see in the light with the shapes of ever-moving tentacles. The stock runs almost 40 centimeters itself, holding the Pale Captain's seal in white jade at its end, the socket for a single hearthstone resting within it. &lt;br /&gt;
&lt;br /&gt;
The wielder may shoot through Dusk Settler with the Archery Ability, paying 1 mote per shot, each shot fired by one of the barrels as it turns like a clock. Paying 10 motes instead the wielder may fire all of them at once, focusing on a single enemy for an undodgeable Rate 1 scattering blast or using it on scenery to clear a wide path(doing double raw damage against wide objects such as walls). Dusk Settler may also be loaded with alchemical ammunition, although firing it will still require 1-mote expenditures.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Malachai'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Blue Jade Reaper Daiklave ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +12 Accuracy +4 Damage +5L(P) Defense +1 Rate 5 Commitment 5''' (With Jade Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Sabrina walked into the north as a conqueror. As a Dynast, Scion of the Realm she was different and terrifying, and even the Terrestrials of the Treshold had to pay heed to her command of the Dragon's ire! Northern Dragon Malachar led the Winter Dagger Rebellion against the Scarlet Dominion and fell to earth under the power of Mnemon and her daughters, Sabrina among them. A Dragon who fell to earth and whose ever-freezing heart had been hammered for seven days and seven nights it was given to her daughter to venture into the North, by its very construction countaining the endless horizon of the Pole of Air constrained and shaped by the unyielding will of the Dragon-Blooded. With Malachai in hand Sabrina was a peerless warrior, and it took one to melt her heart, not break her blade, for her to turn away from her empire and make a home in the desolate north. Malachai's blade is curved and long, reaching far and appearing to fade at its edges. It beats. The metal, the Jade, it beats like a heart, the fading horizon of the blade shaking with each beat, moving with the flow of the north. Every beat a new wind blows, and every beat the weapon comes closer to its objective. A Hearthstone placed upon the sword will beat like a heart as well, in the same cadence. The handle is made of the Dragon's scales, and one has to be an Air-Aspected Dragon-Blooded or otherwise well used to the air of winter not to burn from its touch.&lt;br /&gt;
&lt;br /&gt;
The wielder of Malachai tames the wind by her very presence. She is immune to the hazards of the North, be they frostbite, Wind Madness of the Frozen Fog. Her very presence calms the weather upon her Essence in Miles with a moment of concentration and the expenditure of 10 motes; Should adverse weather conditions be caused by supernatural will she receives a contested Essence roll with the weather's creator to attempt to dispell it. &lt;br /&gt;
&lt;br /&gt;
However, her anger is felt when the blade is unsheathed, sending howls of incoming blizzards to all those close by! All enemies present when the blade is unsheathed must make a Stamina+Resistance roll difficulty 3 or suffer a -2 enviromental penalty to all physical actions and increase their Mobility Penalty and Fatigue by 1 due to the cold that chills to the bone. This power is not cumulative with itself. She may make an even stronger display by releasing the heart and flash-freezing everything within 10 yards of her with the expenditure of 10 motes; this cold deals the Daiklave's Piercing Damage + the rating of any Hearthstone set in it as Undodgeable, Unparriable lethal damage to all those caught within. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Devil King Cannon'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Red Jade and Orichalcum Handcannon ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 10''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +3 Damage 15L Rate 2 Range 80'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Devil King Cannon is a frightening piece of craftsmanship. It is the length of a judge's forearm, barrel thick as a lawmaker's closed fist. Cast in Red Jade and etched with Orichalcum on places such as the handle as well as a hammer of pure golden metal in a particularly vicious red-gold hue that suggests the everburning flames of Heaven's Gallows. Only over the barrel and cast as its sight a crimson-hued Starmetal is used as a mark of the one who designed this particular gun - and only four small cilinders of Orichalcum-and-Starmetal jutting from its back all around the hammer and away from it are used as signs of its true purpose. Samael the Red Judge created this gun in a funeral pyre ignited for one of the greatest Celestial Censors to ever exist and stoked with the bones of the most vicious criminals he could find and the Sidereal himself stood within it manipulating the Magical Materials and burning in the pyre until the twin Devil King Cannons were complete. From the bones of demons and ghosts, from the wrath of heaven. The Devil King Cannon is a Firedust weapon that uses special alchemical ammunition to be fired, but when it ''is'' fired the result is obvious on the bodies of those it strikes: Samael's particular brand of justice, leaving gaping holes in the bodies of the wicked. The Cannon is also an alchemical laboratory of sorts - within its insides greater alchemies can be boiled into magical effects! Those were Samael's pride: to strike with all principles of the world at his foes.&lt;br /&gt;
* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent. &lt;br /&gt;
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.&lt;br /&gt;
* ''World Alchemy:'' If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for ''Devil King Furnace'' when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for ''Flight of the Brilliant Raptor'', and one of Water as a component for ''Torrential Cascade''. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.&lt;br /&gt;
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple-Type Archery Charm of Instant duration and works like a Simple Charm in all respects. Loading the alchemical components requires a diceless dice-action for each - this is a loading action and can be obliviated by fast-loading charms. The Combo will only be effective if using the Spell through this weapon or a similar effect however - and the mote cost of the Sorcery must still be paid - although the Willpower cost is waived since the Terrestrial or Celestial Sorcery Charm is never used. Touch effects such as ''Blood of Burning Oil'' strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.&lt;br /&gt;
&lt;br /&gt;
Damage dealt to self with Righteous Conviction cannot be avoided in any way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75344</id>
		<title>Eniko/IzabellaPanoply</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75344"/>
				<updated>2010-04-14T22:26:32Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: /* Protean Panoply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;br /&gt;
&lt;br /&gt;
=== Protean Panoply ===&lt;br /&gt;
&lt;br /&gt;
'''Sorrowful Alms'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Knife **''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 3''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +3 Accuracy +4 Damage +4L Defense +1 Rate 6 Commitment 3''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Sorrowful Alms is the name given by the large soulsteel knives used by the highest of the Chalcedony Chaplains of the Bishop of the Chalcedony Thurible and given to them upon achieving the rank of maester in the Thousand Scriptures Labyrinth. Although they are strong weapons their use is primarily ceremonial, used to cut heretics and burn their hearts to consign the incense to the Shining One. Those struck by the blade feel the touch of the souls within as a poison that seeks to incinerate the heart! They must suceed in a Stamina+Resistance roll difficulty 3 or suffer 5 unsoakable levels of lethal damage. Should they suceed, they suffer only one. As all other sorts of poison, it does not stack with earlier doses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sonpich Assassin Spirit'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Grand Daiklave ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 8''&amp;lt;br&amp;gt;&lt;br /&gt;
''Two Hearthstone Settings''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +10 Accuracy +2 Damage +12L Defense -1 Rate 5 Commitment 6''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
The Black Diamond Halls of Sonpich holds some of the most infamous assassins in the lands of the Bishop of the Chalcedony Thurible. A hierarchy of assassins that stretches fourty generations all the way to the Contagion Survivors and whose rigid structure is dominated by the ghosts of clan founders and etiquette that takes more than a human lifetime to perfect they have rented their services far and wide... often to the church itself. ''Sonpich Assassin Spirit'' is one of four sacred blades of the family, an immense soulsteel blade that nevertheless appears to vanish in the night and strikes down with the power to rend one's life in an instant! Assassin Spirit gives no penalty for Stealth despite its size as long as the wielder can stay in the shadows and allows the wielder to automatically win Initiative on the first turn of combat; If more than one ability that automatically wins Initiative is used, then Initiative is rolled normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Kriemhild the Ninth'''&amp;lt;br&amp;gt; &lt;br /&gt;
''White Jade and Starmetal Mask ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 4''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
There have been thirteen Kriemhilds, Battle-Masks created by Thanatas Shyume before he donned the bone mask that would never leave his face. For before he was The Mentor of Death he was The Many-Faced End. Kriemhild the Ninth had a name once in a time of myriad masks of power, a name now lost to the mists of history, now requiring no more than its designation. Kriemhild the Ninth is a celebration of Conviction before the world. Worn by the Chaplain of Blue Wind to break an Winlandian Flock and protect their beachead of undeath, the Battle-Drama Mask Kriemhild the Ninth shifts itself to represent the very face of its wearer's conviction, mantaining constant only its star-filled eyes and white-and-red color scheme in metal and crystal, the space for a hearthstone open at the forehead by elaborate waving patterns like the manes of unseen lions. He who wears Kriemhild receives his Conviction in automatic successes rather than dice when channeling Conviction and an additional five dice to all attempts at mantaining your convictions or impressing them into another. In addition, it adds 3 points of natural Bashing and Lethal Soak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Dusk Settler'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Jade Handcannon ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +2 Damage +10L Rate 3 Range 100'''&amp;lt;br&amp;gt; &lt;br /&gt;
Two Hundred Years ago Pale Captain Griwald was the baddest pirate in the White Sea. Hailing from the Northwest and nursed on tales of the Kaigani, riding a monstruous ship that dragged down and devoured enemy vessels, little could stop him. It was not until the Pale Captain fought Valencia Silverstar at the sack of Three Wings that he was sunk to the bottom of the ocean... from where he was dragged by the forces of the God he once believed in to once again commit holy piracy. Dusk Settler was the Pale Captain's favored weapon, a gift from the Pirate Queen of Gennubah Bay  for the greatest pirate of its time with designs plucked out of Hanslanti Nightmares. Dusk Settler is a three-barreled handcannon whose dimensions are nothing short of impressive. The barrels run 110 centimeters alone, appearing old and craggy as if made from porous rock and coral covered in crags, bronze inlays still shining through when see in the light with the shapes of ever-moving tentacles. The stock runs almost 40 centimeters itself, holding the Pale Captain's seal in white jade at its end, the socket for a single hearthstone resting within it. &lt;br /&gt;
&lt;br /&gt;
The wielder may shoot through Dusk Settler with the Archery Ability, paying 1 mote per shot, each shot fired by one of the barrels as it turns like a clock. Paying 10 motes instead the wielder may fire all of them at once, focusing on a single enemy for an undodgeable Rate 1 scattering blast or using it on scenery to clear a wide path(doing double raw damage against wide objects such as walls). Dusk Settler may also be loaded with alchemical ammunition, although firing it will still require 1-mote expenditures.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Malachai'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Blue Jade Reaper Daiklave ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +12 Accuracy +4 Damage +5L(P) Defense +1 Rate 5 Commitment 5''' (With Jade Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Sabrina walked into the north as a conqueror. As a Dynast, Scion of the Realm she was different and terrifying, and even the Terrestrials of the Treshold had to pay heed to her command of the Dragon's ire! Northern Dragon Malachar led the Winter Dagger Rebellion against the Scarlet Dominion and fell to earth under the power of Mnemon and her daughters, Sabrina among them. A Dragon who fell to earth and whose ever-freezing heart had been hammered for seven days and seven nights it was given to her daughter to venture into the North, by its very construction countaining the endless horizon of the Pole of Air constrained and shaped by the unyielding will of the Dragon-Blooded. With Malachai in hand Sabrina was a peerless warrior, and it took one to melt her heart, not break her blade, for her to turn away from her empire and make a home in the desolate north. Malachai's blade is curved and long, reaching far and appearing to fade at its edges. It beats. The metal, the Jade, it beats like a heart, the fading horizon of the blade shaking with each beat, moving with the flow of the north. Every beat a new wind blows, and every beat the weapon comes closer to its objective. A Hearthstone placed upon the sword will beat like a heart as well, in the same cadence. The handle is made of the Dragon's scales, and one has to be an Air-Aspected Dragon-Blooded or otherwise well used to the air of winter not to burn from its touch.&lt;br /&gt;
&lt;br /&gt;
The wielder of Malachai tames the wind by her very presence. She is immune to the hazards of the North, be they frostbite, Wind Madness of the Frozen Fog. Her very presence calms the weather upon her Essence in Miles with a moment of concentration and the expenditure of 10 motes; Should adverse weather conditions be caused by supernatural will she receives a contested Essence roll with the weather's creator to attempt to dispell it. &lt;br /&gt;
&lt;br /&gt;
However, her anger is felt when the blade is unsheathed, sending howls of incoming blizzards to all those close by! All enemies present when the blade is unsheathed must make a Stamina+Resistance roll difficulty 3 or suffer a -2 enviromental penalty to all physical actions and increase their Mobility Penalty and Fatigue by 1 due to the cold that chills to the bone. This power is not cumulative with itself. She may make an even stronger display by releasing the heart and flash-freezing everything within 10 yards of her with the expenditure of 10 motes; this cold deals the Daiklave's Piercing Damage + the rating of any Hearthstone set in it as Undodgeable, Unparriable lethal damage to all those caught within. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Devil King Cannon'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Red Jade and Orichalcum Handcannon ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 10''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +3 Damage 15L Rate 2 Range 80'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Devil King Cannon is a frightening piece of craftsmanship. It is the length of a judge's forearm, barrel thick as a lawmaker's closed fist. Cast in Red Jade and etched with Orichalcum on places such as the handle as well as a hammer of pure golden metal in a particularly vicious red-gold hue that suggests the everburning flames of Heaven's Gallows. Only over the barrel and cast as its sight a crimson-hued Starmetal is used as a mark of the one who designed this particular gun - and only four small cilinders of Orichalcum-and-Starmetal jutting from its back all around the hammer and away from it are used as signs of its true purpose. Samael the Red Judge created this gun in a funeral pyre ignited for one of the greatest Celestial Censors to ever exist and stoked with the bones of the most vicious criminals he could find and the Sidereal himself stood within it manipulating the Magical Materials and burning in the pyre until the twin Devil King Cannons were complete. From the bones of demons and ghosts, from the wrath of heaven. The Devil King Cannon is a Firedust weapon that uses special alchemical ammunition to be fired, but when it ''is'' fired the result is obvious on the bodies of those it strikes: Samael's particular brand of justice, leaving gaping holes in the bodies of the wicked. The Cannon is also an alchemical laboratory of sorts - within its insides greater alchemies can be boiled into magical effects! Those were Samael's pride: to strike with all principles of the world at his foes.&lt;br /&gt;
* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent. &lt;br /&gt;
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.&lt;br /&gt;
* ''World Alchemy:'' If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for ''Devil King Furnace'' when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for ''Flight of the Brilliant Raptor'', and one of Water as a component for ''Torrential Cascade''. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.&lt;br /&gt;
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple-Type Archery Charm of Instant duration and work like a Simple Charm in all respects. Loading the alchemical components requires a diceless dice-action for each - this is a loading action and can be obliviated by fast-loading charms. The Combo will only be effective if using the Spell through this weapon or a similar effect however - and the mote cost of the Sorcery must still be paid - although the Willpower cost is waived since the Terrestrial or Celestial Sorcery Charm is never used. Touch effects such as ''Blood of Burning Oil'' strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.&lt;br /&gt;
&lt;br /&gt;
Damage dealt to self with Righteous Conviction cannot be avoided in any way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75335</id>
		<title>Eniko/IzabellaPanoply</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75335"/>
				<updated>2010-04-14T04:57:03Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;br /&gt;
&lt;br /&gt;
=== Protean Panoply ===&lt;br /&gt;
&lt;br /&gt;
'''Sorrowful Alms'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Knife **''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 3''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +3 Accuracy +4 Damage +4L Defense +1 Rate 6 Commitment 3''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Sorrowful Alms is the name given by the large soulsteel knives used by the highest of the Chalcedony Chaplains of the Bishop of the Chalcedony Thurible and given to them upon achieving the rank of maester in the Thousand Scriptures Labyrinth. Although they are strong weapons their use is primarily ceremonial, used to cut heretics and burn their hearts to consign the incense to the Shining One. Those struck by the blade feel the touch of the souls within as a poison that seeks to incinerate the heart! They must suceed in a Stamina+Resistance roll difficulty 3 or suffer 5 unsoakable levels of lethal damage. Should they suceed, they suffer only one. As all other sorts of poison, it does not stack with earlier doses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sonpich Assassin Spirit'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Grand Daiklave ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 8''&amp;lt;br&amp;gt;&lt;br /&gt;
''Two Hearthstone Settings''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +10 Accuracy +2 Damage +12L Defense -1 Rate 5 Commitment 6''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
The Black Diamond Halls of Sonpich holds some of the most infamous assassins in the lands of the Bishop of the Chalcedony Thurible. A hierarchy of assassins that stretches fourty generations all the way to the Contagion Survivors and whose rigid structure is dominated by the ghosts of clan founders and etiquette that takes more than a human lifetime to perfect they have rented their services far and wide... often to the church itself. ''Sonpich Assassin Spirit'' is one of four sacred blades of the family, an immense soulsteel blade that nevertheless appears to vanish in the night and strikes down with the power to rend one's life in an instant! Assassin Spirit gives no penalty for Stealth despite its size as long as the wielder can stay in the shadows and allows the wielder to automatically win Initiative on the first turn of combat; If more than one ability that automatically wins Initiative is used, then Initiative is rolled normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Kriemhild the Ninth'''&amp;lt;br&amp;gt; &lt;br /&gt;
''White Jade and Starmetal Mask ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 4''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
There have been thirteen Kriemhilds, Battle-Masks created by Thanatas Shyume before he donned the bone mask that would never leave his face. For before he was The Mentor of Death he was The Many-Faced End. Kriemhild the Ninth had a name once in a time of myriad masks of power, a name now lost to the mists of history, now requiring no more than its designation. Kriemhild the Ninth is a celebration of Conviction before the world. Worn by the Chaplain of Blue Wind to break an Winlandian Flock and protect their beachead of undeath, the Battle-Drama Mask Kriemhild the Ninth shifts itself to represent the very face of its wearer's conviction, mantaining constant only its star-filled eyes and white-and-red color scheme in metal and crystal, the space for a hearthstone open at the forehead by elaborate waving patterns like the manes of unseen lions. He who wears Kriemhild receives his Conviction in automatic successes rather than dice when channeling Conviction and an additional five dice to all attempts at mantaining your convictions or impressing them into another. In addition, it adds 3 points of natural Bashing and Lethal Soak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Dusk Settler'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Jade Handcannon ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +2 Damage +10L Rate 3 Range 100'''&amp;lt;br&amp;gt; &lt;br /&gt;
Two Hundred Years ago Pale Captain Griwald was the baddest pirate in the White Sea. Hailing from the Northwest and nursed on tales of the Kaigani, riding a monstruous ship that dragged down and devoured enemy vessels, little could stop him. It was not until the Pale Captain fought Valencia Silverstar at the sack of Three Wings that he was sunk to the bottom of the ocean... from where he was dragged by the forces of the God he once believed in to once again commit holy piracy. Dusk Settler was the Pale Captain's favored weapon, a gift from the Pirate Queen of Gennubah Bay  for the greatest pirate of its time with designs plucked out of Hanslanti Nightmares. Dusk Settler is a three-barreled handcannon whose dimensions are nothing short of impressive. The barrels run 110 centimeters alone, appearing old and craggy as if made from porous rock and coral covered in crags, bronze inlays still shining through when see in the light with the shapes of ever-moving tentacles. The stock runs almost 40 centimeters itself, holding the Pale Captain's seal in white jade at its end, the socket for a single hearthstone resting within it. &lt;br /&gt;
&lt;br /&gt;
The wielder may shoot through Dusk Settler with the Archery Ability, paying 1 mote per shot, each shot fired by one of the barrels as it turns like a clock. Paying 10 motes instead the wielder may fire all of them at once, focusing on a single enemy for an undodgeable Rate 1 scattering blast or using it on scenery to clear a wide path(doing double raw damage against wide objects such as walls). Dusk Settler may also be loaded with alchemical ammunition, although firing it will still require 1-mote expenditures.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Malachai'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Blue Jade Reaper Daiklave ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +12 Accuracy +4 Damage +5L(P) Defense +1 Rate 5 Commitment 5''' (With Jade Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Sabrina walked into the north as a conqueror. As a Dynast, Scion of the Realm she was different and terrifying, and even the Terrestrials of the Treshold had to pay heed to her command of the Dragon's ire! Northern Dragon Malachar led the Winter Dagger Rebellion against the Scarlet Dominion and fell to earth under the power of Mnemon and her daughters, Sabrina among them. A Dragon who fell to earth and whose ever-freezing heart had been hammered for seven days and seven nights it was given to her daughter to venture into the North, by its very construction countaining the endless horizon of the Pole of Air constrained and shaped by the unyielding will of the Dragon-Blooded. With Malachai in hand Sabrina was a peerless warrior, and it took one to melt her heart, not break her blade, for her to turn away from her empire and make a home in the desolate north. Malachai's blade is curved and long, reaching far and appearing to fade at its edges. It beats. The metal, the Jade, it beats like a heart, the fading horizon of the blade shaking with each beat, moving with the flow of the north. Every beat a new wind blows, and every beat the weapon comes closer to its objective. A Hearthstone placed upon the sword will beat like a heart as well, in the same cadence. The handle is made of the Dragon's scales, and one has to be an Air-Aspected Dragon-Blooded or otherwise well used to the air of winter not to burn from its touch.&lt;br /&gt;
&lt;br /&gt;
The wielder of Malachai tames the wind by her very presence. She is immune to the hazards of the North, be they frostbite, Wind Madness of the Frozen Fog. Her very presence calms the weather upon her Essence in Miles with a moment of concentration and the expenditure of 10 motes; Should adverse weather conditions be caused by supernatural will she receives a contested Essence roll with the weather's creator to attempt to dispell it. &lt;br /&gt;
&lt;br /&gt;
However, her anger is felt when the blade is unsheathed, sending howls of incoming blizzards to all those close by! All enemies present when the blade is unsheathed must make a Stamina+Resistance roll difficulty 3 or suffer a -2 enviromental penalty to all physical actions and increase their Mobility Penalty and Fatigue by 1 due to the cold that chills to the bone. This power is not cumulative with itself. She may make an even stronger display by releasing the heart and flash-freezing everything within 10 yards of her with the expenditure of 10 motes; this cold deals the Daiklave's Piercing Damage + the rating of any Hearthstone set in it as Undodgeable, Unparriable lethal damage to all those caught within. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Devil King Cannon'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Red Jade and Orichalcum Handcannon ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 10''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +3 Damage 15L Rate 2 Range 80'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Devil King Cannon is a frightening piece of craftsmanship. It is the length of a judge's forearm, barrel thick as a lawmaker's closed fist. Cast in Red Jade and etched with Orichalcum on places such as the handle as well as a hammer of pure golden metal in a particularly vicious red-gold hue that suggests the everburning flames of Heaven's Gallows. Only over the barrel and cast as its sight a crimson-hued Starmetal is used as a mark of the one who designed this particular gun - and only four small cilinders of Orichalcum-and-Starmetal jutting from its back all around the hammer and away from it are used as signs of its true purpose. Samael the Red Judge created this gun in a funeral pyre ignited for one of the greatest Celestial Censors to ever exist and stoked with the bones of the most vicious criminals he could find and the Sidereal himself stood within it manipulating the Magical Materials and burning in the pyre until the twin Devil King Cannons were complete. From the bones of demons and ghosts, from the wrath of heaven. The Devil King Cannon is a Firedust weapon that uses special alchemical ammunition to be fired, but when it ''is'' fired the result is obvious on the bodies of those it strikes: Samael's particular brand of justice, leaving gaping holes in the bodies of the wicked. The Cannon is also an alchemical laboratory of sorts - within its insides greater alchemies can be boiled into magical effects! Those were Samael's pride: to strike with all principles of the world at his foes.&lt;br /&gt;
* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent. &lt;br /&gt;
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.&lt;br /&gt;
* ''World Alchemy:'' If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for ''Devil King Furnace'' when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for ''Flight of the Brilliant Raptor'', and one of Water as a component for ''Torrential Cascade''. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.&lt;br /&gt;
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple-Type Archery Charm of Instant duration. The Combo will only be effective if using the Spell through this weapon or a similar effect however - and the mote cost of the Sorcery must still be paid - although the Willpower cost is waived since the Terrestrial or Celestial Sorcery Charm is never used. Touch effects such as ''Blood of Burning Oil'' strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.&lt;br /&gt;
&lt;br /&gt;
Damage dealt to self with Righteous Conviction cannot be avoided in any way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75334</id>
		<title>Eniko/IzabellaPanoply</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Eniko/IzabellaPanoply&amp;diff=75334"/>
				<updated>2010-04-14T04:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Colapso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;br /&gt;
&lt;br /&gt;
=== Protean Panoply ===&lt;br /&gt;
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'''Sorrowful Alms'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Knife **''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 3''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +3 Accuracy +4 Damage +4L Defense +1 Rate 6 Commitment 3''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Sorrowful Alms is the name given by the large soulsteel knives used by the highest of the Chalcedony Chaplains of the Bishop of the Chalcedony Thurible and given to them upon achieving the rank of maester in the Thousand Scriptures Labyrinth. Although they are strong weapons their use is primarily ceremonial, used to cut heretics and burn their hearts to consign the incense to the Shining One. Those struck by the blade feel the touch of the souls within as a poison that seeks to incinerate the heart! They must suceed in a Stamina+Resistance roll difficulty 3 or suffer 5 unsoakable levels of lethal damage. Should they suceed, they suffer only one. As all other sorts of poison, it does not stack with earlier doses.&lt;br /&gt;
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'''Sonpich Assassin Spirit'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Soulsteel Grand Daiklave ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 8''&amp;lt;br&amp;gt;&lt;br /&gt;
''Two Hearthstone Settings''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +10 Accuracy +2 Damage +12L Defense -1 Rate 5 Commitment 6''' (Without Soulsteel Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
The Black Diamond Halls of Sonpich holds some of the most infamous assassins in the lands of the Bishop of the Chalcedony Thurible. A hierarchy of assassins that stretches fourty generations all the way to the Contagion Survivors and whose rigid structure is dominated by the ghosts of clan founders and etiquette that takes more than a human lifetime to perfect they have rented their services far and wide... often to the church itself. ''Sonpich Assassin Spirit'' is one of four sacred blades of the family, an immense soulsteel blade that nevertheless appears to vanish in the night and strikes down with the power to rend one's life in an instant! Assassin Spirit gives no penalty for Stealth despite its size as long as the wielder can stay in the shadows and allows the wielder to automatically win Initiative on the first turn of combat; If more than one ability that automatically wins Initiative is used, then Initiative is rolled normally.&lt;br /&gt;
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'''Kriemhild the Ninth'''&amp;lt;br&amp;gt; &lt;br /&gt;
''White Jade and Starmetal Mask ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 4''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
There have been thirteen Kriemhilds, Battle-Masks created by Thanatas Shyume before he donned the bone mask that would never leave his face. For before he was The Mentor of Death he was The Many-Faced End. Kriemhild the Ninth had a name once in a time of myriad masks of power, a name now lost to the mists of history, now requiring no more than its designation. Kriemhild the Ninth is a celebration of Conviction before the world. Worn by the Chaplain of Blue Wind to break an Winlandian Flock and protect their beachead of undeath, the Battle-Drama Mask Kriemhild the Ninth shifts itself to represent the very face of its wearer's conviction, mantaining constant only its star-filled eyes and white-and-red color scheme in metal and crystal, the space for a hearthstone open at the forehead by elaborate waving patterns like the manes of unseen lions. He who wears Kriemhild receives his Conviction in automatic successes rather than dice when channeling Conviction and an additional five dice to all attempts at mantaining your convictions or impressing them into another. In addition, it adds 3 points of natural Bashing and Lethal Soak.&lt;br /&gt;
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'''Dusk Settler'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Jade Handcannon ***''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +2 Damage +10L Rate 3 Range 100'''&amp;lt;br&amp;gt; &lt;br /&gt;
Two Hundred Years ago Pale Captain Griwald was the baddest pirate in the White Sea. Hailing from the Northwest and nursed on tales of the Kaigani, riding a monstruous ship that dragged down and devoured enemy vessels, little could stop him. It was not until the Pale Captain fought Valencia Silverstar at the sack of Three Wings that he was sunk to the bottom of the ocean... from where he was dragged by the forces of the God he once believed in to once again commit holy piracy. Dusk Settler was the Pale Captain's favored weapon, a gift from the Pirate Queen of Gennubah Bay  for the greatest pirate of its time with designs plucked out of Hanslanti Nightmares. Dusk Settler is a three-barreled handcannon whose dimensions are nothing short of impressive. The barrels run 110 centimeters alone, appearing old and craggy as if made from porous rock and coral covered in crags, bronze inlays still shining through when see in the light with the shapes of ever-moving tentacles. The stock runs almost 40 centimeters itself, holding the Pale Captain's seal in white jade at its end, the socket for a single hearthstone resting within it. &lt;br /&gt;
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The wielder may shoot through Dusk Settler with the Archery Ability, paying 1 mote per shot, each shot fired by one of the barrels as it turns like a clock. Paying 10 motes instead the wielder may fire all of them at once, focusing on a single enemy for an undodgeable Rate 1 scattering blast or using it on scenery to clear a wide path(doing double raw damage against wide objects such as walls). Dusk Settler may also be loaded with alchemical ammunition, although firing it will still require 1-mote expenditures.&lt;br /&gt;
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'''Malachai'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Blue Jade Reaper Daiklave ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 5''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed +12 Accuracy +4 Damage +5L(P) Defense +1 Rate 5 Commitment 5''' (With Jade Alchemy)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Sabrina walked into the north as a conqueror. As a Dynast, Scion of the Realm she was different and terrifying, and even the Terrestrials of the Treshold had to pay heed to her command of the Dragon's ire! Northern Dragon Malachar led the Winter Dagger Rebellion against the Scarlet Dominion and fell to earth under the power of Mnemon and her daughters, Sabrina among them. A Dragon who fell to earth and whose ever-freezing heart had been hammered for seven days and seven nights it was given to her daughter to venture into the North, by its very construction countaining the endless horizon of the Pole of Air constrained and shaped by the unyielding will of the Dragon-Blooded. With Malachai in hand Sabrina was a peerless warrior, and it took one to melt her heart, not break her blade, for her to turn away from her empire and make a home in the desolate north. Malachai's blade is curved and long, reaching far and appearing to fade at its edges. It beats. The metal, the Jade, it beats like a heart, the fading horizon of the blade shaking with each beat, moving with the flow of the north. Every beat a new wind blows, and every beat the weapon comes closer to its objective. A Hearthstone placed upon the sword will beat like a heart as well, in the same cadence. The handle is made of the Dragon's scales, and one has to be an Air-Aspected Dragon-Blooded or otherwise well used to the air of winter not to burn from its touch.&lt;br /&gt;
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The wielder of Malachai tames the wind by her very presence. She is immune to the hazards of the North, be they frostbite, Wind Madness of the Frozen Fog. Her very presence calms the weather upon her Essence in Miles with a moment of concentration and the expenditure of 10 motes; Should adverse weather conditions be caused by supernatural will she receives a contested Essence roll with the weather's creator to attempt to dispell it. &lt;br /&gt;
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However, her anger is felt when the blade is unsheathed, sending howls of incoming blizzards to all those close by! All enemies present when the blade is unsheathed must make a Stamina+Resistance roll difficulty 3 or suffer a -2 enviromental penalty to all physical actions and increase their Mobility Penalty and Fatigue by 1 due to the cold that chills to the bone. This power is not cumulative with itself. She may make an even stronger display by releasing the heart and flash-freezing everything within 10 yards of her with the expenditure of 10 motes; this cold deals the Daiklave's Piercing Damage + the rating of any Hearthstone set in it as Undodgeable, Unparriable lethal damage to all those caught within. &lt;br /&gt;
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'''Devil King Cannon'''&amp;lt;br&amp;gt; &lt;br /&gt;
''Red Jade and Orichalcum Handcannon ****''&amp;lt;br&amp;gt;&lt;br /&gt;
''Commitment 10''&amp;lt;br&amp;gt;&lt;br /&gt;
''One Hearthstone Setting''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Accuracy +3 Damage 15L Rate 2 Range 80'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Devil King Cannon is a frightening piece of craftsmanship. It is the length of a judge's forearm, barrel thick as a lawmaker's closed fist. Cast in Red Jade and etched with Orichalcum on places such as the handle as well as a hammer of pure golden metal in a particularly vicious red-gold hue that suggests the everburning flames of Heaven's Gallows. Only over the barrel and cast as its sight a crimson-hued Starmetal is used as a mark of the one who designed this particular gun - and only four small cilinders of Orichalcum-and-Starmetal jutting from its back all around the hammer and away from it are used as signs of its true purpose. Samael the Red Judge created this gun in a funeral pyre ignited for one of the greatest Celestial Censors to ever exist and stoked with the bones of the most vicious criminals he could find and the Sidereal himself stood within it manipulating the Magical Materials and burning in the pyre until the twin Devil King Cannons were complete. From the bones of demons and ghosts, from the wrath of heaven. The Devil King Cannon is a Firedust weapon that uses special alchemical ammunition to be fired, but when it ''is'' fired the result is obvious on the bodies of those it strikes: Samael's particular brand of justice, leaving gaping holes in the bodies of the wicked. The Cannon is also an alchemical laboratory of sorts - within its insides greater alchemies can be boiled into magical effects! Those were Samael's pride: to strike with all principles of the world at his foes.&lt;br /&gt;
* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent. &lt;br /&gt;
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.&lt;br /&gt;
* ''World Alchemy:'' If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for ''Devil King Furnace'' when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for ''Flight of the Brilliant Raptor'', and one of Water as a component for ''Torrential Cascade''. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.&lt;br /&gt;
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple Archery Charm of Instant duration. The Combo will only be effective if using the Spell through this weapon or a similar effect however. Touch effects such as ''Blood of Burning Oil'' strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.&lt;br /&gt;
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Damage dealt to self with Righteous Conviction cannot be avoided in any way.&lt;br /&gt;
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* - Back to [[Eniko/IzabellaDeWindia|Izabella de Windia]]&lt;/div&gt;</summary>
		<author><name>Colapso</name></author>	</entry>

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