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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76421</id>
		<title>Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76421"/>
				<updated>2010-05-27T15:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Ethereal Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Ethereal Exalted ==&lt;br /&gt;
by Dragon of the Dawn&lt;br /&gt;
&lt;br /&gt;
'''Synopsis'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Ethereal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and embraced the other Incarna. He gave them a place of being so that the other Incarna may perform their great works. He shared his vastness and power with the other Incarna. In return they shared their power with him.  &amp;lt;br&amp;gt;&lt;br /&gt;
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Azure was the first Incarna to fall at the onset of the Primordial War. His Chosen launched the first attack upon the Primordials. They simultaneously ambushed one primordial whose name is now forgotten. Their attack did not destroy the Primordial but it did lay it low so that the Solars could attack. Another Primordial vowed revenge for his fallen comrade and seized all that was of Azure and his Chosen (every work, every memory, every moment of existence, all that he was and his Chosen and will be) with its core souls. It then gathered the all most all of Azure’s very existence into one tiny point in time and space. Next the primordial focused all it’s power into “expelling” the very concept of Azure and is Chosen from all creation. Azure and his chosen vanished from the minds of all that ever knew of them. All of their works simply ceased to be. A mere moment later Azure and his chosen &amp;quot;re-existed&amp;quot; in the  deepest Wyld. Deeper than any being has been known to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Azure and his Chosen were tortured, warped and driven utterly mad by the ever changing chaos of the deepest Wyld. Their toture had no begining or ending. Moments constantly changed. Nothing was true. This continued for what seemed like an eternity until, by some bizarre twist of the Wyld, the Chosen of Azure returned to creation. Azure may have returend also but their seems to be no evidence of it. It seemed that only his chosen returned. He was no where to be found. Sadly the glory of Etheral Exalted's return was lost in their madness. The shards attached themsselves to the first humans they found and turned those chosen into mad men. &amp;lt;br&amp;gt;&lt;br /&gt;
Now they wander, their purpose lost, except when faced with a danger to the world. They unconciously battle all of creations foes and even though they have lost much they are still formidable protectors of creation.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Origin'''&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the Primordial War there were more Incarna to grace our sky than there are today. One of the Incarna lost to creation was Azure the Unattainable Sky. He was the spirit of the sky itself and the lover/son of Gaia. His domain embraced the other Incarna. He gave them a place of being so that they may perform their great works. He was the first defense of creations sky and through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his brothers and sisters behind him even that did stay hidden for long. &lt;br /&gt;
His chosen enjoyed the gifts of the Incarna also. They could learn all the charms of the other Exalted. Azures chosen ones used these charms to become the defenders the sky. They ruled the winds and reigned over all that dwelled in Azure’s domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the war began his chosen launched a surprise attack upon one Primordial with all their might and the Breath of Azure in their souls. The “Breath of Azure” was a blessing of Azure that created a very strong flow of essence between him and his chosen ones. (This connection granted the Ethereal Exalted more power than they could ever achieve on their own by allowing his Zephyrs to combo any charm from any caste on the fly with a minor cost to themselves.) With their added power the Ethereals gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moment after the first Primordial fell the other Primordials came to their senses. A fellow Primordial, enraged at the loss of his comrade, launched a counter attack. This devious primordial could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to gather almost all that Azure was, is and will be into one moment in time. Then the Primordial “expelled” all that was Azure and his Chosen deep into the Wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Azure was lost to creation but he did survive. At the moment Azure and his chosen “re-existed”, chaos grabbed them. In his weakened state he could not fend off the Shapeless Ones as they gleefully played with their souls. So completely were they expelled from creation and then consumed by the Wyld that now only but the most powerful of creation can remember that a being like Azure ever was but no one remembers his name except him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eons later, on a bright day, a group of Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the Usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the Wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witness to the battle its tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.&lt;br /&gt;
Finally after much battle and blood the beast was felled. When a sun king landed the final blow the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure was released upon them. Our hapless heroes where caught in an unescapable wave of power that ripped their very souls apart. Their minds were lost to chaos our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably ever will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The souls of the Ethereal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed by eons torture in the deep Wyld. Instead the shards of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sadly, so deep was the damage of the Wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the Wyld that they could not even use the powers they were given.&lt;br /&gt;
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep Wyld lessened in each incarnation. It is foolish to contemplate the workings of the such things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This awakening has not escaped the powerful denizens of creation. The awakening of the Ethereal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than an insane Incarna?&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''In the real world:'''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' –adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Heraldry. of the tincture or color blue. &amp;lt;br&amp;gt;&lt;br /&gt;
–noun &amp;lt;br&amp;gt;&lt;br /&gt;
3. the blue of a clear or unclouded sky.&amp;lt;br&amp;gt;&lt;br /&gt;
4. a light, purplish blue.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Heraldry. the tincture or color blue.&amp;lt;br&amp;gt;&lt;br /&gt;
6. the clear, cloudless sky.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. light, airy, or tenuous: an ethereal world created through the poetic imagination. &amp;lt;br&amp;gt;&lt;br /&gt;
2. extremely delicate or refined: ethereal beauty.&amp;lt;br&amp;gt; &lt;br /&gt;
3. heavenly or celestial: gone to his ethereal home. &amp;lt;br&amp;gt;&lt;br /&gt;
4. of or pertaining to the upper regions of space. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Chemistry. pertaining to, containing, or resembling ethyl ether.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''''In Exalted:'''''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' The Lost Incarna of The Sky&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ethereal Exalted:'''The chosen ones of Azure&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A New Sky ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that they are broken and mad the Ethereal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. The images of their banners are twisted and disrupted. But regardless of their losses they can still access powers that more focus exalted could never achieve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Castes]]&lt;br /&gt;
&lt;br /&gt;
* [[Charm Guidelines]]&lt;br /&gt;
&lt;br /&gt;
* [[The Blessings of Azure]]&lt;br /&gt;
&lt;br /&gt;
* [[Magical Material and Artifacts]]&lt;br /&gt;
&lt;br /&gt;
* [[How to make a Ethereal Exalted]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76420</id>
		<title>Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76420"/>
				<updated>2010-05-27T15:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Ethereal Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Ethereal Exalted ==&lt;br /&gt;
by Dragon of the Dawn&lt;br /&gt;
&lt;br /&gt;
'''Synopsis'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Ethereal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and embraced the other Incarna. He gave them a place of being so that the other Incarna may perform their great works. He shared his vastness and power with the other Incarna. In return they shared their power with him.  &amp;lt;br&amp;gt;&lt;br /&gt;
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Azure was the first Incarna to fall at the onset of the Primordial War. His Chosen launched the first attack upon the Primordials. They simultaneously ambushed one primordial whose name is now forgotten. Their attack did not destroy the Primordial but it did lay it low so that the Solars could attack. Another Primordial vowed revenge for his fallen comrade and seized all that was of Azure and his Chosen (every work, every memory, every moment of existence, all that he was and his Chosen and will be) with its core souls. It then gathered the all most all of Azure’s very existence into one tiny point in time and space. Next the primordial focused all it’s power into “expelling” the very concept of Azure and is Chosen from all creation. Azure and his chosen vanished from the minds of all that ever knew of them. All of their works simply ceased to be. A mere moment later Azure and his chosen &amp;quot;re-existed&amp;quot; in the  deepest Wyld. Deeper than any being has been known to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Azure and his Chosen were tortured, warped and driven utterly mad by the ever changing chaos of the deepest Wyld for what seemed like an eternity. Until, by some bizarre twist of the Wyld, the Chosen of Azure returned to creation. Azure may have returend also but their seems to be no evidence of it. It seemed that only his chosen returned. He was no where to be found. Sadly the glory of Etheral Exalted's return was lost in their madness. The shards attached themsselves to the first humans they found and turned those chosen into mad men. &amp;lt;br&amp;gt;&lt;br /&gt;
Now they wander, their purpose lost, except when faced with a danger to the world. They unconciously battle all of creations foes and even though they have lost much they are still formidable protectors of creation.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Origin'''&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the Primordial War there were more Incarna to grace our sky than there are today. One of the Incarna lost to creation was Azure the Unattainable Sky. He was the spirit of the sky itself and the lover/son of Gaia. His domain embraced the other Incarna. He gave them a place of being so that they may perform their great works. He was the first defense of creations sky and through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his brothers and sisters behind him even that did stay hidden for long. &lt;br /&gt;
His chosen enjoyed the gifts of the Incarna also. They could learn all the charms of the other Exalted. Azures chosen ones used these charms to become the defenders the sky. They ruled the winds and reigned over all that dwelled in Azure’s domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the war began his chosen launched a surprise attack upon one Primordial with all their might and the Breath of Azure in their souls. The “Breath of Azure” was a blessing of Azure that created a very strong flow of essence between him and his chosen ones. (This connection granted the Ethereal Exalted more power than they could ever achieve on their own by allowing his Zephyrs to combo any charm from any caste on the fly with a minor cost to themselves.) With their added power the Ethereals gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moment after the first Primordial fell the other Primordials came to their senses. A fellow Primordial, enraged at the loss of his comrade, launched a counter attack. This devious primordial could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to gather almost all that Azure was, is and will be into one moment in time. Then the Primordial “expelled” all that was Azure and his Chosen deep into the Wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Azure was lost to creation but he did survive. At the moment Azure and his chosen “re-existed”, chaos grabbed them. In his weakened state he could not fend off the Shapeless Ones as they gleefully played with their souls. So completely were they expelled from creation and then consumed by the Wyld that now only but the most powerful of creation can remember that a being like Azure ever was but no one remembers his name except him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eons later, on a bright day, a group of Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the Usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the Wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witness to the battle its tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.&lt;br /&gt;
Finally after much battle and blood the beast was felled. When a sun king landed the final blow the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure was released upon them. Our hapless heroes where caught in an unescapable wave of power that ripped their very souls apart. Their minds were lost to chaos our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably ever will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The souls of the Ethereal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed by eons torture in the deep Wyld. Instead the shards of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sadly, so deep was the damage of the Wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the Wyld that they could not even use the powers they were given.&lt;br /&gt;
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep Wyld lessened in each incarnation. It is foolish to contemplate the workings of the such things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This awakening has not escaped the powerful denizens of creation. The awakening of the Ethereal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than an insane Incarna?&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''In the real world:'''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' –adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Heraldry. of the tincture or color blue. &amp;lt;br&amp;gt;&lt;br /&gt;
–noun &amp;lt;br&amp;gt;&lt;br /&gt;
3. the blue of a clear or unclouded sky.&amp;lt;br&amp;gt;&lt;br /&gt;
4. a light, purplish blue.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Heraldry. the tincture or color blue.&amp;lt;br&amp;gt;&lt;br /&gt;
6. the clear, cloudless sky.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. light, airy, or tenuous: an ethereal world created through the poetic imagination. &amp;lt;br&amp;gt;&lt;br /&gt;
2. extremely delicate or refined: ethereal beauty.&amp;lt;br&amp;gt; &lt;br /&gt;
3. heavenly or celestial: gone to his ethereal home. &amp;lt;br&amp;gt;&lt;br /&gt;
4. of or pertaining to the upper regions of space. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Chemistry. pertaining to, containing, or resembling ethyl ether.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''''In Exalted:'''''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' The Lost Incarna of The Sky&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ethereal Exalted:'''The chosen ones of Azure&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A New Sky ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that they are broken and mad the Ethereal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. The images of their banners are twisted and disrupted. But regardless of their losses they can still access powers that more focus exalted could never achieve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Castes]]&lt;br /&gt;
&lt;br /&gt;
* [[Charm Guidelines]]&lt;br /&gt;
&lt;br /&gt;
* [[The Blessings of Azure]]&lt;br /&gt;
&lt;br /&gt;
* [[Magical Material and Artifacts]]&lt;br /&gt;
&lt;br /&gt;
* [[How to make a Ethereal Exalted]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76419</id>
		<title>Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76419"/>
				<updated>2010-05-27T15:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Ethereal Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Ethereal Exalted ==&lt;br /&gt;
by Dragon of the Dawn&lt;br /&gt;
&lt;br /&gt;
'''Synopsis'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Ethereal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and embraced the other Incarna. He gave them a place of being so that the other Incarna may perform their great works. He shared his vastness and power with the other Incarna. In return they shared their power with him.  &amp;lt;br&amp;gt;&lt;br /&gt;
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Azure was the first Incarna to fall at the onset of the Primordial War. His Chosen launched the first attack upon the Primordials. They simultaneously ambushed one primordial whose name is now forgotten. Their attack did not destroy the Primordial but it did lay it low so that the Solars could attack. Another Primordial vowed revenge for his fallen comrade and seized all that was of Azure and his Chosen (every work, every memory, every moment of existence, all that he was and his Chosen and will be) with its core souls. It then gathered the all most all of Azure’s very existence into one tiny point in time and space. Next the primordial focused all it’s power into “expelling” the very concept of Azure and is Chosen from all creation. Azure and his chosen vanished from the minds of all that ever knew of them. All of their works simply ceased to be. A mere moment later Azure and his chosen &amp;quot;re-existed&amp;quot; in the  deepest Wyld. Deeper than any being has been known to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Azure and his Chosen were tortured, warped and driven utterly mad by the ever changing chaos of the deepest Wyld for what seemed like an eternity. Until, by some bizarre twist of the Wyld, the Chosen of Azure, the Ethereal Exalted returned to creation. Sadly the glory of their return was lost in their madness. The shards attached themsselves to the first humans they found and turned those chosen into mad men. &amp;lt;br&amp;gt;&lt;br /&gt;
Now they wander, their purpose lost, except when faced with a danger to the world. They unconciously battle all of creations foes and even though they have lost much they are still formidable protectors of creation.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Origin'''&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the Primordial War there were more Incarna to grace our sky than there are today. One of the Incarna lost to creation was Azure the Unattainable Sky. He was the spirit of the sky itself and the lover/son of Gaia. His domain embraced the other Incarna. He gave them a place of being so that they may perform their great works. He was the first defense of creations sky and through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his brothers and sisters behind him even that did stay hidden for long. &lt;br /&gt;
His chosen enjoyed the gifts of the Incarna also. They could learn all the charms of the other Exalted. Azures chosen ones used these charms to become the defenders the sky. They ruled the winds and reigned over all that dwelled in Azure’s domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the war began his chosen launched a surprise attack upon one Primordial with all their might and the Breath of Azure in their souls. The “Breath of Azure” was a blessing of Azure that created a very strong flow of essence between him and his chosen ones. (This connection granted the Ethereal Exalted more power than they could ever achieve on their own by allowing his Zephyrs to combo any charm from any caste on the fly with a minor cost to themselves.) With their added power the Ethereals gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moment after the first Primordial fell the other Primordials came to their senses. A fellow Primordial, enraged at the loss of his comrade, launched a counter attack. This devious primordial could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to gather almost all that Azure was, is and will be into one moment in time. Then the Primordial “expelled” all that was Azure and his Chosen deep into the Wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Azure was lost to creation but he did survive. At the moment Azure and his chosen “re-existed”, chaos grabbed them. In his weakened state he could not fend off the Shapeless Ones as they gleefully played with their souls. So completely were they expelled from creation and then consumed by the Wyld that now only but the most powerful of creation can remember that a being like Azure ever was but no one remembers his name except him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eons later, on a bright day, a group of Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the Usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the Wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witness to the battle its tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.&lt;br /&gt;
Finally after much battle and blood the beast was felled. When a sun king landed the final blow the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure was released upon them. Our hapless heroes where caught in an unescapable wave of power that ripped their very souls apart. Their minds were lost to chaos our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably ever will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The souls of the Ethereal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed by eons torture in the deep Wyld. Instead the shards of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sadly, so deep was the damage of the Wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the Wyld that they could not even use the powers they were given.&lt;br /&gt;
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep Wyld lessened in each incarnation. It is foolish to contemplate the workings of the such things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This awakening has not escaped the powerful denizens of creation. The awakening of the Ethereal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than an insane Incarna?&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''In the real world:'''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' –adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Heraldry. of the tincture or color blue. &amp;lt;br&amp;gt;&lt;br /&gt;
–noun &amp;lt;br&amp;gt;&lt;br /&gt;
3. the blue of a clear or unclouded sky.&amp;lt;br&amp;gt;&lt;br /&gt;
4. a light, purplish blue.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Heraldry. the tincture or color blue.&amp;lt;br&amp;gt;&lt;br /&gt;
6. the clear, cloudless sky.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. light, airy, or tenuous: an ethereal world created through the poetic imagination. &amp;lt;br&amp;gt;&lt;br /&gt;
2. extremely delicate or refined: ethereal beauty.&amp;lt;br&amp;gt; &lt;br /&gt;
3. heavenly or celestial: gone to his ethereal home. &amp;lt;br&amp;gt;&lt;br /&gt;
4. of or pertaining to the upper regions of space. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Chemistry. pertaining to, containing, or resembling ethyl ether.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''''In Exalted:'''''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' The Lost Incarna of The Sky&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ethereal Exalted:'''The chosen ones of Azure&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A New Sky ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that they are broken and mad the Ethereal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. The images of their banners are twisted and disrupted. But regardless of their losses they can still access powers that more focus exalted could never achieve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Castes]]&lt;br /&gt;
&lt;br /&gt;
* [[Charm Guidelines]]&lt;br /&gt;
&lt;br /&gt;
* [[The Blessings of Azure]]&lt;br /&gt;
&lt;br /&gt;
* [[Magical Material and Artifacts]]&lt;br /&gt;
&lt;br /&gt;
* [[How to make a Ethereal Exalted]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76418</id>
		<title>Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=76418"/>
				<updated>2010-05-27T14:56:46Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Ethereal Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Ethereal Exalted ==&lt;br /&gt;
by Dragon of the Dawn&lt;br /&gt;
&lt;br /&gt;
'''Synopsis'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Ethereal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and embraced the other Incarna. He gave them a place of being so that the other Incarna may perform their great works. He shared his vastness and power with the other Incarna. In return they shared their power with him.  &amp;lt;br&amp;gt;&lt;br /&gt;
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Azure was the first Incarna to fall at the onset of the Primordial War. His Chosen launched the first attack upon the Primordials. They simultaneously ambushed one primordial whose name is now forgotten. Their attack did not destroy the Primordial but it did lay it low so that the Solars could attack. Another Primordial vowed revenge for his fallen comrade and seized all that was of Azure and his Chosen (every work, every memory, every moment of existence, all that he was and his Chosen and will be) with its core souls. It then gathered the all most all of Azure’s very existence into one tiny point in time and space. Next the primordial focused all it’s power into “expelling” the very concept of Azure and is Chosen from all creation. Azure and his chosen vanished from the minds of all that ever knew of them. All of their works simply ceased to be. A mere moment later Azure and his chosen &amp;quot;re-existed&amp;quot; in the  deepest Wyld. Deeper than any being has been known to go. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Azure and his Chosen were tortured, warped and driven utterly mad by the ever changing chaos of the deepest Wyld from what seemed like an eternity. Until, by some bizarre twist of the Wyld, the Chosen of Azure, the Ethereal Exalted returned to creation. Sadly the glory of their return was lost in their madness. The shards attached themsselves to the first humans they found and turned those chosen into mad men. &amp;lt;br&amp;gt;&lt;br /&gt;
Now they wander, their purpose lost, except when faced with a danger to the world. They unconciously battle all of creations foes and even though they have lost much they are still formidable protectors of creation.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Origin'''&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the Primordial War there were more Incarna to grace our sky than there are today. One of the Incarna lost to creation was Azure the Unattainable Sky. He was the spirit of the sky itself and the lover/son of Gaia. His domain embraced the other Incarna. He gave them a place of being so that they may perform their great works. He was the first defense of creations sky and through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his brothers and sisters behind him even that did stay hidden for long. &lt;br /&gt;
His chosen enjoyed the gifts of the Incarna also. They could learn all the charms of the other Exalted. Azures chosen ones used these charms to become the defenders the sky. They ruled the winds and reigned over all that dwelled in Azure’s domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the war began his chosen launched a surprise attack upon one Primordial with all their might and the Breath of Azure in their souls. The “Breath of Azure” was a blessing of Azure that created a very strong flow of essence between him and his chosen ones. (This connection granted the Ethereal Exalted more power than they could ever achieve on their own by allowing his Zephyrs to combo any charm from any caste on the fly with a minor cost to themselves.) With their added power the Ethereals gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moment after the first Primordial fell the other Primordials came to their senses. A fellow Primordial, enraged at the loss of his comrade, launched a counter attack. This devious primordial could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to gather almost all that Azure was, is and will be into one moment in time. Then the Primordial “expelled” all that was Azure and his Chosen deep into the Wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Azure was lost to creation but he did survive. At the moment Azure and his chosen “re-existed”, chaos grabbed them. In his weakened state he could not fend off the Shapeless Ones as they gleefully played with their souls. So completely were they expelled from creation and then consumed by the Wyld that now only but the most powerful of creation can remember that a being like Azure ever was but no one remembers his name except him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eons later, on a bright day, a group of Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the Usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the Wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witness to the battle its tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.&lt;br /&gt;
Finally after much battle and blood the beast was felled. When a sun king landed the final blow the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure was released upon them. Our hapless heroes where caught in an unescapable wave of power that ripped their very souls apart. Their minds were lost to chaos our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably ever will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The souls of the Ethereal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed by eons torture in the deep Wyld. Instead the shards of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sadly, so deep was the damage of the Wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the Wyld that they could not even use the powers they were given.&lt;br /&gt;
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep Wyld lessened in each incarnation. It is foolish to contemplate the workings of the such things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This awakening has not escaped the powerful denizens of creation. The awakening of the Ethereal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than an insane Incarna?&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''In the real world:'''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' –adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Heraldry. of the tincture or color blue. &amp;lt;br&amp;gt;&lt;br /&gt;
–noun &amp;lt;br&amp;gt;&lt;br /&gt;
3. the blue of a clear or unclouded sky.&amp;lt;br&amp;gt;&lt;br /&gt;
4. a light, purplish blue.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Heraldry. the tincture or color blue.&amp;lt;br&amp;gt;&lt;br /&gt;
6. the clear, cloudless sky.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. light, airy, or tenuous: an ethereal world created through the poetic imagination. &amp;lt;br&amp;gt;&lt;br /&gt;
2. extremely delicate or refined: ethereal beauty.&amp;lt;br&amp;gt; &lt;br /&gt;
3. heavenly or celestial: gone to his ethereal home. &amp;lt;br&amp;gt;&lt;br /&gt;
4. of or pertaining to the upper regions of space. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Chemistry. pertaining to, containing, or resembling ethyl ether.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''''In Exalted:'''''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' The Lost Incarna of The Sky&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ethereal Exalted:'''The chosen ones of Azure&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A New Sky ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that they are broken and mad the Ethereal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. The images of their banners are twisted and disrupted. But regardless of their losses they can still access powers that more focus exalted could never achieve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Castes]]&lt;br /&gt;
&lt;br /&gt;
* [[Charm Guidelines]]&lt;br /&gt;
&lt;br /&gt;
* [[The Blessings of Azure]]&lt;br /&gt;
&lt;br /&gt;
* [[Magical Material and Artifacts]]&lt;br /&gt;
&lt;br /&gt;
* [[How to make a Ethereal Exalted]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=75499</id>
		<title>Dragon of the Dawn</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=75499"/>
				<updated>2010-04-19T19:21:43Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'I'm A lover of exalted and all things fantasy. I tend to think he could have done it better than them (publisher/writer/so on..) and then usually die under a mountain of work try…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm A lover of exalted and all things fantasy. I tend to think he could have done it better than them (publisher/writer/so on..) and then usually die under a mountain of work trying to do so.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=WelcomeToExaltedWiki&amp;diff=75468</id>
		<title>WelcomeToExaltedWiki</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=WelcomeToExaltedWiki&amp;diff=75468"/>
				<updated>2010-04-18T19:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* Featuring a Featured Feature OR Self-Important Ramblings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Quick Links: [[WikiContent]] | [[Special:RecentChanges|RecentChanges]] | Discussions | [[UserPages]] | [[ExaltedLinks]] =====&lt;br /&gt;
&lt;br /&gt;
= Welcome! =&lt;br /&gt;
New here? Check out our [[QuickStartGuide]] for a short tutorial to get you started! You might also be interested in some wikizen's [[Favorites|favorite pages]].&lt;br /&gt;
&lt;br /&gt;
[[WelcomeToExaltedWiki]]! This is a [[WikiWikiWebsite]] devoted to [[WhiteWolf]] Games' excellent game, Exalted. (Don't know what Exalted is? Check out [[WhatIsExalted]]). It's easy to walk around the site and read, but the real fun of a wiki comes when you contribute. If you need help, [[QuickStartGuide]] and [[WhatIsAWiki]] both have valuable information and links to get you on the right track, and [[BestPractices]] will tell you how best to observe Wikiquette. Once you feel comfortable and have a [[UserPage]], feel free to contribute! If you see an unwritten link, write it! If you have some material or a cool campaign to publish, hang it off your [[UserPage]]! Heck, if you catch a spelling mistake, fix it! Everything is fair game, that's the beauty of wiki. &lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun.&lt;br /&gt;
&lt;br /&gt;
== Wiki News ==&lt;br /&gt;
&lt;br /&gt;
* 6 Apr 2010: Conversion complete! Let me know if you see any weirdnesses on the below page or by email. - [[Xyphoid]]&lt;br /&gt;
* 3 Apr 2010: Looking at a Mediawiki conversion - [[Xyphoid/MediawikiConversion]] (!) - [[Xyphoid]]&lt;br /&gt;
* 1 Apr 2010: Some downtime in the near future - looking at new hosting options. [[Xyphoid]]&lt;br /&gt;
* 7/1/2010: Some downtime this week due to a hardware outage. - [[Xyphoid]]&lt;br /&gt;
* 28/04/2008: No news - [[Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Links ==&lt;br /&gt;
&lt;br /&gt;
* An index to much of the game content on this site can be found at [[WikiContent]]. &lt;br /&gt;
&lt;br /&gt;
* If you have no idea what this thing is, visit [[WhatIsAWiki]] and [[QuickStartGuide]]. Then check out [[TextFormattingRules]] and play about in the [[SandBox]]. Before you make your page, visit [[BestPractices]] to get a feel for how best to do so. If you still have questions, visit [[WikiQuestions]] for [[WikiAnswers]].&lt;br /&gt;
* View our ever-growing roster of contributors at [[UserPages]], and add your own to the list!&lt;br /&gt;
* Visit Discussions to talk about ships, shoes, sealing wax and all that good stuff. &lt;br /&gt;
* If you want to create new pages, but aren't sure what to call them, post a question about it to [[NamingAdvice]]&lt;br /&gt;
* [[ExaltedLinks]] contains the URLs of various Exalted sites. So far the categories are: forums, character sheets, misc resources and campaign sites. Got any more to add?&lt;br /&gt;
* Here's two features that you may not have known about:&lt;br /&gt;
** [Random] -- Random Page!&lt;br /&gt;
** [Maintain] -- can only be clicked twice a day. Maintains the wiki and keeps it running at top speed. Also gives you a full list of all wiki pages!&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy this site!&lt;br /&gt;
&lt;br /&gt;
== User Updates ==&lt;br /&gt;
&lt;br /&gt;
Anyone is allowed to mention a cool wiki node they find here, or a new one they are making. However, in the interests of page loading and server load, let's not have more than 30, okay?&lt;br /&gt;
&lt;br /&gt;
=== Featuring a Featured Feature OR Self-Important Ramblings ===&lt;br /&gt;
*04-18-10: Posted my first two &amp;quot;completed&amp;quot; works; The Ethereal Exalted and The Champion Exalted. [[Dragon of the Dawn]].&lt;br /&gt;
&lt;br /&gt;
*10-26-07: Created [[FirstToSecond]], a page to help transition from [[FirstEdition]] to [[SecondEdition]]. Please, help. -- [[Nabeshin]]&lt;br /&gt;
&lt;br /&gt;
*07-01-07: Updated house rule section for 2nd Edition. Comments welcome. [[SagaciousAscendingHero/HouseRules2]]&lt;br /&gt;
&lt;br /&gt;
*06-29-07: A rambling idea that grew from an idle discussion about games, to full-on organized sport.  Exalted meets football in [[BStyles/BreakthroughAndConquer|BreakthroughAndConquer]]&lt;br /&gt;
&lt;br /&gt;
*04-28-07: Changed the Children of the Shifting Moon with some 2nd Edition assumptions and some new ideas, into [[SilverMasks]]!&lt;br /&gt;
&lt;br /&gt;
*02-23-07: Trying to condense, neatly, some thoughts into a [[Grypph/Backgrounds|background]] and some new takes on [[Grypph/Crafts|Crafts]] -[[grypph]]&lt;br /&gt;
&lt;br /&gt;
*02-22-07: Trying to COMPLETE a [[WoD]] to Exalted crossover (would love help) and a heartfelt apology to RPGers everywhere. - [[PurifiedinMoonlight|Purified in Moonlight]] &lt;br /&gt;
&lt;br /&gt;
*02-22-07: Created [[DragonBloodedCharms/Correlation]] to show how the canon [[FirstEdition]] and [[SecondEdition]] [[DragonBloodedCharms]] relate to each other. It's mostly complete, but anyone is welcome to help finish it and check my work for errors. &lt;br /&gt;
&lt;br /&gt;
*02-10-07: Started [[TenThousandMotivations]], which is going to be HUGE, MAN! It's a list of motivations for characters. - [[Stanoje]]&lt;br /&gt;
&lt;br /&gt;
*11-30-06: A 2nd Edition rewrite of a MA style I did way back when the Original Exalted Compendium was still alive (and then it died and took a fair bit of my stuff with it)... In any event, I give you [[MartialArts/2eSpiritedSteelHurricane|2nd Edition Spirited Steel Hurricane]]! Now looking for C&amp;amp;C&lt;br /&gt;
&lt;br /&gt;
*11-13-06: A Lunar revision meant to make Lunars more mystical, wondrous, and able to fight on the level of Sidereals and Sol Invictus-using Solars nearly finished! Behold the [[GoldenCat/Lunars|Children of the Shifting Moon]]!&lt;br /&gt;
&lt;br /&gt;
*11-10-06: I decided to stat up the sword from Advent Children as an Exalted artifact and I think I got carried away... [[http://exalted.xi.co.nz/wiki/wiki.pl?MelWong/FirstTsurugiReforged The First Tsurugi Reforged]] - [[MelWong]]&lt;br /&gt;
&lt;br /&gt;
*10-16-06: Added some new Wyld-friendly items to my page.  Feel free to check 'em out. - [[Caelene]]&lt;br /&gt;
&lt;br /&gt;
*10-10-06: A 2E rewrite of an MA I wrote a while ago, looking for c&amp;amp;c [[InfiniteVelocityEd2]] - [[DiamondMX]]&lt;br /&gt;
&lt;br /&gt;
*10-06-06: A write-up on an Alchemical AU setting with Stargate influence. Comments appreciated. [[Shorlixa/IntoNewWorlds]]&lt;br /&gt;
&lt;br /&gt;
*09-13-06: I began writing a text detailing the corruption of solar shards (and their eventual recovery). Comments welcome, too. =) [[Nabeshin/MonstrancesAndShards|Monstrances And Shards]]&lt;br /&gt;
&lt;br /&gt;
*07-30-06: Some of the finest Exalted fan fiction ever written now available at: [[MunificentPerception/SaltLotus | Salt Lotus]] –[[MunificentPerception | Munificent Perception]] &lt;br /&gt;
&lt;br /&gt;
*07-03-06: Whats this? A Lunar Patch? Blasphemy! Well not really, Check it out [[LiberiLunaris | Liberi Lunaris]] an attempt at a Lunar compliment to Sol Invictus. The Insanity! - [[ArabianNinja]]&lt;br /&gt;
&lt;br /&gt;
:(If you wish to feature a node in this space, please move the existing nodes to the next section first.)&lt;br /&gt;
&lt;br /&gt;
=== Pages of Note ===&lt;br /&gt;
*06-05-06: Back again with a vengence!  This time I've got the basics for an Exalted twist on The 4400, which can be found at [[Caelene/The4400Exalted]]&lt;br /&gt;
*05-19-06: Added a bit of backstory for a conversion of Fera to Lunars, the next part of the [[WoD]] to Exalted conversion I'm working on.  Check it out at [[Caelene/WoDLunars]]&lt;br /&gt;
*03-26-06: Like your hi-tech fantasy? [[TheThirdAge]] is always glad for more ideas and contributions! ...[[DeathBySurfeit]]&lt;br /&gt;
*02-17-06: Communal project request: [[Abilities/Knowledges]] -[[Ialdabaoth]]&lt;br /&gt;
*02-17-06: All the cool kids are working on [[BoXPInfernals]]. Are ''you'' cool? --[[MUrielw]]&lt;br /&gt;
*02-17-06: Any help or comments with my [[MartialArts/KataSystem]] would be most appreciated -[[Ialdabaoth]]&lt;br /&gt;
*02-07-06: I'm working on a futuristic setting [[SagaciousAscendingHero/NeoExalted|NeoExalted]] so any opinions or help would be nice. - [[SagaciousAscendingHero]]&lt;br /&gt;
*01-30-06: For those who do not already know, my rather extensive Solar high Essence fansupplement Sol Invictus is now in public release. Get [Sol Invictus] right here. Discussion is at Charlequin/[[SolInvictusDiscussion]]. -- Charlequin&lt;br /&gt;
*01-26-06: [[FrivYeti/SteelAndGlass | A World of Steel And Glass]], my Exalted Modern setting, is now fluff-complete. Come over, take a look, point out gaping errors, that sort of thing. Be warned, though - there are over 30,000 words in it. ;) - [[FrivYeti]] &lt;br /&gt;
*01-12-06: Character Sheets added to my page. Hosted by the very excellent Mr.Gone - [[SagaciousAscendingHero]]&lt;br /&gt;
*Feb 17, 2006: The Brass Redoubt is actually detailed (mostly) and will just have to be linked to the Manse and Hearthstone pages, and formatted properly -- [[JadeSerpent]]&lt;br /&gt;
*12-27-05: New (partial) Martial Art Style. [[SagaciousAscendingHero/SavageCorpseStyle|SavageCorpseStyle]], an Abyssal style with a zombie-esque feel. - [[SagaciousAscendingHero]]&lt;br /&gt;
*12-17-05: Happy dies natalis Solis Invicti! Thats the Birthday of the Unconquered Sun, 25th december! - Molikai&lt;br /&gt;
*12-15-05: I've done a whole bunch of changes and new house rules to my page, including some gun rules, and Wushu Exalted stuff. Oh yeah, and my name changed.. (I used to be Griffon) - [[SagaciousAscendingHero]]&lt;br /&gt;
*12-5-05: Just put up a bunch of new stuff and revised some of the old on my page. Please stop by and let me know what you think! [[HandofOmega]]&lt;br /&gt;
*21Nov05 - Coridan/[[RevisedMentorBackground]] is up. I'll move it to Backgrounds once I get enough feedback to shape it up nicely. Born of a debate of Abyssal vs COI training methods at RPG.net.&lt;br /&gt;
*11Nov05 - Five Bureau Styles is finally finished! Now your Sidereals aren't stuck with [[VBoS]] anymore! Come over and check them out, and feel free to comment. Now with 500% of the prayer strips of [[VBoS]] alone!&lt;br /&gt;
*11-08-05 - Posted the first part of a [[WoD]] to Exalted conversion at [[Caelene/WoDRaksha]]. Come check it out and let me know whatcha think.&lt;br /&gt;
* 03 October 2005 - I now have Stomping Ghost-Boot Style and Whirling Sun and Moon Style posted. Again, I'm new to martial arts. Comments, especially those relating to balance, would be VERY MUCH appreciated.&lt;br /&gt;
*2005-September-29 - Any C&amp;amp;C on Divine She-wolf Style would be appreciated. It's a risque and humourous style that should not be used by immature players or storytellers. You've been given fair warning.&lt;br /&gt;
*09-29-05 - Dawn Fist is 99.9% done, I need your help with the last .01%! My Userpage will lead you to it, and will also lead you to the best / worst idea ever... Exalted - [[NarutoMod]]&lt;br /&gt;
*2005-September-22 - Any comments and such about my revision of Lunars as true terresterial exalted would be appreciated. This is still a work in progress, as such C&amp;amp;C is welcomed. Terresterial Lunars. ~ haku&lt;br /&gt;
*20-Sep-05 - Comments rabidly solicited for my first attempt at a Sidereal Martial Art, the Vermilion Cavalcade of Moments. - Kurulham&lt;br /&gt;
*September 19th be [[Like A Pirate Day]], so 't is, and shiver me timbers, says I! All ye scurvy sprogs best be towin' the line n' writin' like a proper gentleman o' fortune for as long's the day's through in yer own waters, else [[DeathByScurvy]] will be keel-haulin' ye sorry lot afore it be through, so's he will. Yarr! ...[[DeathByScurvy]]&lt;br /&gt;
*Sept 12 - Please stop by my place at [[HandofOmega]] and let me know what you think of my Raksha Warstriders and my concept of the Cult of the Illuminated's Third Training Camp, the College Hidden By the Leaves!&lt;br /&gt;
*1st September: I'd like to drum up some comments for my new Sidereal style, the Cinereous Weave of Lies. Features customary rules-breaking effects, mind alteration, and The Smashing Pumpkins. - [[DeadManSeven]]&lt;br /&gt;
* 07-Sep-05 - Something I think is handy, a Healing Times Chart. -[[StarHawk]]&lt;br /&gt;
* 07-Sep-05 - By popular acclaim -- well, one guy suggested I pimp this on the front page -- revised Solar Limit rules. - Hong&lt;br /&gt;
* 06-Sep-05 - A Power Combat Tutorial for Combat Sorcery. Power Combat 300: Combat Sorcery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Pages of Note Archives&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The best way to become acquainted with a subject is to write a book about it. -Benjamin Disraeli (1804 - 1881)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Exalted and the Exalted Logo are [© 1990-2008 White Wolf Publishing, Inc. All rights reserved.]&lt;br /&gt;
&lt;br /&gt;
All original content contributed by fans is owned by those fans to the full extent of the law. Content created by fans related to Exalted is derivative work and therefore considered derivative material created without permission of White Wolf Publishing. Unclaimed content is assumed to be public domain unless explicitly marked otherwise. It is illegal to distribute material printed in the Exalted books themselves.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75467</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75467"/>
				<updated>2010-04-18T19:19:17Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I post this work with the utmost respect to White Wolf for producing two fantastic game worlds. The idea of Scion and Exalted blended together just sounded too good for me to resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75466</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75466"/>
				<updated>2010-04-18T19:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I post this work with the utmost respect to White Wolf for producing two fantastic game worlds. The idea of Scion and Exalted blended together just sounded too good for me too resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75465</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75465"/>
				<updated>2010-04-18T19:16:53Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect to White Wolf for producing two fantastic game worlds. The idea of the worlds blended together just sounded too good for me two resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75464</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75464"/>
				<updated>2010-04-18T19:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect to White Wolf for producing to fantastic game worlds. The idea of the worlds blended together just sounded too good for me two resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75463</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75463"/>
				<updated>2010-04-18T19:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect two White Wolf for producing to fantastic game worlds. The idea of the worlds blended together just sounded too good for me to resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=75418</id>
		<title>Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/EtherealExalted&amp;diff=75418"/>
				<updated>2010-04-16T20:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Ethereal Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Ethereal Exalted ==&lt;br /&gt;
by Dragon of the Dawn&lt;br /&gt;
&lt;br /&gt;
'''Synopsis'''&amp;lt;br&amp;gt;&lt;br /&gt;
''The Ethereal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and it embraced the other Incarna. He gave them a place of being so that they may perform their great works. He shared his vastness and power with the other Incarna and in return they shared their power with him. The more the Incarna shared with him the more protected they were. His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Azure was the first Incarna to fall at the onset of the Primordial War. His Chosen launched the first attack upon the Primordials. They simultaneously ambushed one primordial whose name is now forgotten. Their attack did not destroy the Primordial but it did lay it low so that the Solars may do their work. Another Primordial retaliated for his fallen comrade and seized all that was of Azure and his Chosen (every work, every memory, every moment of existence, all that he was and his Chosen and will be) with its core souls. It then gathered the all most all of Azure’s very existence into one tiny point in time and space. Then the primordial focused all it’s power into “hurling” all that Azure and is Chosen ever was or will be into the Wyld.  So forceful was Azure’s expulsion from creation when he “re-existed” so  deep in the Wyld  that only the Shapeless Ones dwell there.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Azure and his Chosen were tortured and warped by the ever changing chaos of the deepest Wyld from the moment he “re-existed” until a few years ago. By some bizarre twist of the Wyld the Chosen of Azure, the Ethereal Exalted returned to creation. Sadly the glory of their return was lost in their madness. Their time in the Wyld drove them mad.  They abilities are intact although greatly diminished. Now they wander, their purpose lost, except when faced with a danger to the world. They unconciously battle all of creations foes and even though they have lost much they are still formidable protectors of creation.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Origin'''&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the Primordial War there were more Incarna to grace our sky than there are today. One of the Incarna lost to creation was Azure the Unattainable Sky. He was the spirit of the sky itself and the lover/son of Gaia. His domain embraced the other Incarna. He gave them a place of being so that they may perform their great works. He was the first defense of creations sky and through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his brothers and sisters behind him even that did stay hidden for long. &lt;br /&gt;
His chosen enjoyed the gifts of the Incarna also. They could learn all the charms of the other Exalted. Azures chosen ones used these charms to become the defenders the sky. They ruled the winds and reigned over all that dwelled in Azure’s domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the war began his chosen launched a surprise attack upon one Primordial with all their might and the Breath of Azure in their souls. The “Breath of Azure” was a blessing of Azure that created a very strong flow of essence between him and his chosen ones. (This connection granted the Ethereal Exalted more power than they could ever achieve on their own by allowing his Zephyrs to combo any charm from any caste on the fly with a minor cost to themselves.) With their added power the Ethereals gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moment after the first Primordial fell the other Primordials came to their senses. A fellow Primordial, enraged at the loss of his comrade, launched a counter attack. This devious primordial could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to gather almost all that Azure was, is and will be into one moment in time. Then the Primordial “expelled” all that was Azure and his Chosen deep into the Wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Azure was lost to creation but he did survive. At the moment Azure and his chosen “re-existed”, chaos grabbed them. In his weakened state he could not fend off the Shapeless Ones as they gleefully played with their souls. So completely were they expelled from creation and then consumed by the Wyld that now only but the most powerful of creation can remember that a being like Azure ever was but no one remembers his name except him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eons later, on a bright day, a group of Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the Usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the Wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witness to the battle its tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.&lt;br /&gt;
Finally after much battle and blood the beast was felled. When a sun king landed the final blow the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure and his children were released upon them. Our hapless heroes where caught an inescapable wave that ripped their very souls apart. Their minds were lost to chaos and our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably ever will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The souls of the Ethereal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed by eons torture in the deep Wyld. Instead the shards of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sadly, so deep was the damage of the Wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the Wyld that they could not even use the powers they were given.&lt;br /&gt;
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep Wyld lessened in each incarnation. It is foolish to contemplate the workings of the such things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This awakening has not escaped the powerful denizens of creation. The awakening of the Ethereal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than an insane Incarna?&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''In the real world:'''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' –adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Heraldry. of the tincture or color blue. &amp;lt;br&amp;gt;&lt;br /&gt;
–noun &amp;lt;br&amp;gt;&lt;br /&gt;
3. the blue of a clear or unclouded sky.&amp;lt;br&amp;gt;&lt;br /&gt;
4. a light, purplish blue.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Heraldry. the tincture or color blue.&amp;lt;br&amp;gt;&lt;br /&gt;
6. the clear, cloudless sky.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' adjective &amp;lt;br&amp;gt;&lt;br /&gt;
1. light, airy, or tenuous: an ethereal world created through the poetic imagination. &amp;lt;br&amp;gt;&lt;br /&gt;
2. extremely delicate or refined: ethereal beauty.&amp;lt;br&amp;gt; &lt;br /&gt;
3. heavenly or celestial: gone to his ethereal home. &amp;lt;br&amp;gt;&lt;br /&gt;
4. of or pertaining to the upper regions of space. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Chemistry. pertaining to, containing, or resembling ethyl ether.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''''In Exalted:'''''&lt;br /&gt;
&lt;br /&gt;
'''Azure:''' The Lost Incarna of The Sky&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ethereal Exalted:'''The chosen ones of Azure&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A New Sky ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that they are broken and mad the Ethereal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. The images of their banners are twisted and disrupted. But regardless of their losses they can still access powers that more focus exalted could never achieve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Castes]]&lt;br /&gt;
&lt;br /&gt;
* [[Charm Guidelines]]&lt;br /&gt;
&lt;br /&gt;
* [[The Blessings of Azure]]&lt;br /&gt;
&lt;br /&gt;
* [[Magical Material and Artifacts]]&lt;br /&gt;
&lt;br /&gt;
* [[How to make a Ethereal Exalted]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Dragon_of_the_Dawn&amp;diff=75417</id>
		<title>User:Dragon of the Dawn</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Dragon_of_the_Dawn&amp;diff=75417"/>
				<updated>2010-04-16T20:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'A lover of games and fantasy with quite dreams of being a writer.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lover of games and fantasy with quite dreams of being a writer.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75416</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75416"/>
				<updated>2010-04-16T19:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect two White Wolf for producing to fantastic game worlds. The idea of the worlds blended together was just sound like too much for me to resist.''&amp;lt;br&amp;gt;&lt;br /&gt;
''So I present....'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75415</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75415"/>
				<updated>2010-04-16T19:46:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect two White Wolf for producing to fantastic game worlds. The idea of the worlds blended together was just sound like too much for me to resist.''&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75414</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75414"/>
				<updated>2010-04-16T19:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Champion Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''I present this work with the utmost respect to White Wolf for producing to fantastic game worlds. The idea of the two blended together was just sound like too much for me to resist.''&lt;br /&gt;
&lt;br /&gt;
== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=WAYFARE&amp;diff=75413</id>
		<title>WAYFARE</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=WAYFARE&amp;diff=75413"/>
				<updated>2010-04-16T19:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   The Wayfare Purview comprises every aspect of conducting subjects from one place to another, whether the destination is across town or in the deepest pits of the Underwo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Wayfare Purview comprises every aspect of conducting subjects from one place to another, whether the destination is across town or in the deepest pits of the Underworld, and whether those subjects are dead souls or snot-nosed preschoolers. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Ability:''' By spending one mote a champion with wayfare can know exactly where he is in creation reletaive to the the five elemental poles (direction, distance, ect). By spending a willpower he duplicate that abilty in places other than creation (Malfeas, Underworld, ect.) in relation to other fixed position's in that world. This ability does not grant detailed knowledge of his surroundings, such as escaping from a maze or find his way deep in Hazlanti territory. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''UNERRING ORIENTATION''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : None&lt;br /&gt;
&lt;br /&gt;
In a locale she knows well, such as her hometown or a national park she visits every autumn, the Champion knows how to get from any point within to any other point. In an unfamiliar locale, her sense of direction defaults to a standard compass rose. Should someone give her correct directions in an unfamiliar locale, she retains them thereafter. If she studies a map of an unfamiliar city for five minutes, that information remains imprinted on her mind until she leaves that city for longer than a week. &lt;br /&gt;
&lt;br /&gt;
For the cost of one Essence, the Blessing can also reveal to a Champion how far away and in what direction the location she considers home lies. Alternatively, if the Champion finds herself in a strange place—if she’s been drugged and kidnapped, for instance—this Blessing can tell her how far she is and in what direction she traveled from the last place she wasn’t lost. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WHERE ARE YOU? '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing ''' : Unerring Orientation&lt;br /&gt;
&lt;br /&gt;
If someone makes remote contact with a Champion (by charms, spells, ect…), the Champion gets a sense of how far away he is and in what direction on a successful perception + survival roll with a difficulty equal to the entity contacting her. She might not be able to direct the person to her location, but she can follow her nose right to the location whence the contact originated. The sensation remains even after the period of contact ends, but it doesn’t follow the person around if that person moves. It can only lead a Champion to where the communication ended. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''UNBARRED ENTRY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keyword: '''Shaping, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 move action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing ''' : Where are You?&lt;br /&gt;
&lt;br /&gt;
The Champion can pass through a solid surface as if either she or it were intangible. She can pass through only as much space as she could cross in a single step—through a wall or a locked door, for instance—and doing so is a simple action. All the Champion’s clothing and items make the transition with her, but she can’t pull anyone else along behind. If the solid surface is too thick for her to be able to pass through, it remains as solid to her as it does to everyone else. This Blessing doesn’t literally make the Champion intangible, however, so she can’t use it in combat to avoid damage or to step through a ring of fire without being burned. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''COME ALONG '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing ''' : Unbarred Entry&lt;br /&gt;
&lt;br /&gt;
Most Wayfare Blessings that allow for supernatural travel apply only to the Champion who uses them. With this supplemental Blessing , however, the Champion can bring other people along with her when she Unbarred Entry or any other applicable way fair Blessing . In addition Unbarred Entry's duration has now been extended to a scene. &lt;br /&gt;
&lt;br /&gt;
She need only touch the person or have them touch him she intends to bring along, and the person must be willing to do so. The champion can as many people he can touch or touch him. While the effect lasts, each follower moves in whatever supernatural way the Wayfare does. Only the first two Blessing of the Wayfare Purview (Unerring Orientation and Where Are You?) and this one cannot be conferred on others with this Blessing . The others are all fair game unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Global Sprinter '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessings: '''Come Along&lt;br /&gt;
&lt;br /&gt;
The Wayfare’s Dash rate increases dramatically when the character does nothing but run. The player spends Essence and Willpower, and the character starts running. For as long as she keeps going, her Dash increases by a factor of five after any bonuses or additions from Blessing or the like. The character can run across calm water like a skipping stone or traverse loose snow or deep mud without sinking into it. When she gets to where she’s going, the character can simply stop on a dime, defying inertia. Running through unfamiliar territory at such an insane speed can be… ''tricky ''to say the least. Navigating between such obstacles as trees or buildings or crowds of people requires a successful (Wits + Athletics) roll with a difficulty equal to the character’s (terrain + 2). Failure on the roll doesn’t send the character crashing into anything, it just means she’s stymied by obstacles and has to stop running. (It’s up to the Storyteller where this occurs.) If this roll should botch, however, the character can’t quite stop in time. She crashes into some obstacle hard enough to inflict one automatic level of bashing damage per dot of Essence she has. (The same goes for anyone following the Champion via Come Along.) If the player wants, the character can use this Blessing to zip around in one location at high speed. That’s fine, but the character can do nothing else but dash while this Blessing is active. If she wants to take any other action, she has to stop running first.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=WATER&amp;diff=75412</id>
		<title>WATER</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=WATER&amp;diff=75412"/>
				<updated>2010-04-16T19:43:16Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'WATER  &amp;amp;nbsp;   Water is arguably the single most important and versatile substance in the World. Only a rare few Gods claim dominion over this Purview, and they keep its sec…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[WATER]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Water is arguably the single most important and versatile substance in the World. Only a rare few Gods claim dominion over this Purview, and they keep its secrets from all but their most trusted Champions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''The Champion need never fear drowning for she can now breath water as easily as she can breath air.&amp;amp;nbsp; When the Champion moves from air to water or vice versa, she must spend one action Inactive in order to purge one substance from her lungs and breathe in the other. She can forestall this necessity via the normal rules for holding her breath . If the Champion is breathing water, any toxins in that water affect her just as breathing in airborne toxins would on land. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''WATER SENSE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : '''None&lt;br /&gt;
&lt;br /&gt;
The Champion gains the ability to sense the location of any body of water at a range of 1 mile per point of essence. With a successful perception + lore roll she can detect the details about a certain body of water that she senses. Each success represents a level of detail that she can sense about the water. &lt;br /&gt;
&lt;br /&gt;
In addition she automatically can sense all things about a body of water if she is actually submerged in up to her sensory range. This includes , all details of the water, all beings in the water, all objects in the water, what the being in the water are doing, etc. She cannot sense any emotions or thoughts only actions. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WATER IMMUNITY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : '''Water Sense&lt;br /&gt;
&lt;br /&gt;
While this Blessing is active she is no longer affected by extremes of water temperature. She can breathe water as easily as air, and she is neither scalded by boiling water nor subject to debilitating frostbite from ice. Having boiling water poured on one’s flesh,being bound in ice or cast adrift in frigid water do not cause the Champion actual physical damage but the Champion suffers the same amount of pain as if he was hurt. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''CREATE WATER'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : '''Water Immunity&lt;br /&gt;
&lt;br /&gt;
The Champion extends her hands and water pours forth from her open palms. For every two Essence points &lt;br /&gt;
&lt;br /&gt;
spent, she can create a quantity of gallons equal to the successes on the activation roll. This water can be either salt or fresh water, though one activation roll can create only one or the other. The water comes from the Champion’s hands at room temperature, about as fast as it comes out of a normal fully primed water pump—at a rate of roughly 5 gallons per point of essence minute. The maximum that can be created is 50 gallons per point of essence per scene. This Blessing can only be used once per scene. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WATER CONTROL '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : '''Create Water&lt;br /&gt;
&lt;br /&gt;
For a number of actions equal to the successes on the activation roll, the Champion can exert limited physical control of any water that is touching her. She can remotely manipulate a hand-held object she can see in the water with her full dice pool, although she can take no other physical actions at the same time. She can stiffen the water beneath her feet in order to walk on its surface. She can even have the water push her along from all sides, allowing her to take a full Move action while swimming, rather than half. Alternatively, moving through the water thus could increase her Dodge DV by an amount equal to her Essence as long as she does nothing but dodge incoming attacks. The Blessing also allows such random tricks as having the Champion instantly dry off by flinging all water off her body or creating a water bridge so an aquatic creature can swim from one container to another. &lt;br /&gt;
&lt;br /&gt;
This Blessing works only on liquid water, and a Champion can affect five cubic yards of water at a time per dot of Essence he has. (If she’s walking on water, she can affect one 30’ x 15’ rectangle on the surface per dot of Essence she has. The affected area supports only her and anything she can carry unaided.) Her command is not such, however, that she can use water to restrain or inflict direct physical damage against an opponent with a liquid shape of her creation. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''CHANGING STATES '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Blessing : Water Control&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;The Champion can instantly change the state of a body of water just by touching it. With this Blessing , she can take liquid water, steam, ice or fog and change any one into any of the other three. The amount of water she can affect is the same as per Water Control, and the water remains in its new state for a number of actions equal to the successes rolled to activate the Blessing . Water under this effect is also subject to the Champion’s Water Control as long as the Champion maintains contact with some portion of it. The Champion can now inflict damage against a single opponent with blasts of steam or with ice projectiles, using her regular traits. (The damage for a steam blast is always lethal environmental damage [Damage: 2L/action, Trauma: 3], but damage can be bashing or lethal for an ice projectile.) The character may also create a club, axe, knife or sword out of ice and use it as a normal weapon of that type.&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Water in an altered state doesn’t melt, freeze, boil or condense as it normally would in its current environment for the duration of the effect. As altered steam, it maintains a constant temperature of 220 degrees; as altered liquid water or altered fog, it stays at 70 degrees; as altered ice, it stays at 14 degrees. (That’s all Fahrenheit, by the way.) When the effect ends, the water instantly resumes its original state and temperature. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WATER DUELING''' &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
If two opposed Champions try to control the same water, the Champion with more dots in Essence wins out and determines the effect. If the Champions are equally matched, the players make opposed (Dexterity + Craft) rolls. Whoever gains more successes has his effect win out, but the duration of that effect diminishes based on the number of successes his opponent’s roll took away.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=WAR&amp;diff=75411</id>
		<title>WAR</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=WAR&amp;diff=75411"/>
				<updated>2010-04-16T19:42:46Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   This Purview covers all ideologically inspired battles from the smallest house-to-house raids to the most impressive land, sea and air campaigns to the largest cosmic cl…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This Purview covers all ideologically inspired battles from the smallest house-to-house raids to the most impressive land, sea and air campaigns to the largest cosmic clash between God and Titan. The ideology in question must be religious, political, geographical or cosmic for the conflict to qualify. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Innate Ability''': When the Champion is down by half his health level’s he can surge for 1 action per point of essence. His surge grants him his valor in dice to his damage rolls and to hit. While in this state he ignores penalties due to pain for the duration of the power. At the end of the surge he suffers a penalty to all actions equal to the bonus he gained until he has a chance to rest. &lt;br /&gt;
&lt;br /&gt;
He can only use this power when in battle and when an Intimacy or his Motivation are involved in the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BLESSING OF BRAVERY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Emotion, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms : '''BLESSING OF BRAVERY''' '''&lt;br /&gt;
&lt;br /&gt;
Intoning a benediction over a person or group prepared to engage in battle, the Champion bolsters their courage and determination. Every character on the Champion’s side of the conflict who hears the benediction gains a point of Willpower as well as two temporary bonus dots of Valor that last until the battle ends. The Champion may amplify his voice electronically, but he must be present at the battle and give the blessing live. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BATTLE CRY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Emotional &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms : '''BLESSING OF BRAVERY''' '''&lt;br /&gt;
&lt;br /&gt;
During a battle, be it a pitched field engagement or an alley fight between a Band of Champions and a gang of frost giants, the Champion can loose a horrible battle cry that unnerves his foes. Every fighter on the Champion’s enemies’ side who hears the unearthly shriek loses one die from all attack rolls for a number of attacks equal to the Champion’s Essence rating. &lt;br /&gt;
&lt;br /&gt;
The Champion may use charms, artifacts or sorcerous means to amplify this battle cry so every enemy present can hear it, but he must be present on the battlefield himself for it to work. &lt;br /&gt;
&lt;br /&gt;
He can let out this battle cry only once per combat scene, and it doesn’t affect enemies whose Essence rating is higher than his. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WARRIOR IDEAL '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms : '''BATTLE CRY''' '''&lt;br /&gt;
&lt;br /&gt;
The Champion adopts some idealized warrior aspect, from howling berserker to unquestioning enlisted man to fearless officer to pitiless samurai. This attitude unnerves and intimidates any opponent who faces him in combat, inflicting a penalty equal to the Champion’s Essence on any attack roll the opponent makes. This penalty applies to any character with a lesser MDV + Essence rating who attempts to attack the Champion unless they spend three willpower to overcome the effects. Those with an equal MDV + Essence rating can spend two will power point to resist the influence and those above need only spend one willpower point. This idealized aspect lasts for a number of consecutive actions during the battle equal to the successes the Champion’s player rolled to activate it, and he can invoke it only once during any given battle. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BATTLE MAP '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms : '''WARRIOR IDEAL &lt;br /&gt;
&lt;br /&gt;
This Blessing creates for the Champion a virtual, three dimensional contour map of a battlefield, complete with terrain features and troop movements. This map&amp;amp;nbsp; can take up an area no larger than four square yards, and it can show only an area that the Champion has scouted personally or has had scouted within 24 hours. The map shows an '''''real time''''' overhead view of the area with a resolution equal to the Champion’s own visual acuity. It symbolically indicates the Champion’s troops and equipment, the enemy’s troops and equipment, and any uninvolved civilians (based on the Champion’s own distinction) in different colors. As those forces move through the area the map represents, the symbols move accordingly. The projection lasts for one scene. &lt;br /&gt;
&lt;br /&gt;
The map grants the Champion a bonus of one automatic success per point of Essence that the Champion has beyond the normal dice cap. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''MORALE FAILURE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''BATTLE MAP &lt;br /&gt;
&lt;br /&gt;
The Champion can shake an enemy’s leadership and seed an outbreak of cowardice among the men. When he makes himself visible to an opposing force’s leader, his player rolls (Manipulation + Presence) against the enemy leader’s player’s roll of (Willpower + Integrity + Essence). If the Champion’s player wins, he can effect five of the enemy’s troops for every point of essence he has with any of the previous war Blessing . Troops affected thus through their leader will not, under any circumstances, attack any force led by the Champion who used this Blessing . This reluctance lasts for one week per dot of Essence the Champion has. An opposing Champion can use Blessing of Bravery (War •) to cancel this effect, but only if he has more dots of Essence and gets more successes on the activation roll. A Champion can use Morale Failure to override an extant Blessing of Bravery effect (regardless of relative Essence ratings) if his player’s activation roll gets more successes than the lower-rated Blessing roll did. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SUN&amp;diff=75410</id>
		<title>SUN</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SUN&amp;diff=75410"/>
				<updated>2010-04-16T19:42:06Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   This Purview represents the sun’s radiance, its constancy and its celestial glory.   &amp;amp;nbsp;   '''Innate Ability: '''As sunlight only dims when it passes through thick …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This Purview represents the sun’s radiance, its constancy and its celestial glory. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''As sunlight only dims when it passes through thick clouds, so too can a Champion’s vision cut through physical occlusions. When the Champion receives this Charms, she sees clearly through such physical impediments as smoke, fog, murky water (if the Champion is in said water) or even translucent barriers through which other people can see only silhouettes. The character can even see perfectly clearly in dim light (i.e., light no less intense than a single birthday candle). In total darkness, however, she’s just as blind as the next person. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''DIVINE RADIANCE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' &lt;br /&gt;
&lt;br /&gt;
This Charms allows a Champion to emit sunlight. She can either radiate a glow from her entire body, shining with the intensity of the noon day sun, or focus that light to a narrower beam. For instance, she could narrow the focus of the light to come from her palm or her eyes to act as a high-powered light. The Champion can emit soft light thus for one scene. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the character can concentrate her light into a single intense burst that gleams from some reflective surface on her person, be it from the steel edge of her weapon, the metal buttons on her jacket or the surgical-steel head of her tongue stud. (Such a burst imposes a -2 distraction penalty on the victim’s non-reflexive actions until the Champion’s next action, and it ends the Champion’s use of this Charms.) The Champion could even focus the light down to a pinpoint intense enough to scorch an object or ignite a flammable accelerate. (The pinpoint is not intense enough to damage a victim in combat, though.) &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''HEAVENLY FLARE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''1 action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' :''' '''DIVINE RADIANCE''' '''&lt;br /&gt;
&lt;br /&gt;
Concentrating for one action (Speed 4), the Champion builds up and releases a flash of sunlight that’s impossible for anyone within line of sight to miss. When she does so, the player of anyone who was looking at her, even through magical means to protect their vision must roll (Stamina + Fortitude). If the victim’s roll nets more successes than the Champion’s activation roll, he sees only a sudden flash that has no effect on him. If the victim gains an equal number of successes, he still suffers a -2 distraction penalty on all non-reflexive actions until the Champion’s next action. If the Champion gets more successes to activate this Charms than a victim does to resist it, the victim is both blinded and rendered Inactive until the Champion’s next action. After that, the victim suffers a -3 distraction penalty on all non-reflexive actions for a number of actions equal to the Champion’s Essence rating. Extras are automatically assumed to fail the resistance roll. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''FLARE MISSILE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' : HEAVENLY FLARE''' '''&lt;br /&gt;
&lt;br /&gt;
At high noon or darkest midnight, the Champion can fire projectiles of solid sunlight at her enemies. As long as she has a weapon such as a bow, a firearm, a sling or even an rock her player can spend a point of Essence to create glowing ammunition for it out of pure sunlight. Using this Charms adds a number of levels of holy damage equal to the character’s Essence to the damage rolls results before soak and adds the piercing tag to the damage done. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BURN '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
T he Champion’s skin changes from its normal hue to a deeper brown to an angry red and becomes hot to the touch. This heat can’t ignite inflammable objects, but it’s enough to burn others’ unprotected flesh. Anyone who touches the Champion’s body with exposed flesh or with skin covered only by a layer or two of clothing suffers a number of dice of lethal damage equal to the Champion’s Essence. (This damage comes in addition to any damage the Champion might inflict in a clinch or other unarmed attack.) The character’s skin radiates this heat for one scene. &lt;br /&gt;
&lt;br /&gt;
Victims’ skin damaged by this heat reddens and blisters as if from a painful sunburn. The heat from the Champion’s body is not that of a fire, so Fire Immunity (Fire •) does not automatically protect against it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SOLAR PROMINENCE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords:&amp;amp;nbsp; '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' :''' '''BURN''' '''&lt;br /&gt;
&lt;br /&gt;
The Champion concentrates for one action (Speed 5) as a broad band of sunfire arcs off her and dissipates slowly in the air. This arc, this solar prominence in miniature, creates a circle of holy power in a radius equal to one yard per point of Essence the champion possesses. Any creature of darkness that attempts to enter the circle takes one level of aggravated damage every 5 ticks and is set on fire. The circle is centered on the champion and moves with him.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SKY&amp;diff=75409</id>
		<title>SKY</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SKY&amp;diff=75409"/>
				<updated>2010-04-16T19:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   The Sky Purview is one of wind and storms and lightning and flight. Its Charms offer a Champion unparalleled freedom and majesty.   &amp;amp;nbsp;   '''Innate Ability:'''&amp;amp;nbsp; …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Sky Purview is one of wind and storms and lightning and flight. Its Charms offer a Champion unparalleled freedom and majesty. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Ability:'''&amp;amp;nbsp; The Champion takes half damage from falls of any height. Alternatively, the Champion can add his essence in yards to the distance he can jump either straight up or horizontally. The altered distance is considered his base jumping distance. Finally the champion reduces damage received from lighting by one level per point of essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WIND’S FREEDOM''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' &lt;br /&gt;
&lt;br /&gt;
The Champion laughs in the face of gravity. For the rest of the scene, the distances the Champion can move or dash per action remain normal, but they now apply to the Z-axis as well as the X- and Y-axes. All the normal rules for movement remain in place, except that the character can now move freely through all three dimensions (i.e., he can fly). He can even hold still in midair if he wants to. The only thing a character can’t do in midair that he could do on the ground is jump, as there’s nothing to jump off of. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WIND GRAPPLE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' WIND’S FREEDOM &lt;br /&gt;
&lt;br /&gt;
By directing freak gusts of wind and the airborne detritus that collects in them, the Champion can wrestle with opponents without even touching them. Doing so requires the 4 motes per action, and the Champion’s player rolls (Wits + Brawl) to direct the winds. This roll functions just as the normal roll for a clinch attack, contested against the defender’s efforts as normal. If his attack succeeds, the Champion may do with his victim as any successful grappler can do with a subdued victim, from pinning him to crushing him to throwing him. The attacker cannot apply any bonus dice or charms in these grappling maneuvers. If the victim turns the tables on his attacker (by achieving more successes on the contested roll), he frees himself but does not gain control of the grapple. Also, if the attacker does nothing else in his action, he may simultaneously grapple a number of opponents in this way equal to his Essence. His player makes only one attack roll, against which all opponents must contend. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''STORM AUGMENTATION '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' STORM AUGMENTATION&lt;br /&gt;
&lt;br /&gt;
For a number of actions equal to the successes on a manipulation + lore (add essence as successes) roll, jagged threads of lightning coil around the Champion’s fists or weapon and swirling winds sweep around him as he moves. On any successful attack he makes in the subsequent duration, he can make thunder crash or winds gust violently. Doing so automatically doubles any knockback the attack applies. Furthermore, if the attack inflicts even one level of damage, have the victim’s player roll (Stamina + Fortitude) against a difficulty equal to (raw damage – victim’s Essence). The minimum difficulty for this roll is 1. If the victim’s player fails this roll, the victim suffers a external penalty of -1 die per point of essence of the champion plus one additional one for every level of damage taken until the attacker’s next action in addition to the damage taken. &lt;br /&gt;
&lt;br /&gt;
This Charms effects apply to any attack the character makes—be it in close or ranged combat. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''DIVINE BOLT '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: Simple''' &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' DIVINE BOLT &lt;br /&gt;
&lt;br /&gt;
The Champion can summon a lighting bolt from the sky and direct it at his enemies. In order to do this he first must have access to the sky, regardless of which realm the sky is in.&amp;amp;nbsp; The Champion raises a hand heavenward&amp;amp;nbsp; and at his behest, lightning either lances down from the sky to strike his hand and is then immediately released at the target. &lt;br /&gt;
&lt;br /&gt;
The summoned lighting bolt first strikes the champion for no damage and then the bolt is redirected toward a single target.&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
A successful perception + archery roll versus the opponents D.V.&amp;amp;nbsp; the bolt inflicts 15 levels of lethal damage that ignore armor. Also, those in the vicinity of 1 yard of the strike take half damage and need to check for knock back. &lt;br /&gt;
&lt;br /&gt;
During the action that this charm is used the champion is immune to lighting. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''LEVIN FURY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' :''' '''DIVINE BOLT''' '''&lt;br /&gt;
&lt;br /&gt;
The champion summons a bolt of lighting as he would for the charm Divine Bolt. Except this time the bolt is much more powerful. So powerful that when it strikes the champion all those that are with a radius of one yard of the champion must make knockback checks. Once the bolt hits (which is a instantaneous) the champion is imbued with the power of the sky. He is now charged with one bolt of lighting per point of essence that he can either fire at a target (perception + archery or invest into a weapon or a unarmed attack so that when that the champion strikes with the charged attack the bolt is released.&amp;amp;nbsp; The bolt does 15 levels of lethal damage that ignores armor in addition to the damage done from the attack. &lt;br /&gt;
&lt;br /&gt;
The charge lasts for a scene if the all bolts are not used. While he is charged he cannot hide through normal means. His body is glowing and sparking with electricity. Also while the champion has at least one charge in him he is immune to damage from lighting.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MOON&amp;diff=75408</id>
		<title>MOON</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MOON&amp;diff=75408"/>
				<updated>2010-04-16T19:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   This Purview represents the moon’s tidal effects, its ever-changing nature and its celestial serenity.   '''Associated With: '''Artemis, Bastet, Horus, Kalfu, Tezcatli…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This Purview represents the moon’s tidal effects, its ever-changing nature and its celestial serenity. &lt;br /&gt;
&lt;br /&gt;
'''Associated With: '''Artemis, Bastet, Horus, Kalfu, Tezcatlipoca, Thoth, Tsuki-yomi &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''Champions blessed with this Purview can see perfectly in any type of moon light. Also they can automatically gain one lost willpower point when the sleep in moonlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SMOKING MIRROR '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
By looking up at the moon and spending the required Essence the character gains a bird’s-eye view of the surrounding terrain. This perspective allows a clear view of a radius in miles equal to the Champion’s Essence. The Champion may focus on any point in the reflection and see it clearly, but he can’t see through physical objects or change the angle from the top-down perspective. This Blessing doesn’t function on new moon nights, but it ''can ''see down through thick clouds on any other night. If the moon is visible during the day, the Champion can use this Blessing then as well. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''TIDAL INTERFERENCE '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' SMOKING MIRROR''' '''&lt;br /&gt;
&lt;br /&gt;
The Champion exerts a pull on all enemies with whom he’s in close combat. A success on a (Strength + Presence) roll activates this Blessing, and the Champion spends a 4 motes per opponent effected. (the maximum opponents that may be effected is the value of the Champion’s permanent Essence). &lt;br /&gt;
&lt;br /&gt;
The Blessing then inflicts a DV penalty on his close-combat opponents equal to half his permanent essence. This effect lasts for the rest of the combat scene. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''PHASE CLOAK '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' TIDAL INTERFERENCE &lt;br /&gt;
&lt;br /&gt;
The Champion turns himself away from his enemies much as the moon turns its face away from the earth. The player decides which “phase” of the character’s body he wishes to leave visible then rolls the Champion’s (Dexterity + Stealth) against a difficulty determined on the table that follows. If the roll succeeds, the intended portion of his body fades from sight. If the roll fails, the Essence point is still spent, but nothing happens. If the roll botches, the character assumes the full-moon phase, garnering a -3 penalty on any mundane attempt to hide. &lt;br /&gt;
&lt;br /&gt;
A character can attempt to use this Blessing only once per scene, and the effects last for the entire scene. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Moon Phase''' &lt;br /&gt;
| '''Diff.''' &lt;br /&gt;
| '''Effect''' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gibbous &lt;br /&gt;
| 1 &lt;br /&gt;
| Stealth rolls receive two bonus successes &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Half &lt;br /&gt;
| 2 &lt;br /&gt;
| Stealth rolls receive four bonus successes &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Crescent &lt;br /&gt;
| 3 &lt;br /&gt;
| Stealth rolls receive six bonus successes &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| New &lt;br /&gt;
| 4 &lt;br /&gt;
| Mundane detection attempts fail automatically. Stealth rolls against supernatural detection receive eight bonus successes &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Full &lt;br /&gt;
| Botch &lt;br /&gt;
| Stealth dice pools suffer a -3 penalty &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''LUNACY '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m (+), 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Essence in Hours &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' :''' '''PHASE CLOAK''' '''&lt;br /&gt;
&lt;br /&gt;
The Champion captures the attention of a group of people and drives them temporarily mad. He must spend two extra motes per extra person he wants to affect, up to a maximum number equal to his Essence. If the chosen targets MDV is lower than the champions and they are mortals they automatically are affected and suffer the Limit Break Condition from one of the Champion’s Virtues. If a victim has an equal or greater number of Essence dots than the Champion, her player may roll a contested roll of&amp;amp;nbsp; (Willpower + Integrity + Essence in successes). If the victim’s roll wins, she is immune to the effect. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''PHASE BODY''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' LUNACY&lt;br /&gt;
&lt;br /&gt;
As with Phase Cloak (Moon •••), the Champion can turn his body away from everyone as the moon periodically turns its face away from the World. With this Blessing , however, the Champion doesn’t render himself harder to see, he becomes that much harder to hit. The parts of his body that Phase Cloak would make invisible become intangible instead. &lt;br /&gt;
&lt;br /&gt;
A character can attempt to use this Blessing only once per scene, and the effects last for the entire scene. The effects are as follows: &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
A character can activate Phase Cloak and Phase Body during the same scene, but he must do so at the same time &lt;br /&gt;
&lt;br /&gt;
with the same activation roll. The combined effect costs six Essence points, and the difficulties for each effect’s phase are added together. Achieving the gibbous phase of both effects simultaneously is a difficulty 3 roll, for instance. Achieving the new moon phase is a difficulty 12 roll. &lt;br /&gt;
&lt;br /&gt;
'''Phase Difficulty Effect''' &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Moon Phase''' &lt;br /&gt;
| '''Diff.''' &lt;br /&gt;
| '''D.V. Bonus''' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gibbous &lt;br /&gt;
| 1 &lt;br /&gt;
| + 1 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Half &lt;br /&gt;
| 2 &lt;br /&gt;
| + 2 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Crescent &lt;br /&gt;
| 3 &lt;br /&gt;
| + 3 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| New &lt;br /&gt;
| 4 &lt;br /&gt;
| + 4 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Full &lt;br /&gt;
| N/A &lt;br /&gt;
| -2 &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=JUSTICE&amp;diff=75407</id>
		<title>JUSTICE</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=JUSTICE&amp;diff=75407"/>
				<updated>2010-04-16T19:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'JUSTICE  &amp;amp;nbsp;   The Purview of Justice covers all forms of redress of slights, from the meanest of petty vengeance to the most grandiloquent of karmic poetry.   &amp;amp;nbsp;  '''…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[JUSTICE]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Purview of Justice covers all forms of redress of slights, from the meanest of petty vengeance to the most grandiloquent of karmic poetry. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''When the Champion wants to see if someone is lying he can roll a Awareness + Presence roll and add his essence to the total against the subjects own Charisma + Presence/Performance roll. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''JUDGMENT '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
This Blessing aids a Champion immensely in determining guilt, one of the foundations of meting out justice. &lt;br /&gt;
&lt;br /&gt;
When she confronts someone she suspects committed an injustice and accuses that person of having done so, her player rolls (Perception + Awareness against the guilty one's MDV. On a success, the Champion can intuitively tell whether the suspect is guilty as charged. A failure yields an indeterminate reading and means that the Champion can’t try to determine the same subject’s guilt for 24 hours. A botch yields a false reading. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''GUILT APPARITIONS'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion, Illusion, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''' :''' '''Judgment''' '''&lt;br /&gt;
&lt;br /&gt;
When a Champion knows that someone is guilty of an injustice but she lacks either the evidence to prove it or the leverage to make him admit it, she can rely on this Blessing instead. To use it, she accuses the guilty party of the injustice (be it in person, in a letter, over the phone, via skywriting…), and her player rolls (Manipulation + Integrity) versus the subject's MDV. If the roll succeeds, the accusation causes the victim to periodically hallucinate like Macbeth or his wife. These hallucinations occur randomly, torturing the guilty party with the knowledge that justice hasn’t been served. They also render him unable to regain Willpower. &lt;br /&gt;
&lt;br /&gt;
The effect lasts for a number of days equal to the activation roll’s successes, or until the offender makes fair amends, ''or ''until the offender confesses his crime to someone who can force him to make fair amends—whichever occurs first. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Shield Of Righteousness '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Guilt Apparitions&lt;br /&gt;
&lt;br /&gt;
This Blessing can protect an innocent victim from suffering someone else’s due punishment. The Champion cries out against the injustice—a simple “He didn’t do it!” will suffice—and spends the Essence and Willpower required. Doing so, she renders the next action that would inflict harm on the innocent victim completely impotent, obviating any damage that action should inflict, by canceling out all successes of the affected action. Whether the victim is being stabbed by a jealous wife, shot by a firing squad, lynched by a mob, hurled off a cliff by a duped Champion vigilante or whatever, he suffers no damage from that action. &lt;br /&gt;
&lt;br /&gt;
For the Blessing to work, the Champion must be present at the site of the unjust punishment, and the victim must actually be innocent. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Dream Wrack '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Emotion, Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Shield Of Righteousness''' '''&lt;br /&gt;
&lt;br /&gt;
The Champion gains the ability to plague a victim with torturous dreams of a recent crime and its aftermath. She stares into her target’s eyes for a single action then names the victim, names the crime and says something to the effect of, “Now see how you like it”—except more dramatically eloquent than that. When the perpetrator next sleeps, he dreams of the wrongdoing the Champion named and suffers through exactly what the victim of that crime suffered through, experiencing everything from the victim’s perspective. The Champion who uses this Blessing must know the gist of the events of the crime as well as the crime’s aftermath, but she doesn’t have to know all the details. The victim of the Blessing will fill in any details he knows, even if the Champion doesn’t know them, and his subconscious will color in the blank spots neither of them knows with information from his ugliest imaginings. &lt;br /&gt;
&lt;br /&gt;
When he wakes, the target can’t regain any Willpower points for a number of days equal to the Champion’s Essence. Each night, he dreams of the crime again, unable to wake and unable to escape. The Champion can use this power on anyone she wants, regardless of whether they actually have any connection to the crime. The only restriction is that the Champion must know who the victim is, she must know the basic circumstances of the crime, and she must have some understanding of the crime’s aftermath. Beyond that, she can afflict anyone she chooses with the awful dreams. On the upside, the Champion cannot affect the same character with this Blessing again until the duration of the first effect wears off. What’s more, essence users whose essence is equal to or lesser than the champion can contest this Blessing’s activation roll with an (Willpower + Integrity + Essence in success) roll to ignore the effect altogether. Beings with higher essence than the champion are immune. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Scarlet Mark of the Offender'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Touch, Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Dream Wrack &lt;br /&gt;
&lt;br /&gt;
When a Champion knows that a perpetrator is guilty of some wrongdoing—be it through the magical means or because she just has incontrovertible proof—she can make sure everyone else knows it too. She need only touch the exposed skin of the guilty party as her player spends the appropriate points. When she does, an arcane mark appears on the guilty person’s flesh and will not wash off or fade away. No matter what the perpetrator does to his flesh—scar it irrevocably, tattoo over it, get a skin graft—the mark always rises to the top and remains clearly visible. Thereafter, whenever the Champion who put it there spends Essence and commands him to do so, the criminal must draw attention to the mark and tell anyone who can see him why it was placed there. The mark remains for a as long as the Champion’s keeps the willpower and essence dedicated. The only thing that will get rid of it before then is if the champion who placed the mark or another Champion with the same charm chooses to make it disappear and activates their charm to remove the mark. &lt;br /&gt;
&lt;br /&gt;
If the crime is especially heinous, though—or if she’s a harsh bitch—the Champion can sacrifice a dot of Willpower instead of spending just a point along with her Essence point. Doing so makes the mark permanent, such that even she can’t remove it. This effect only works on being whose essence lower than hers. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ILLUSION&amp;diff=75406</id>
		<title>ILLUSION</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ILLUSION&amp;diff=75406"/>
				<updated>2010-04-16T19:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'What is real and what is Illusion. Are the one and the same? These question and there elusive answers are the purview of Illusion. Gods who bestow these Blessings are mysteries. …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is real and what is Illusion. Are the one and the same? These question and there elusive answers are the purview of Illusion. Gods who bestow these Blessings are mysteries. The Chosen one never really knows what IS and what IS’NT when he deals with them. &amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
'''Innate Ability:'''  When a Champion concentrates on an item that he touches or carries and spends 5 motes the item becomes unobtrusive even to a concentrated search. As long as the Champion maintains contact and doesn’t manipulate the item in an obvious fashion other creatures simply ignore its existence. The object must be small enough to hold in one hand. Once the Champion uses the object in an obvious fashion, such as taking money out of the wallet or drawing and cocking a firewand, it becomes evident to everyone. The concealment lasts at most a single scene in any case.&amp;lt;br&amp;gt; &lt;br /&gt;
Observers with an essence score pit their (Perception + Awareness) against the hiding Champion’s (Manipulation + Stealth). If the Champion’s player scores more net successes, his item remains hidden; otherwise, it is spotted. The Champion can hide multiple small items at once by paying the Essence cost for each, and a viewer tests against each one separately. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stolen Face'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 2&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: None&amp;lt;br&amp;gt;&lt;br /&gt;
Tricksters in myth often take on someone else’s appearance, generally to further a special plot or to bring humiliation to a rival. This Blessing makes such a disguise supernaturally believable. The trickster simply dons a cursory disguise—a piece of clothing, a fake wig, a mask or some make-up—and the power of Illusion does the rest. If the Champion tries to impersonate a particular person, the dice roll gains a +2 bonus if the Champion carries some item the emulated individual owned. A sample of the subject’s hair, skin or nails raises the bonus to +5. (Having body sample and an object, or having multiple objects, does not give multiple bonuses.) The Champion’s player rolls to set the Blessing’s success level when it’s activated. Anyone who deliberately tries to see through the disguise must best the Champion’s total successes with a (Perception + Awareness) roll. Having only a brief, momentary interaction imposes a -2 penalty on the observer’s roll. A lengthy interaction (lasting several minutes) when the observer knows the emulated subject well grants a +2 bonus. If the observer scores more successes than the trickster, the observer realizes that the Champion is not who she seems to be, though the true identity of the disguised Champion remains unclear unless the disguise is actually removed. &amp;lt;br&amp;gt;&lt;br /&gt;
Stolen Face doesn’t prevent people from suspecting that the Champion might not be who she seems if she does something wildly out of character. A Champion disguised as Ronald Reagan who breaks into a bank, paints the vault red and flies away on camera will probably not be mistaken for the dead president in question. Mortal onlookers certainly won’t figure out who it really was, though, or how she managed to do such a convincing Reagan imitation! &lt;br /&gt;
A Champion can also use Stolen Face to create a false identity of her own invention. Such a false identity can be as rudimentary as an anonymous old man, as Odin advised Sigurd on how to deal with the dragon Fafnir, or as elaborate as a whole second life as a courtier at a Kings court. Mortal onlookers tend to overlook flaws in such false identities. Even most Champions remain unsuspecting of such a deception unless they specifically think there’s an imposter around or someone has a secret identity. &amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of the successes scored, some element of the disguise always leaves a hint of the Champion’s true nature. A Champion disguised as trader might still appear to sandasls that clash with his fine robes. A Champion pretending to be Artemis might forget to change her eye color to match. A artifact might retain its true appearance. Such omissions usually go overlooked unless the disguise is penetrated, in which case it’s generally the first thing that the viewer spots. &amp;lt;br&amp;gt;&lt;br /&gt;
Stolen Face remains in effect for an entire scene; spending a Willpower point extends the illusion to another scene. Anyone who fails to penetrate the disguise during that time cannot try again. If one person sees through the illusion, he need merely perform some action to expose the fraud—yank off the wig, smear the make-up—and everyone else instantly sees through it as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Fool’s Gold'''&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 6m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 2&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms:  Stolen Face&amp;lt;br&amp;gt;&lt;br /&gt;
Beyond simply concealing items, tricksters occasionally make worthless leaves, rocks or sticks seem valuable—or otherwise make objects seem like things they’re not. The Champion must conceal the item in some way, from closing his hand around it to draping it with a scarf. He can then reveal the item as something else. (The Champion could place a convenient object in a pocket or satchel where it can’t be seen and then activate the power at a later time, seeming to pull out something else that’s just the thing he needs.) The source object must be about the same size as the illusory object and have some other trait in common, such as its shape, color or composition. For instance, the Champion could make a wooden flame piece look like a real flame piece, or he could make a sack of yellow leaves seem to be a sack of gold coins. He couldn’t disguise a bottle as a huge diamond or a firewand. &amp;lt;br&amp;gt;&lt;br /&gt;
Casual handling of the illusory item does not reveal its true nature, though breaking it or other violence does so. The object does not actually have the physical properties of the real object, but it appears to function as expected. Golden leaf-coins will fall, not flutter, and land with a heavy clink. A a wooden flame piece fires with a bang and a smell of firedust (though it cannot inflict more harm than a wooden flame piece). &amp;lt;br&amp;gt;&lt;br /&gt;
The item remains disguised for a full scene. As with Stolen Face, the player makes an initial roll when the Champion activates the power. If any onlooker suspects a fraud, her player must roll (Perception + Awareness) and exceed the Champion’s total successes to see through the deception. For purposes of this power, anything that the Champion can hold in one hand counts as one “item,” so a handful of leaves could all be disguised at once. Fool’s Gold cannot make an item appear as a living creature, nor can it disguise a living creature. It affects only inanimate objects. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Dreamcraft'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 5m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 3&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: As long as the champion can concentrate on the illusion.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms:  Fools Gold&amp;lt;br&amp;gt;&lt;br /&gt;
The Illusion Blessings available to heroes still need a real subject upon which to work. A demigod can craft hallucinations that do not correlate with anything real. Only the individuals whom the Champion wants to fool can perceive them. &amp;lt;br&amp;gt;&lt;br /&gt;
Each person the Champion wishes to perceive the hallucination costs the Champion three Essence points when she activates the Blessing . Her player’s (Wits + Art) roll has a difficulty set by the number of senses the Champion wants to affect and the complexity of the illusion (see the sidebar). Note the final number of successes. If any subject has any reason to doubt the illusion, his player must beat that number on a (Perception + Awareness) roll. Dreamcraft can add, subtract or transform one discrete entity or element in the target’s sensations. For instance, she could make a person imagine the sky turned green, or see a snarling dog running toward him, or not see the Champion standing nearby. To make a person suffer all these hallucinations, the Champion would have to use this Blessing three times on successive actions. &amp;lt;br&amp;gt;&lt;br /&gt;
A Dreamcraft illusion lasts only as long as the Champion specifically concentrates on maintaining it. She cannot also engage in combat or other challenging activities (i.e., any task that would call for a dice roll). A Champion cannot maintain more illusions at once than she has dots of Intelligence. Every subject affected counts as a separate illusion, though a character can attack more than one person at a time. Note that Dreamcraft cannot create an illusion of something the Champion herself cannot imagine. If you’ve never seen Thor, for instance, you can’t create an accurate hallucination of him. Of course, if your subject has never seen Thor either, you can just create an image of a big red-haired guy swinging a stone hammer and that might be enough. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty 	Illusion Factors &lt;br /&gt;
1 	One sense (sight, hearing, smell, taste, touch) &lt;br /&gt;
2 	Two senses &lt;br /&gt;
3 	Three+ senses &lt;br /&gt;
+1 	Changing entity (a moving car, fire, music, intelligible speech) &lt;br /&gt;
+1 	Complex entity (paisley, a symphony, anything that interacts significantly with its environment) &lt;br /&gt;
Example: Creating the illusion of a wagon driving full-tilt at a person with some one blowing a horn would have a difficulty of 4: two senses (sight and hearing), +1 because the illusion is in motion, +1 for complexity to supply the car with a driver and have its wake blow leaves around and otherwise interact with its surroundings. &lt;br /&gt;
&lt;br /&gt;
'''Loaned Identity'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 6m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 4&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms:  Dreamcraft&amp;lt;br&amp;gt;&lt;br /&gt;
The lesser Blessings of Illusion functions only on the Champion or on small items. With Loaned Identity, the Champion can disguise a person or a significant object as something else. In the Prose Edda, Utgard-Loki disguises fire as a person for an eating contest and disguised the Midgard Serpent as a cat for a test of strength. By the same token, a Champion with this Blessing can provide a false face to a person, creature or object and make it appear to behave in a consistent fashion. Each target so disguised costs five Essence and requires a roll of (Manipulation + Presence) to establish the Champion’s threshold of success. Those who suspect treachery can use (Perception + Awareness) to try to defeat the illusion, though a careful Champion arranges situations so that onlookers have no reason to suspect deceit.&amp;lt;br&amp;gt; &lt;br /&gt;
In other ways, Loaned Identity functions like Stolen Face, with the onlookers rationalizing or overlooking inconsistencies in the behavior and appearance of the disguised subject. (As the case of Jörmungandr-as-cat shows, however, Loaned Identity ignores differences in size between the real object and the image.) A disguised fire made to look like a person (as in the case of Logi) would seem like a quiet but ravenous man, quick, red-haired and surly. Others would find him eccentric but fail to realize that he was anything other than what he appeared to be. The Loaned Identity does not give the subject any special powers, but a clever Champion can use other Blessings to support the illusion—such as using the Fire Purview to make a disguised fire move as ordered and devour items appropriately. An item’s or creature’s doing something patently impossible for its appearance immediately breaks the illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Fantastic Vista'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 8m, 1wp&amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 5&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms:  Loaned Identity&amp;lt;br&amp;gt;&lt;br /&gt;
The illusionist’s powers of deception allow her to conceal entire landscapes. With this illusion, the Champion conceals an entire building or natural feature. A forest can appear as a glittering faerie glade; a ruined hovel can appear as a golden castle. Through two uses of the Blessing , a giant could trade appearances with a convenient mountain. While the physical dimensions of the area remain roughly the same, the features and ostensible boundaries take on whatever characteristics the Champion imagines. Trees can fade into stone walls, or existing walls can look cracked and cobwebby or polished and painted. While items and creatures in the area are not necessarily disguised, they can be further concealed by other illusions, so a demure housecat might resemble a lion via Loaned Identity while a rotting plate of spoiled food could resemble a feast thanks to Fool’s Gold. &amp;lt;br&amp;gt;&lt;br /&gt;
Fantastic Vista can cover an area up to 50 cubic yards per Essence dot of the user has. Interacting with the area is not enough to banish the illusion. To onlookers, the area seems to react as appropriate to its appearance. For example, a man hurled through a non-existent wall would cause onlookers to see that wall break apart as he flew through it, and everyone would agree on the particulars of how the wall seemed to shatter. As always, only characters or creatures with a Essence score or a supernatural means of piercing illusions have any chance to see through the deception. They must best the initial successes rolled for the invoking Champion. Fantastic Vista lasts for a full scene. At the end of that scene, spending three more Essence points extends the illusion into the next scene.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ILLNESS&amp;diff=75405</id>
		<title>ILLNESS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ILLNESS&amp;diff=75405"/>
				<updated>2010-04-16T19:39:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessings, but…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessings, but a Champion cannot use these Blessings on himself. &amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Innate Ability: The Champion is either immune to mundane diseases or is immune to mundane diseases and a carrier of any disease he come into contact with.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''INSTANT DISEASE CONTRATION FOCUS ''' &amp;lt;br&amp;gt; &lt;br /&gt;
Cost:  2m &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: NONE &amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can instantly, automatically infect a target with a disease that they are carrying. A wits + medicine (plus one success per point of essence the Champion has) roll transfers the disease. The target is allowed opposed a Stamina + Resistance plus essence roll. If the target succeeds they do not contract the disease. If the target fails they contract the disease. If it is a tie then the target becomes a carrier for the disease. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''CURSE OF AGONY''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  4m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  scene &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Instant Health Assessment Focus &lt;br /&gt;
A champion with this charm can curse some one to suffer pain. The target of the charm suffers a external penalty for every point of essence the Champion possesses. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''DEATHS GENTLE REMINDER''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  6m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Blessing Of Relief / Curse Of Agony &amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can inflict as many health levels of bashing damage as his player gets successes on the (Stamina + Medicine) roll. Doing so also costs one Essence. Alternatively, he can upgrade a number of health levels equal to successes on the roll from bashing to lethal damage. Doing so costs one Willpower. &amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can use this Blessing on the same person only once per day. He can use it on as many different people in the same day as he can afford to spend the points. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''CULLING THE HEARD PROCESS''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  4m &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Supplemental &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charm: DEATHS GENTLE REMINDER &amp;lt;br&amp;gt;&lt;br /&gt;
When a living being is at the Incapacitated health level with lethal or aggravated damage due to wounds or a terminal illness, the Champion can end that being’s suffering. The Champion must touch the being for one action (Speed 6) and spend one Essence point. A non-essence using creature or mortal that meet the requirements of this charm have no resistance to this touch of death. &lt;br /&gt;
The power doesn’t work on a essence user unless that being is actually willing to die. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
'''Winters Withering Touch''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  10m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch, Crippling &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Celestial Cradle Song &amp;lt;br&amp;gt;&lt;br /&gt;
If the Champion chooses to harm a mortal patient, his touch inflicts a point of aggravated damage instead. If he chooses, he can target that point of aggravated damage in such a way that an affected limb or non vital organ withers and disintegrates. The aggravated damage will heal in its normal time, but the missing body part stays gone thereafter. Mortals cannot resist these effects. Their only chance to escape the damage (or the healing powers if they’re so inclined) is to keep the Champion from touching them. If the Champion wishes to  inflict this Blessing’s effects on an unwilling target who is an Essence user the Champion’s player must roll (Intelligence + Medicine) against the victim’s (Stamina + Resistance). If the victim’s roll garners more successes, the Champion can inflict only a single level of lethal damage or heal only a single level of bashing damage. If the Champion’s roll fails to get more successes, he can’t inflict the withering effect at all.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=HEALTH&amp;diff=75404</id>
		<title>HEALTH</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=HEALTH&amp;diff=75404"/>
				<updated>2010-04-16T19:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessings, but…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessings, but a Champion cannot use these Blessings on himself. &amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Innate Ability: The Champion is either immune to mundane diseases or is immune to mundane diseases and a carrier of any disease he come into contact with.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''INSTANT HEALTH ASSESSMENT FOCUS''' &amp;lt;br&amp;gt; &lt;br /&gt;
Cost:  2m &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: NONE &amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can instantly, automatically assess the current medical condition of a single living patient in his presence. Each success on a perception + medicine roll reveals a fact about the subjects health. He can tell how many levels of damage the patient is suffering, as well as any physical addictions he suffers, any illnesses or diseases with which he is infected and any genetic defects that afflict him. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''BLESSING OF RELIEF''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  4m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  scene &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Instant Health Assessment Focus &lt;br /&gt;
A champion with this charm can relieve the pain in another by flooding their skin with his benovolent essence. The champion removes all penalties due to pain of any sort. Upon activation the Champion reduces the pain penalty that the patient is suffering by one point per point of essence. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''HEAVENS HEALING CARESS''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  6m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Blessing Of Relief&amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can repair a patient’s injuries directly. Hr can heal as many health levels of bashing damage as his player gets successes on a (Stamina + Medicine) roll. Doing so costs Essence. Alternatively, he can downgrade a number of health levels equal to successes on the roll from lethal to bashing damage. Doing so costs one Willpower. The Champion can use this Blessing on the same person only once per day. He can use it on as many different people in the same day as he can afford to spend the points. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''CELESTIAL CRADLE SONG''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  8m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 4 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Compulsion &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Essence Hours &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Heavens Healing  Caress&amp;lt;br&amp;gt;&lt;br /&gt;
By singing or playing some sweet lullaby, the Champion makes a number of people equal to the successes on the activation roll drift quietly off to sleep. Characters of higher Essence than the singer are not affected. Those of equal Essence get to oppose the activation roll with a (Willpower + Integrity + Essence in success) roll. This soporific effect knocks out any living creature that can hear the Champion’s voice, for a number of hours equal to the Champion’s Essence. Victims with no Essence rating remain asleep the whole time, never waking up regardless of what’s going on around them. Characters with a Essence rating can be woken up by those who went unaffected, if the player of the character trying to rouse the sleeper makes more successes on an extended (Manipulation + Medicine) action to bring the sleeper around. (Such an action constitutes shaking the sleeping person, slapping his cheeks, pinching him, hollering at him or whatever else might wake him from a dead sleep.) Suffering a level of lethal or aggravated damage will also wake a sleeper with a Essence rating. If prospective victims are engaged in relatively normal behavior—working at their desks, walking on patrol, raking leaves—using this Blessing costs only one Essence point. If the intended victims are engaged in combat or some other strenuous undertaking—such as playing at a sport or making love with wild abandon—the Blessing costs one Essence and one Willpower. The Champion cannot activate this Blessing if he is participating strenuously in some activity himself. He must devote each action, instead, to calmly singing the song. The activation of the Blessing occurs in the character’s first actual action (a Speed 5, DV -2 action), but the Champion may keep singing for as long as he likes if he has not yet affected a total number of people equal to his activation roll’s successes. Once the character has affected the maximum number of people, though, the player must roll again (and pay the activation costs) if he wants to put a larger number of people to sleep. The effect targets those closest to the Champion first. &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
'''Kiss Of Restoration''' &amp;lt;br&amp;gt;&lt;br /&gt;
Cost:  10m, 1wp &amp;lt;br&amp;gt;&lt;br /&gt;
Mins: Essence 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple &amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Shaping, Obvious, Touch, Crippling &amp;lt;br&amp;gt;&lt;br /&gt;
Duration:  Instant &amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite Charms: Celestial Cradle Song &amp;lt;br&amp;gt;&lt;br /&gt;
The Champion can heal the most terrible damage a patient suffers. The Champion need only touch his patient or victim and will that person’s body to react. When the Champion heald and his patient is mortal, he can instantly heal all of a patient’s bashing damage, half of her lethal damage or heal one point of her aggravated damage. (This Blessing can’t bring a patient back from the dead, though.) Alternatively, the Champion can restore one lost or damaged body part or internal organ to its full functionality without a scar. From restoring an amputated leg to replacing a punctured eye to re-inflating a collapsed lung, the Champion can effect miraculous cures instantaneously. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GUARDIAN&amp;diff=75403</id>
		<title>GUARDIAN</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GUARDIAN&amp;diff=75403"/>
				<updated>2010-04-16T19:38:08Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   It is every God’s and Champion’s responsibility to protect the World, but some take this duty more seriously than their fellows. It’s from them that this Purview a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
It is every God’s and Champion’s responsibility to protect the World, but some take this duty more seriously than their fellows. It’s from them that this Purview arises. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''By in vesting 5m a Champion with this Blessing can be aware of everything in a one yard radius. He effectively can see 360 degree’s even if his eyes are hindered in someway'''.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VIGILANT GUARDIAN'S BRAND''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Invested &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: NONE''' &lt;br /&gt;
&lt;br /&gt;
The Champion touches a person, an object or the entrance to a location and lays a mystical brand there that marks that subject as being under her protection. While the champion keeps the essence invested he Champion receives a reflexive intuition to that effect whenever that subject is in physical danger (as determined by the Storyteller). Should her player then succeed on a (Perception + Awareness) roll, she gains a clearer understanding of the subject’s condition, location and current situation. The Champion can also use this Blessing to check up on a subject at any time, but only one subject at a time. &lt;br /&gt;
&lt;br /&gt;
A Champion cannot brand herself with this Blessing , but she can brand as many other subjects as she has essence. A subject can be branded by more than one Champion at the same time. Each brand is unique to the Champion who made it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''RIGHTEOUS PROTECTORS BLESSING''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''VIGILANT GUARDIAN'S BRAND &lt;br /&gt;
&lt;br /&gt;
By touching a mortal or an object, the Champion grants it a measure of divine physical protection. Her player rolls (Manipulation + Resistance), adding her essence in successes. Successes on this roll then apply to the subject of the Champion’s protection as a temporary Hardness rating for the next 24 hours. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''UNSEEN DEFENDER METHOD''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Stackable &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''1 day &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''RIGHTEOUS PROTECTORS BLESSING &lt;br /&gt;
&lt;br /&gt;
By touching the entrance to a location, the Champion lays a ward on the area that bars entrance to a certain type of threat. Such a ward could bar ghosts, walking dead, a breed of demon, human beings, lesser animals or Champions. The ward acts as a sphere with a circumference area equal to 50 square feet per dot of Essence the Champion has. It lasts for one day. &lt;br /&gt;
&lt;br /&gt;
The Champion can ward an area against as many different types of threats as she wants, but each threat requires its own activation roll and expenditure. (In effect, she must stack multiple wards on the same area.) Characters with more Essence than the Champion who laid down the ward can attempt to batter their way through the perimeter, thus destroying the ward. The ward can take a number of health levels of damage equal to (Manipulation + Lore plus essence), and it has a Hardness rating equal to the Champion’s Essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''GUARDIANS AWARENESS METHOD '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration''':&amp;amp;nbsp; 1 DAY &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Unseen Defender Method &lt;br /&gt;
&lt;br /&gt;
The Champion immediately rushes to the aid of anyone or anything on whom she has placed a VIGILANT GUARDIAN'S BRAND. When she gets a sensation that her branded charge is in danger (as determined by the Storyteller), she may disappear from her current location and instantly reappear in view of the brand she laid down. It helps to concentrate long enough for the player to make the (Perception + Awareness) roll to get an idea of what the danger is before she disappears, but it’s not necessary. Yet, while the character can use Vigil Brand to check up on a charge at any time, the Champion can use Come Running only when the charge in question is in imminent danger &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''MAGNIFICENT SHIELD OF PROTECTION''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m,1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''NONE &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''1 Day &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Guardians Awareness Method &lt;br /&gt;
&lt;br /&gt;
The Champion concentrates and projects an invisible, semi-spherical shield of pure force around herself and those she’s trying to protect. The base of this shield can be as big as two yards in area per dot of Essence the character has, though she can keep it smaller. Ghosts, spirits and physical beings of lesser Essence than the Champion cannot penetrate this shield. If such a being has an equal or higher Essence rating (and can bring a physical force to bear), it can attempt to batter the shield apart with physical attacks. The shield can take a number of health levels of damage equal to Manipulation +&amp;amp;nbsp; presence activation roll successes, and it has an all-purpose Hardness rating equal to the Champion’s Essence. Unless some enemy’s effort shatters it, the shield lasts for one scene. Once the Champion produces it, she can move around freely within. She can also adjust the shield’s size during the scene, though moving the boundary exerts a physical force that pushes people and objects in contact with it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[HEALTH]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessing , but a Champion cannot use these Blessings on himself. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Innate Ability: '''The Champion is either immune to mundane diseases '''or''' is immune to mundane diseases and a carrier of any disease he come into contact with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INSTANT HEALTH ASSESSMENT FOCUS''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''NONE &lt;br /&gt;
&lt;br /&gt;
The Champion can instantly, automatically assess the current medical condition of a single living patient in his presence. Each success on a perception + medicine roll reveals a fact about the subjects health. He can tell how many levels of damage the patient is suffering, as well as any physical addictions he suffers, any illnesses or diseases with which he is infected and any genetic defects that afflict him. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BLESSING OF RELIEF /''' '''CURSE OF AGONY''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Instant Health Assessment Focus &lt;br /&gt;
&lt;br /&gt;
A champion with this charm can relieve the pain in another by flooding their skin with his benovolent essence. The champion removes all penalties due to pain of any sort. Upon activation the Champion reduces the pain penalty that the patient is suffering by one point per point of essence. &lt;br /&gt;
&lt;br /&gt;
In contrast the Champion can curse some one to suffer pain. The target of the charm suffers a external penalty for every point of essence the Champion possesses. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''HEAVENS HEALING&amp;amp;nbsp; CARESS / DEATHS GENTLE REMINDER''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Blessing Of Relief / Curse Of Agony &lt;br /&gt;
&lt;br /&gt;
The Champion can repair a patient’s injuries or inflict harm directly. On one hand, he can heal as many health levels of bashing damage as his player gets successes on a (Stamina + Medicine) roll. Doing so costs Essence. Alternatively, he can downgrade a number of health levels equal to successes on the roll from lethal to bashing damage. Doing so costs one Willpower. On the other hand, he can inflict as many health levels of bashing damage as his player gets successes on the (Stamina + Medicine) roll. Doing so also costs one Essence. Alternatively, he can upgrade a number of health levels equal to successes on the roll from bashing to lethal damage. Doing so costs one Willpower. &lt;br /&gt;
&lt;br /&gt;
The Champion can use this Blessing on the same person only once per day. He can use it on as many different people in the same day as he can afford to spend the points. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''CELESTIAL CRADLE SONG''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Essence Hours &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Heavens Healing&amp;amp;nbsp; Caress / Deaths Gentle Reminder &lt;br /&gt;
&lt;br /&gt;
By singing or playing some sweet lullaby, the Champion makes a number of people equal to the successes on the activation roll drift quietly off to sleep. Characters of higher Essence than the singer are not affected. Those of equal Essence get to oppose the activation roll with a (Willpower + Integrity + Essence in success) roll. This soporific effect knocks out any living creature that can hear the Champion’s voice, for a number of hours equal to the Champion’s Essence. Victims with no Essence rating remain asleep the whole time, never waking up regardless of what’s going on around them. Characters with a Essence rating can be woken up by those who went unaffected, if the player of the character trying to rouse the sleeper makes more successes on an extended (Manipulation + Medicine) action to bring the sleeper around. (Such an action constitutes shaking the sleeping person, slapping his cheeks, pinching him, hollering at him or whatever else might wake him from a dead sleep.) Suffering a level of lethal or aggravated damage will also wake a sleeper with a Essence rating. If prospective victims are engaged in relatively normal behavior—working at their desks, walking on patrol, raking leaves—using this Blessing costs only one Essence point. If the intended victims are engaged in combat or some other strenuous undertaking—such as playing at a sport or making love with wild abandon—the Blessing costs one Essence and one Willpower. The Champion cannot activate this Blessing if he is participating strenuously in some activity himself. He must devote each action, instead, to calmly singing the song. The activation of the Blessing occurs in the character’s first actual action (a Speed 5, DV -2 action), but the Champion may keep singing for as long as he likes if he has not yet affected a total number of people equal to his activation roll’s successes. Once the character has affected the maximum number of people, though, the player must roll again (and pay the activation costs) if he wants to put a larger number of people to sleep. The effect targets those closest to the Champion first. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Kiss Of Restoration / Winters Withering Touch '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious, Touch, Crippling &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Celestial Cradle Song &lt;br /&gt;
&lt;br /&gt;
The Champion can either heal the most terrible damage a patient suffers or inflict awful damage that’s almost impossible to heal. The Champion need only touch his patient or victim and will that person’s body to react. If the Champion chooses to heal and his patient is mortal, he can instantly heal all of a patient’s bashing damage, half of her lethal damage or heal one point of her aggravated damage. (This Blessing can’t bring a patient back from the dead, though.) Alternatively, the Champion can restore one lost or damaged body part or internal organ to its full functionality without a scar. From restoring an amputated leg to replacing a punctured eye to re-inflating a collapsed lung, the Champion can effect miraculous cures instantaneously. If the Champion chooses to harm a mortal patient, his touch inflicts a point of aggravated damage instead. If he chooses, he can target that point of aggravated damage in such a way that an affected limb or non vital organ withers and disintegrates. The aggravated damage will heal in its normal time, but the missing body part stays gone thereafter. Mortals cannot resist these effects. Their only chance to escape the damage (or the healing powers if they’re so inclined) is to keep the Champion from touching them. If the Champion wishes to&amp;amp;nbsp; inflict this Blessing’s effects on an unwilling target who is an Essence user the Champion’s player must roll (Intelligence + Medicine) against the victim’s (Stamina + Resistance). If the victim’s roll garners more successes, the Champion can inflict only a single level of lethal damage or heal only a single level of bashing damage. If the Champion’s roll fails to get more successes, he can’t inflict the withering effect at all.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FROST&amp;diff=75402</id>
		<title>FROST</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FROST&amp;diff=75402"/>
				<updated>2010-04-16T19:37:37Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'Frost is the domain of the Pole of Air and all that dwell there. A god that bestows this gift grants their chosen mastery over the frozen waste lands. Cold that would kill a mort…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frost is the domain of the Pole of Air and all that dwell there. A god that bestows this gift grants their chosen mastery over the frozen waste lands. Cold that would kill a mortal is nothing to this Champion. &amp;lt;BR&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
'''Innate Ability:'''  The natural cold of winter has no effect on the Champion. She never suffers damage from exposure to ice, frost, chilling wind, freezing water. Only when deep in the pole of Air does this protection break down and even then the Champion can ignore two levels of damage due to environmental cold per point of essence. The Champion also never slips or loses her balance on bare ice. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Winter’s Merciful Blessing'''&amp;lt;BR&amp;gt;&lt;br /&gt;
Cost:  3m+1m &amp;lt;BR&amp;gt;&lt;br /&gt;
Mins: Essence 1&amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;BR&amp;gt;&lt;br /&gt;
Keywords: Shaping&amp;lt;BR&amp;gt;&lt;br /&gt;
Duration: Until un-invested&amp;lt;BR&amp;gt;&lt;br /&gt;
Prerequisite Charms: None&amp;lt;BR&amp;gt;&lt;br /&gt;
This Blessing extends the effect of Frost Immunity to other beings for as long as she is willing to invest the essence. This charm cost’s three motes to start and one more for each additional affected person.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mela’s Stride''' &amp;lt;BR&amp;gt;&lt;br /&gt;
Cost:  4m&amp;lt;BR&amp;gt;&lt;br /&gt;
Mins: Essence 2&amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;BR&amp;gt;&lt;br /&gt;
Keywords: Shaping&amp;lt;BR&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;BR&amp;gt;&lt;br /&gt;
Prerequisite Charms: Winter’s Merciful Blessing &amp;lt;BR&amp;gt;&lt;br /&gt;
Like the God of Skis who gives this Blessing its name, the Champion can speed his travel by gliding on a thin layer of snow. Hoarfrost coalesces into ice around his feet or his shoes, allowing him to skate over nearly any flat surface. As long as the Champion can slide along the ground, he can move quickly and easily. Grassy fields, liquid water (or other substances), and pavement or concrete are all ideal surfaces for this sort of motion. The Champion leaves a thin, wavering trail of ice that soon melts in warm surroundings. &amp;lt;BR&amp;gt;&lt;br /&gt;
As long as the Champion stays on a reasonably flat (though not necessarily level) surface, he gains a five yard bonus to his Move and Dash actions Mela’s Stride cannot take the Champion up into the air, but he can skate over water. Tricks such as skating off the end of an inclined tree and landing on the lip of a nearby hillside count as stunts that apply the five-yard bonus to Jump actions. Players can Mela’s Stride with many other stunts too, such as maneuvering a foe onto a not-yet-melted patch of ice so she slips for a moment, giving the Champion a bonus to attack. &lt;br /&gt;
Once activated, Mela’s Stride lasts for the rest of the scene unless the Champion deactivates the power prematurely. He can walk or skate interchangeably, depending upon what seems useful at the moment. The Champion never slips or falls from losing traction, though he can still be knocked down He can also trip over difficult terrain or crash into an obstacle if he’s clumsy. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Glacial Touch Form'''&amp;lt;BR&amp;gt;&lt;br /&gt;
Cost:  6m&amp;lt;BR&amp;gt;&lt;br /&gt;
Mins: Essence 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Reflexive&amp;lt;BR&amp;gt;&lt;br /&gt;
Keywords: Shaping, Touch&amp;lt;BR&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;BR&amp;gt;&lt;br /&gt;
Prerequisite Charms: Mela’s Stride&amp;lt;BR&amp;gt;&lt;br /&gt;
By calling upon the cold of Pole of Air, the Champion suffuses her hands with deathly cold. When she touches water, a skin of ice freezes across it; when she caresses plants, they wither. The Champion’s unarmed attacks inflict extra dice of bashing damage equal to half her Essence (rounded up), except against opponents immune to cold. Holding an easily chilled object, such as a cup or a metal blade, causes it to frost over. (A metal weapon affected by this Blessing adds the above damage to a successful attack, but that damage is either bashing or lethal as appropriate to the weapon type.) A bottle of liquid the size of a typical soft drink will freeze through—likely bursting the container—with just a few seconds of contact. Through a special expenditure of an extra point of Essence, the Champion can instantly freeze a large quantity of liquid, equal to her Essence rating in cubic yards. &lt;br /&gt;
This Blessing lasts for an entire scene after its activation, though the Champion can end it prematurely (to avoid injuring a companion by touch, for instance). &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Frozen Panoply Process'''&amp;lt;BR&amp;gt;&lt;br /&gt;
Cost:  8m, 1wp&amp;lt;BR&amp;gt;&lt;br /&gt;
Mins: Essence 4m&amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;BR&amp;gt;&lt;br /&gt;
Keywords: Shaping&amp;lt;BR&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;BR&amp;gt;&lt;br /&gt;
Prerequisite Charms: Glacial Touch&amp;lt;BR&amp;gt;&lt;br /&gt;
The Champion summons cold air around his hands and conjures objects made of ice. Certain standardized applications call for various dice rolls; simply conjuring sheets or blocks of ice do not. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Armor of Ice:'' (Wits + Athletics)Frost spreads across the Champion’s body and crystallizes into plates of armor equal Buff Jacket. The armor holds together by magic, but Athletics is needed to fashion the armor so its joints match those of its wearer. Armor of Ice does not stack with other armor.&amp;lt;BR&amp;gt; &lt;br /&gt;
''Ice Sculpture:'' (Wits + Craft)A catchall for shaping moderately complex structures out of ice—anything from a functional ladder to a fanciful statue. &amp;lt;BR&amp;gt;&lt;br /&gt;
''Instant Igloo:'' (Wits + Survival)The Champion shapes ice into a small shelter. Doing so costs one Essence point per person who can fit inside the igloo. &amp;lt;BR&amp;gt;&lt;br /&gt;
''Frost Bow:'' (Wits + Marksmanship)The Champion creates a massive bow of knobby ice with 20 glittering icicles as arrows. The bow is equal to a daikyu. &amp;lt;BR&amp;gt;&lt;br /&gt;
''Mela’s Spear:'' (Wits + Melee)A tremendous jagged and pointed icicle forms in the Champion’s hands, which he can wield as a club, spear, sword or javelin (treat as a macana, kontos, spatha, pilum or yaomitl, respectively). All forms share the maquahuitl’s property of inflicting lethal or bashing damage without using the “flat of the blade” rule. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that while Frozen Panoply weapons are made of ice, they deal damage through ordinary crushing, cutting or piercing, and Frost Immunity does not protect against this damage. The Champion can, however, channel Glacial Touch through these weapons to add dice of damage (bashing or lethal, as appropriate to the weapon)—and Frost Immunity does block this bonus damage. &amp;lt;BR&amp;gt;&lt;br /&gt;
Since the ice coalesces out of Essence, Champions can conjure it anywhere—even on the lip of an erupting volcano—and it does not melt unless the Champion decides to banish it whence it came (as a reflexive action). Icy articles last a scene in any case. When the scene ends or the Champion dismisses his creation, it dissipates in a sprinkle of snow. &amp;lt;BR&amp;gt;&lt;br /&gt;
A Champion can extend Frozen Panoply’s duration by spending an additional point of Willpower for each additional scene, but his player does not need to reroll. A Champion could even conjure weapons of ice and hand them out to his allies in a pinch, though his allies would need to have Frost Immunity or thick gloves to use them without suffering frostbite. Such items dissipate instantly if stolen or broken by enemies. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Chill the Blood''' &amp;lt;BR&amp;gt;&lt;br /&gt;
Cost:  10m, 1wp&amp;lt;BR&amp;gt;&lt;br /&gt;
Mins: Essence 5&amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Reflexive&amp;lt;BR&amp;gt;&lt;br /&gt;
Keywords: Shaping&amp;lt;BR&amp;gt;&lt;br /&gt;
Duration: Five Actions&amp;lt;BR&amp;gt;&lt;br /&gt;
Prerequisite Charms: Frozen Panoply Process&amp;lt;BR&amp;gt;&lt;br /&gt;
Having learned to internalize the power of frost, the Champion learns to internalize it in other people… against their will, setting them shivering with a chill no fire can warm. The Champion picks any target he can see and activates the charm. His player rolls the dice Manipulation + Occult , at a difficulty equal to the target’s Essence. If the roll succeeds, every success inflicts one soakable bashing level. As her blood thickens, she adds one tic to the speed of her actions and drops her Dexterity by one. These effects last five actions. Repeated attacks cause further loss of Dexterity and add more ticks to the Speed of actions. Reducing a victim’s Dexterity to 0 renders her inactive. &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FLAME&amp;diff=75401</id>
		<title>FLAME</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FLAME&amp;diff=75401"/>
				<updated>2010-04-16T19:37:00Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'For sharing Fire with humanity, Zeus punished the Titan Prometheus. Yet, it’s never been clear whether Prometheus meant to uplift humankind with his generosity or destroy it wi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For sharing Fire with humanity, Zeus punished the Titan Prometheus. Yet, it’s never been clear whether Prometheus meant to uplift humankind with his generosity or destroy it with an insidious, forward-thinking act of sabotage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Ability:''' The Champion takes no damage from Fire, he need never worry about suffering from smoke inhalation, and even the most intense heat is nothing more than a comforting warmth to him. This immunity only extends to Fire that are not fueled by essence or the magical means. It doesn’t, however, extend to his clothes or to any item The champion gains a level of lethal soak when the champion takes damage from natural Fire equal to his twice his essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''FLAME AWARENESS POSTURE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
The champion is granted the ability to sense all Fire/Ices in a radius of 100 yards per point of essence. Any Fire/Ice of any size can be sensed. Through this charm she can sense the direction and distance to the Fire as well as it's intensity. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''BURNING EYES OF THE DRAGON''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Invested &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms '''Flame Awareness Posture &lt;br /&gt;
&lt;br /&gt;
The Champion can see out of any Fire that A.) is already within his line of sight or B.) she has sensed with Sense Fire/Ice. The Champion cannot hear what is happening around a distant Fire/Ice, and his field of vision remains the same through the Fire/Ice as it is through his eyes. He may physically move his head or turn his body in place to change his remote perspective, though. &lt;br /&gt;
&lt;br /&gt;
While he looks through the Fire, the Champion can’t see from his own perspective. He may maintain his remote perspective for as long as he wishes. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''VOICE OF THE SOUTH''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''NONE &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Burning Eyes Of The Dragon &lt;br /&gt;
&lt;br /&gt;
With a shouted word, a Champion can cause an area that is 2 yards per point of essence away to instantly burst into Flame or freeze. The Flame has the intensity of a bon-Fire,&amp;amp;nbsp; and it covers an area with a radius in yards equal to the number of successes on the activation roll (manipulation + performance). The Flame stand as high from a flat surface as the Champion is tall. This Fire can burn without fuel for a number of minutes equal to the Champion’s Essence. When that time is up, the Flame go out if they still don’t have any fuel. &lt;br /&gt;
&lt;br /&gt;
Stacking Flame in the overlapping section of two or more areas of effect has no additive effect on the intensity of the Fire. The area of effect can take any shape the Champion chooses, from a simple circle to an area that conforms to a room’s floor layout to a silhouette of a hand flipping someone the bird. The Champion cannot change the area of effect’s shape once the Fire is burning. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WRATH OF FLAME''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Voice Of The South''' &lt;br /&gt;
&lt;br /&gt;
The Champion reaches into a Flame that’s at least as big as a camp fire and pulls out a blazingmelee weapon made of flickering Fire. The weapon can be of any shape and size, but the distinction is largely a matter of personal taste, rather than available traits. These weapons do not use the normal traits. Instead, when the character removes the weapon from the Fire, the player receives a base number of points equal to the Champion’s Essence for each weapon.&amp;amp;nbsp; These points can add to a base Accuracy +0, Damage +0 and Defense -1, and they can subtract from a starting Speed 6 (reducing it to a minimum of 1). The player assigns the weapon’s traits as the character produces the weapon, and he can’t change them afterward. &lt;br /&gt;
&lt;br /&gt;
The character can create more than one weapon at a time from the same Fire, but only characters with Fire or some other means of handling Fire without getting hurt can actually use them. These weapons inflict no harm on characters with Fire Immunity. If the character already has a melee weapon, he can instead expose it to a Fire at least as big as a candle Flame and cause the Fire to wrap around the weapon and enhance it. Doing so allows his player to temporarily divide up a number of points equal to his Essence and use them to enhance a weapon’s Accuracy, Damage and Defense. He can likewise enhance a compatriot’s melee weapon, but only if that character has Fire Immunity or some other means of handling Fire without being harmed. Either way, the blazing weapons inflict lethal damage and can set inflammable materials (such as wood, gasoline or clothing) alight. The Flame weapons or flaming enhancements last for a single scene, after which point they disappear in a puff of smoke. Melee weapons augmented by this Blessing suffer no ill effects from the Fire that enhances them. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''WALK WITH THE SOUTHERN DRAGONS''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''NONE &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Wrath Of Flame''' &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Champion can leap into any large Fire or large piece of Ice he can get to and instantly emerge from either another equally large Fire within his line of sight or one upon which he has used Bolster Fire in the scene. The Fire he enters and exits must be at least as big around as he is. The Champion doesn’t actually touch either Fire through which he travels, so he doesn’t necessarily have to have Fire Immunity to use this Blessing. He emerges right beside the Fire through which he exits, though, so heat and smoke are factors to consider. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DEATH&amp;diff=75400</id>
		<title>DEATH</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DEATH&amp;diff=75400"/>
				<updated>2010-04-16T19:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   The Gods don’t share mortals’ instinctive dread of death, but they know its power well. Likewise, as a Champion’s mastery of this Purview grows, his fear of death …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Gods don’t share mortals’ instinctive dread of death, but they know its power well. Likewise, as a Champion’s mastery of this Purview grows, his fear of death diminishes. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Power:''' Unless provoked, mindless undead (zombies, hungry ghost's, ect.)with essence lesser than the Champion consider the champion a denizen of the underworld will ignore him. Intelligent undead with essence less than him can make a perceptions + occult roll difficulty the Champions essence. Failure means the think he is one of them, success means that they realize what he really is and will never be effected by the power again. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''UNDERWORLD PERCEPTION TECHNIQUE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''NONE &lt;br /&gt;
&lt;br /&gt;
The Champion can see incorporeal beings. To her, ghosts are livid, physical presences, sensible to feeling as to sight (as well as smell and hearing). She still can’t harm the fragile ectoplasm shell of a ghost who hasn’t manifested, however. The sense of touch this Blessing grants is illusory. If the Champion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through it. &lt;br /&gt;
&lt;br /&gt;
The Champion can also look at a dead body and know what killed it, if that cause isn’t already obvious. The answer she gets is somewhat generic (the reading would tell her a person had been poisoned, for instance, but not by what poison), but it’s conclusive despite the presence of falsified or misleading evidence. Generic causes of death include suffocation, drowning, poison, burns, internal trauma, bleeding, hunger, thirst, exposure, illness, heart attack and old age. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''UNDERWORLD ASERTION METHOD''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''UNDERWORLD PERCEPTION TECHNIQUE &lt;br /&gt;
&lt;br /&gt;
This Blessing grants the Champion the ability to either banish a undead entity or disallow it to leave. The Champion rolls a contested roll of willpower (add one success for every point of essence) versus the undead entity. The entity makes the same roll. If the champion wins the entity has to either stay or depart for one day.  If the Champion fails the entity is immune for one day and a bit angry. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SONG OF THE LOST ONE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''CULLING THE HEARD PROCESS &lt;br /&gt;
&lt;br /&gt;
The Champion mystically calls out to a ghost and commands its immediate presence. To do so, the Champion either holds some item the dead person held dear or holds hands with a blood relative of the deceased as she speaks the ghost’s full name aloud. If the ghost is in creation the ghost automatically hears the call, no matter how far away from the Champion it is. It may resist the summons with a (Willpower + Essence) roll. If the Champion’s player’s roll gets more successes than the ghost’s, the ghost disappears from wherever it was and reappears before the Champion. When it arrives, it is under no compulsion to materialize for any witnesses or to even acknowledge the Champion’s attention. A Champion can attempt to summon a particular ghost only once per scene. A ghost cannot be summoned across a ward or an unbroken line of salt. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''DEATH INFUSION FORM  '''&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''SONG OF THE LOST ONE &lt;br /&gt;
&lt;br /&gt;
A Champion with Death Senses can see, hear and touch ghosts that won’t or can’t materialize, but the sense of touch that that Blessing grants is illusory at best. If the Champion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through its body. With this charm the Champion charges her body with flickering strands of black energy that can contain or disrupt a ghost’s intangible body. This energy is visible only to ghosts and those who can see ghosts, and the Champion can extend its aura to surround any item in her hands. A measure of the energy even travels with any projectile the Champion throws or fires from an item in her possession, though it dissipates when the projectile comes to rest. When the Champion activates this charm black energy surrounds her for one scene. During that scene, she can grapple ghosts as effectively as she can grapple physical foes, and her attacks inflict lethal damage on them. (This damage is “lethal” only In as much as a ghost has a soak equal to only half his Stamina against it.) If the Champion attacks a mortal who is possessed by a ghost, roll the raw damage separately against the mortal and the ghost. The mortal and the ghost soak the respective results separately. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''RESTARTING THE CYCLE MANEUVER''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious''', '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''One action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''DEATH INFUSION FORM &lt;br /&gt;
&lt;br /&gt;
A bright flash of violet light radiates from the Champion's touch. The Champion can flurry multiple attempts. Upon each touch the Champion player makes a (Charisma + Medicine) roll with a difficulty of the target essence. If he succeeds he brings a end to all valid targets in that that he has touched. Zombies collapse, and ghosts might vanish to the Underworld. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=EARTH&amp;diff=75399</id>
		<title>EARTH</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=EARTH&amp;diff=75399"/>
				<updated>2010-04-16T19:35:30Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   In most Creation Essences, the Gods or their forebears shaped the World from the proto-matter of the Void. In other Essences, they tore down impenetrable walls, sunk isl…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
In most Creation Essences, the Gods or their forebears shaped the World from the proto-matter of the Void. In other Essences, they tore down impenetrable walls, sunk islands and reshaped landmasses. This Purview is the legacy of that power. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Innate Power: Whether the character is caught up in a landslide, buried in a shallow grave by the roadside or trapped in the rubble of a collapsing building, he need not fear the earth’s embrace. No amount of collapsing rubble can break the Champion’s bones (or the Birthright itself), and he won’t suffocate no matter how much dirt piles onto him. If he lacks the strength to free himself, however, he does run the risk of either starving to death or dying of thirst if no one digs him out. Yet, it would not be the earth that kills him, but his own lack of fortitude. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''LISTEN TO THE EARTH TECHNIQUE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Dedicated &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''NONE &lt;br /&gt;
&lt;br /&gt;
By stomping or otherwise knocking on the earth, the Champion gets a sense of its general composition and density, as well as finding holes or caves beneath the surface. If he’s looking for something specific in the earth—such as gold, oil or a human body—this Blessing reveals its distance from him and depth from the Champion enter at the expense of the other information. &lt;br /&gt;
&lt;br /&gt;
The Blessing works only at ground level or on the up-thrust surface of a mountainside, but it works through floors and pavement. It gives the Champion a semi-spherical reading with a radius equal to one half mile per dot of Essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''EARTHEN DOMINANCE MANEUVER''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' LISTEN TO THE EARTH TECHNIQUE &lt;br /&gt;
&lt;br /&gt;
The Champion can sculpt stone, fired clay or non-magical metal with his bare hands. When this charm activates the substance becomes malleable like wet clay for as long as he touches it. With a successful (Dexterity + Craft) roll by his player, the Champion can shape it into any form his nimble fingers can produce. &lt;br /&gt;
&lt;br /&gt;
The Champion can affect up to one cubic foot of material at a time. Once he breaks contact with the substance he is shaping for more than a minute it loses all malleability and sets in its new form. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''ARMOR OF ROCK AND STONE STANCE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; 6'''m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''EARTHEN DOMINANCE MANEUVER &lt;br /&gt;
&lt;br /&gt;
The Champion stomps a foot or pounds a fist on the bare earth, and a thick cloud of particles of the substance rises into the air around him. This cloud swirls around him and accumulates on his body like a suit of plate armor plus helmet. Any earthen substance will suffice, from gravel to mud to sand. The armor the coating of particles creates has a bashing and lethal Hardness and soak equal to half the Champion’s Essence (rounded up), as well as a mobility penalty equal to that of a buff-jacket. It lasts for the rest of the scene, at the end of which it shatters into a million pieces and falls at the Champion’s feet. A Champion with Shaping (Earth •••) can craft the armor into a stylized shape, but only if the Champion wearing the armor remains inactive long enough to allow it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''JOYOUS DANCE OF THE MOUNTAINS''' &lt;br /&gt;
  &lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp/ 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene, Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Earth Armor &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''ARMOR OF ROCK AND STONE STANCE &lt;br /&gt;
&lt;br /&gt;
Moving his arms like the conductor of a symphony orchestra, the Exalted can mentally change the shape of any bare earth or stone within two yards per point of essence. He can make jagged spars of stone thrust up from the surface, or he can open yawning crevices beneath the feet of his enemies. He can hollow out a depression suitable for the site of a mass grave or raise an earthen wall to keep hooligans at bay. He can detach a sheet of earth from a hillside to send it crashing down, or he can halt such a landslide in its tracks and force it to rejoin the earth beneath it. &lt;br /&gt;
&lt;br /&gt;
The Exalted can reshape one cubic yard of earth per dot of will at a time at maximum distance two yards per point of willpower. After the activation costs he remains in mental connection to the earth for one scene. Upon the initial activation the chosen can also shape the controlled earth in the method stated below. After activation each additional shaping action cost's&amp;amp;nbsp; 2 motes and is considered a speed 5 action. Moving the construct or attacking with it takes more effort and is considered a miscellaneous action. Willing the controlled earth to take on a basic shape can be done effortlessly, no roll is required. If detail is desired then the player must roll a wits + craft roll. This roll cannot be botched, but if it's failed the character can just simply try again in five tics. &lt;br /&gt;
&lt;br /&gt;
A earthen construct created by this charm has a lethal soak/hardness equal to the champions temperance and a bashing soak equal to double it's lethal soak. Also, it has&amp;amp;nbsp; one -0 health levels per dot of willpower. The champion can raise these traits by spending 5 motes per level of lethal soak, 2 levels of bashing soak, one level of hardness or one additional health level. &lt;br /&gt;
&lt;br /&gt;
Once the all 0- level health levels are depleted the construct is considered destroyed and the champion must reestablish a new connection. The champion can reestablish the connection by paying the activation cost again as a reflexive action but only if attempted during the same scene that the initial activation took place. &lt;br /&gt;
&lt;br /&gt;
The controlled by the champion does not move fast enough to used as a attack. It can cause avalanches and such but direct assaults are beyond the power of this charm. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; While the champion has control he can move the construct anywhere inside the initial radius of control when the charm was activated but he himself cannot move. He can defend himself with a 2 dice external penalty if he has too but other wise he must concentrate on his construct. &lt;br /&gt;
&lt;br /&gt;
Earth under the control of the champion cannot only be usurped by a adversary whose essence is higher than his and they have some form of earth control. Those whose essence is equal to him can try to wrestle control from him by rolling a will + essence roll. If the adversary wins he gains control over the construct. If he loses he cannot try again for the rest of the scene. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''EARTH AS WATER WALK''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''SHAPING &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
=== Prerequisite Charm: JOYOUS DANCE OF THE MOUNTAINS  ===&lt;br /&gt;
The Champion can reflexively sink into the bare earth or stone or metal and move through it like a swimmer through water. Also, unless the Champion has Safely Interred (Earth •), he can remain within the earth for only as long as he can hold his breath. If he stays under longer, he begins to drown. While he’s under,the Champion instinctively knows his way to the nearest air.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DARKNESS&amp;diff=75398</id>
		<title>DARKNESS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DARKNESS&amp;diff=75398"/>
				<updated>2010-04-16T19:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   Characters who inherit this Purview are as at home in the dark as in the light (if not more so), either protecting humanity from unseen terrors or harrying hapless morta…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Characters who inherit this Purview are as at home in the dark as in the light (if not more so), either protecting humanity from unseen terrors or harrying hapless mortals from the shadows. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Power:''' Cat eyes. The champion can see at night as clear as day but only in black and white (night vision). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''EYES OF THE NIGHT '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Dedicated &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''NONE &lt;br /&gt;
&lt;br /&gt;
This Blessing has two parts the first part is perfect night vision. Darkness no longer inflicts visibility penalties on the character. He can see in pitch-blackness almost as well as he can see in bright sunlight, losing only the ability to perceive colors. (Objects he sees in darkness are black-on-black yet perfectly distinguishable in a way that’s conveniently impossible to describe to someone who doesn’t have this Blessing.) The Champion cannot see through physical impediments, however. &lt;br /&gt;
&lt;br /&gt;
In addition the Champion can sense the surroundings from the perspective of any dark shadow that is a radius of 1 yard per point of essence. The visions he gets are silhouettes, the sound is muffled and the smells seem to come from far away. The champion cannot use his other senses through the shadow. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SHADOW MASK METHOD''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' EYES OF THE NIGHT &lt;br /&gt;
&lt;br /&gt;
The Champion pulls a shadow down from the brim of his hat or up from beneath his collar and wraps it around his head, rendering him completely unrecognizable to everyone except those that are using magical method of awareness (i.e. charms, spells, ect). His voice becomes an unidentifiable whisper. The Champion can see through this mask, and other Champions using Night Eyes can recognize him through it. &lt;br /&gt;
&lt;br /&gt;
In addition the Shadow Mask grants the character a stealth dice bonus equal to the Champions essence. &lt;br /&gt;
&lt;br /&gt;
The shadow mask lasts for a maximum of 24 hours. The Champion can will it to disperse before that period elapses, but otherwise, it remains in place the whole time even if the Champion is unconscious. It doesn’t disperse even if someone shines a bright light in the Champion’s face. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''CLOAK OF DARKNESS TECHNIQUE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Essence in Actions &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''SHADOW MASK METHOD &lt;br /&gt;
&lt;br /&gt;
The Champion can hide within any shadow into which his body fits. He need only position himself within the three-dimensional area of the shadow and any mundane attempts to find him fail automatically. The charm only activates on a successful Dexterity + Stealth roll (Difficulty 1). Upon success the Champion spends the required essence and is enveloped in shadow. &lt;br /&gt;
&lt;br /&gt;
Magical attempts are considered proceed as normal, contesting the searcher’s (Perception + Awareness) against the Champion’s activation roll. &lt;br /&gt;
&lt;br /&gt;
The Champion can hide within the shadow as long as it remains large enough. He can move with it as it moves, but doing so might require a new (Dexterity + Stealth) roll depending on the circumstances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SHADOW STEP PRANA''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''1 action per essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''CLOAK OF DARKNESS TECHNIQUE &lt;br /&gt;
&lt;br /&gt;
When this Blessing activates the champion rolls their wits plus stealth roll (diff. 4). If he fails he can simply try again as long as the attempt inside the duration of the Blessing. If successful this Blessing allows the champion to step into a dark shadow of the same approximate size of the champion and emerge instantly from any dark shadow of the same size that is with in twice his essence in yards. Doing so doesn’t interrupt his action. He can draw a bow and instantly emerge from another shadow with in range and fire his arrow just as easily as if he had made a normal Move action before firing. &lt;br /&gt;
&lt;br /&gt;
She can also reach through a shadow with a smaller part of herself and have it emerge from a appropriate sized shadow with in sight (manipulation + stealth diff. 2). Such as sticking her ear through a shadow to listen to a conversation on the other side of the room. &lt;br /&gt;
&lt;br /&gt;
Also this Blessing can be used as part of a attack. She can stab at a shadow and have the blade hand emerge from a shadow near the target. Attacks of this nature are resolved as unexpected attacks. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SHADOW ARTIFICER FOCUS''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''5m, 1wp'''/'''10m, 2wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''SHADOW STEP PRANA &lt;br /&gt;
&lt;br /&gt;
This Blessing allows for two effects. First, the Champion can change the shape of a projected shadow in any way he sees fit as long as A.) he’s touching it and B.) he maintains the shadow’s original surface area in the finished shape. He can move the shadow around in defiance of ambient light sources, break it into bits and bend and stretch it any way he wants. Doing so requires the dedication of 5motes. The shape in which he leaves the shadow remains thus for a number of hours equal to his Essence. The complexity of the finished image determines the number of successes on a dexterity + crafts roll. &lt;br /&gt;
&lt;br /&gt;
The second effect requires a dedication of four motes (plus extra essence for the size of the item) and the expenditure of two willpower. The character reaches into the nearest shadow, thinks of an item he needs and pulls out just such the item made of solid shadow. Items retrieved thus must be mundane, relatively simple and not mechanical. The most complex item a Champion could produce would be a plain longbow with a stout shadow string . The most common items Champions create with this Blessing are weapons, but tools, ropes, chairs, doorstops, flutes, shields, fans and all manner of simple objects are possible. The objects are just as sturdy and useful as their material counterparts, and they can withstand even the brightest direct light. The champion can pull as many items as he has essence to spend, but only needs to pay the willpower cost once. Any object created in this way lasts for one scene afterward the shadow dissipates and the essence returns to the Champion. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Item'''&amp;amp;nbsp; &lt;br /&gt;
| '''Extra Essence''' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 5 arrows &lt;br /&gt;
| 1 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 feet of rope &lt;br /&gt;
| 1 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| flute &lt;br /&gt;
| 1 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| knife &lt;br /&gt;
| 1 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sword &lt;br /&gt;
| 2 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| oar &lt;br /&gt;
| 3 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| spear &lt;br /&gt;
| 3 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bench &lt;br /&gt;
| 4 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| canoe &lt;br /&gt;
| 6 &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The cost for items of comparable size should roughly conform to this table, guided by the Storyteller’s common sense. &lt;br /&gt;
&lt;br /&gt;
Anyone who can use a mundane version of the item can use the shadow version just as well, though finding a loose one in the dark might be a problem for someone without Night Eyes (Darkness •). &lt;br /&gt;
&lt;br /&gt;
If he’s creating more than one item at a time, he has to keep pulling them out of the shadow and either stacking them up or passing them out. If he stops for more than a minute, the effect ends, regardless of how many successes’ worth of items he can still produce.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CHAOS&amp;diff=75397</id>
		<title>CHAOS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CHAOS&amp;diff=75397"/>
				<updated>2010-04-16T19:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;amp;nbsp;   Chaos is the Purview of confusion, anarchy and formlessness.   &amp;amp;nbsp;   '''Innate Power:''' The champion can treat a wyld zone as one level less than it actually is.   &amp;amp;…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Chaos is the Purview of confusion, anarchy and formlessness. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Power:''' The champion can treat a wyld zone as one level less than it actually is. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''EYE OF THE STORM STANCE''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Basic &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''NONE &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' When the Champion finds herself caught up in a chaotic situation unrelated to her—whether she’s dodging a tornado’s debris or emerging from a bar to find a berserk mob rushing toward her to clash with a line of riot cops down the street—she can activate this Blessing and become an island of calm in the tumult. She is miraculously untouched in the confusion, and she remains so for as long as she doesn’t actively involve herself. She still suffers normal environmental movement penalties, but environmental dangers such as falling rocks, stampeding beasts or thrashing rioters all fail to touch her. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SHAKING THE HORNET’S NEST METHOD''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Basic &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''EYE OF THE STORM STANCE &lt;br /&gt;
&lt;br /&gt;
If the Blessings activation roll succeeds, the Storyteller should determine and reveal in general terms what action the Champion can take to either cause the most chaos in the scene or defuse the potential chaos inherent in the situation. The revelation should be something simple like “opening the parrot cage,” “staying in the hallway,” “winking at the guard”. The Storyteller should explain only which action would lead to which outcome, not how. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''PARALYZING CONFUSION INFLECTION''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Emotion'', ''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: S'''HAKING THE HORNET’S NEST METHOD &lt;br /&gt;
&lt;br /&gt;
This Blessing turns a person’s rational thoughts into seething, chaotic noise. The Champion speaks with the target for just long enough to utter one phrase. The target needs to be able to hear and understand the speaker. Then victim freezes in place, suddenly unable to think, speak or act. He’s unaware of what goes on around him, and he has no memory of the moments before or after the use of this Blessing. &lt;br /&gt;
&lt;br /&gt;
The effect lasts for a number of actions equal to the successes on the activation roll, and it erases the victim’s memory for an equal amount of time before the roll. If the victim has more dots of Essence than the user, the power doesn’t work. If the victim has an equal Essence rating, the activation roll is contested against the victim’s (Willpower + Integrity + Essence). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TOUCH OF THE SABOTEUR '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Until repaired &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Paralyzing Confusion Inflection &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;'''The Champion can break even the most complicated machine (even machines run on essence) with just the power of her mind. She just&amp;amp;nbsp; touches at the machine in question and her player activates the charm and rolls (Intelligence + Craft) with a external penalty equal to twice the Artifact rating of the machine. If the roll succeeds, the character causes the machine to break down and cease functioning immediately. The number of successes the roll generated then lingers until the machine is repaired. Upon a successful activation the device breaks down for one minute plus one additional minute per extra success. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Champion can use this Blessingon a given object only once at a time. That is, she cannot use Sabot on the same object a second time until it has been fully repaired from her first application of the Blessing. Also, this Blessingworks only on complex machines, not simple ones. (Sabot won’t make an inclined plane suddenly not work.) It doesn’t work on machines crafted by characters of higher Essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''SONG OF RECURRING DISTRACTION''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social''', '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: T'''OUCH OF THE SABOTEUR &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
The Champion sings a chorus from a silly song (any tune will do) or makes some awful witticism (such as, “A good pun is its own reword.”) and uses this Blessing to stick that random bit of inanity into the mind of every person who hears and understands her when she does it. Resisting the effect requires a (Willpower + Integrity + Essence) roll that nets more successes than the Champion’s player rolled. Those who cannot resist the effect suffer a distraction penalty to all rolls equal to the number of Essence points the Champion’s player spent to activate the effect (up to a maximum equal to that Champion’s Essence). This distraction lasts for 24 hours.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ANIMAL&amp;diff=75396</id>
		<title>ANIMAL</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ANIMAL&amp;diff=75396"/>
				<updated>2010-04-16T19:33:13Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'ANIMAL  &amp;amp;nbsp;   This Purview expresses the totemic power to which a Champion’s ichor grants him access. Its Blessings work on only one type of animal, chosen by the player…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ANIMAL]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This Purview expresses the totemic power to which a Champion’s ichor grants him access. Its Blessings work on only one type of animal, chosen by the player when he purchases the character’s first Blessing. That animal needn’t be the same one associated with his divine parent. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Innate Power''': All animals natural to creation are friendly with the champion unless she does something aggressive to them. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Beast Communion Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp; '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords:&amp;amp;nbsp; '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''1 minute per essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''None &lt;br /&gt;
&lt;br /&gt;
The Champion can understand and make himself understood by an animal as he speaks his native language and the animal responds with its own postures, scents and/or vocalizations. This Gift doesn’t make animals smart, calm or loyal, but most are curious enough about having a person address them that they’ll hear a Champion out before defaulting to aggression, panic or other appropriate responses. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Commanding Alpha Approach &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok, Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''Beast Communion Method &lt;br /&gt;
&lt;br /&gt;
The Champion spends 4 motes and names one task that the animal must perform. The task cannot seem suicidal or impossible to the animal, but the animal cannot balk at an order that doesn’t immediately seem so. “Hey rabbit, go rip that lion’s throat open,” would seem impossible to the rabbit so commanded. “Run to that grass across this street,” would be a fine order for that same rabbit, though, even if wagons were zipping by. The order can describe a single immediate action (“Bite that guy!”) or one with a single condition (“Come find me when a blue car stops here.”). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Creature Internalization Process''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok''', '''Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''Commanding Alpha Approach &lt;br /&gt;
&lt;br /&gt;
By meditating for one action (Speed 3) on a token representing his animal, the Champion takes on a metaphorical characteristic associated with it, creating a dice bonus for rolls involving the Attribute most closely associated with that characteristic. The player rolls their characters essence. Each success grants two bonus dice to the affected attribute. A Champion might take on a snake’s sinuous grace (Dexterity), a peacock’s beauty (Appearance), an elephant’s proverbial memory (via Intelligence) or any other justifiable characteristic. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Lesser Being Displacement '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Servitude &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''Creature Internalization Process &lt;br /&gt;
&lt;br /&gt;
The Champion stares into the eyes of her chosen animal and overwhelms its mind with his own. If the Champion succeeds in her possession attempt, she can “ride” around inside her animal’s body for one scene (or less if she chooses to end the effect early). She exerts all of her own mundane traits, except for Appearance, through the effectively empty husk, losing all sense of the situation around her own body. &lt;br /&gt;
&lt;br /&gt;
If the body she’s riding suffers damage as a result of her actions, she feels the pain and suffers the wound penalties, but it’s only a phantom psychosomatic pain. Her own body suffers no damage. Once the animal’s body suffers enough damage to render it Incapacitated or to kill it (based on the host’s own traits, not the Champion’s), the Champion loses her connection with it and returns to her own body. If the Champion’s real body suffers damage as a result of something going on around it, the Champion remains unaware of it until her spirit returns home. If someone or some event destroys the Champion’s body while her spirit is away, her spirit simply winks out of existence and goes to lithe. A familiar creature can allow the Champion to take over its body at will, but all other animals impose a difficulty on the activation roll equal to their Intelligence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Bestial Aspect Adoption''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp; '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp; '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm: '''Lesser Being Displacement &lt;br /&gt;
&lt;br /&gt;
The Champion can change a portion of his anatomy to a shape matching the analogous portion of his chosen animal’s anatomy for one scene. If his chosen animal is an armadillo, he can cover himself in a flexible armor. &lt;br /&gt;
&lt;br /&gt;
If his animal is a monkey, he can grow a long prehensile tail that is as dexterous as a hand with no thumb. If his animal is a spider or gecko, he can change the surfaces of his hands and feet to enable himself to climb on walls. If his animal is a bird or bat or airborne insect, he can transform his arms into wings that allow him to fly at a rate equal to his Move rate. The exact effect of the change is up to the player, dependent upon Storyteller approval. As a general guideline, though, if the change boosts some trait or grants bonus dice on a special attack, the total bonus value granted cannot be greater than the character’s Essence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character can take on one feature from his chosen animal per five successes on the activation roll. He can take on as many separate animal features from the same animal as his successes on a single activation roll allow. If the player has purchased this Blessing multiple times to represent several different animals, the character can take on features from all those different types of animals simultaneously, but he must make the activation roll separately for each type of animal. The total trait bonuses he can receive from all those features still cannot exceed his Essence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverting to normal, either at will or at the end of the scene, is instantaneous &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;'''&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=VALOR_CHARMS&amp;diff=75395</id>
		<title>VALOR CHARMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=VALOR_CHARMS&amp;diff=75395"/>
				<updated>2010-04-16T19:32:04Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''VALOR'''  '''Ox Body (Crusader Only)'''   '''Cost:'''&amp;amp;nbsp; N/A   '''Mins:'''&amp;amp;nbsp;&amp;amp;nbsp;Conviction 2, Resistance 2   '''Type:''' Permanent   '''Keywords:''' Permanent   '''Du…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''VALOR'''&lt;br /&gt;
&lt;br /&gt;
'''Ox Body (Crusader Only)''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins:'''&amp;amp;nbsp;&amp;amp;nbsp;Conviction 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;Ox Body grants the Champion extra health levels so that she may fight another day. &lt;br /&gt;
&lt;br /&gt;
When a Crusader takes this charm they gain three -4 levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Righteous Rebuke'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Valor 3, Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
Those that dare attack a Champion must be prepared for the Consequences. This charm works like the Solar Counterattack charm by striking with her full dice pool the attacker as the attacker strikes the Champion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hardening Braveries Heart Practice'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;1m per 2 points of Hardness&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Valor 3'''&amp;amp;nbsp;''', Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
A champion needs strong equipment to accomplish his goals. Sometimes he does not have access to quality materials. This charm channels the Champion’s valor through the least god of a chosen item and hardens it for one moment so it may deflect a blow that would otherwise break it.&lt;br /&gt;
&lt;br /&gt;
The Champion can raise the hardness of an object by two points per point of essence he spends. This charm does not work on magical materials. The amount is limited by the characters dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Heart of Stone Practice'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;1m per 2 points of Hardness&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Valor 3'''&amp;amp;nbsp;''', Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 action per point of essence&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Hardening Braveries Heart Practice&lt;br /&gt;
&lt;br /&gt;
As the champion awakens the valor of the tiny god inside an object he also awakens its defiance. It will not allow it self to be damaged. The small god chooses to fight for as long as it can to keep the attacking offenders from destroying its creation mandated purpose.&lt;br /&gt;
&lt;br /&gt;
This charm works just like its prerequisite charm but on last’s one action per point of essence. This charm does not work on magical materials. The amount is limited by the characters dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cat’s Grace''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Valor 2, Athletics 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' 1 Action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
This charm imbues a Champion with the uncanny ability to remain on his feet despite treacherous terrain or an enemy’s best attempts to knock him down. For instance, a character with this charm never suffers knockdown (see p. 198) from an attack. The player need not even roll. The character still suffers the damage, but he remains on his feet. Furthermore, a character with this charm ignores all difficulty penalties based on unstable footing and treacherous terrain. He still suffers speed penalties for moving through ankle- to knee deep water or mud, but his dice pools for actions taken on such terrain suffer no penalties. &lt;br /&gt;
&lt;br /&gt;
==    ==&lt;br /&gt;
== Champions Uplifting Might  ==&lt;br /&gt;
== Cost:  2m  ==&lt;br /&gt;
'''Mins: '''Essence 1, Valor 2, Athletics 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
The Champion can lift and hold tremendous loads that would stagger even other Champions with Champion Strength. After checking the character’s lift capacity on the “Feats of Strength” table then adjusting that capacity based on the character’s Champion Strength, this charm (and the expenditure of one point of Essence) doubles that lift capacity. This charm doesn’t affect a character’s ability to break or throw an object. This charm stays active as long as the Champion maintains the lift and keeps the required essence invested in the charm. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Singular Defense Maneuver''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Valor 2, Athletics 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
When an unexpected attack targets the character with this charm but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Champion instinctively defends herself with double her highest applicable DV. The character cannot preemptively attack her attacker or even shout out a warning to her comrades, as she’s reacting to an attack that’s already taking place, but she is much more likely to dodge or parry that attack. Nonetheless, the character cannot actually join battle herself until everyone else does after the unexpected attack is resolved. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Terrestrial Monkey Climber''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Valor 2, Athletics 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Cats Grace &lt;br /&gt;
&lt;br /&gt;
As long as she has sufficient hand- and footholds, the Champion scuttles up vertical surfaces with cavalier ease. Where a normal climber can cover only half the distance she could cover in a normal Move action on a successful climbing roll (, a Champion with this charm suffers no such restriction. Furthermore, as long as the Champion has at least one hand (or both of her feet) on the surface she’s climbing, she can take a second action at the same time (per the multiple action) while still moving along the climbing surface. The Champion cannot “Dash” while climbing, but the bonus to her movement granted by her Exalted Dexterity still applies. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Discarding the Enemy Technique''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Valor 2, Combat Skill 1 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
The Champion is able to perform an attack that inflicts no damage whatsoever but sends his enemies flying back. On a successful attack, the Champion can choose for the attack to inflict damage and knockback normally, or he can choose for the attack to inflict no harm but to impose one yard of knockback per threshold success above the defender’s DV instead. (Doing so costs one Willpower point.) Hardness can still cancel out this effect if it is greater than the attack’s raw damage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Celestial Monkey Climber''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 3, Athletics 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Terrestrial Monkey Climber &lt;br /&gt;
&lt;br /&gt;
In addition to the benefits of the Monkey Climber charm, the Champion can now climb a vertical surface with sufficient hand- and footholds as quickly as she can dash—taking into account her increased movement rate from Exalted Dexterity. Her player doesn’t even have to roll to keep her from falling unless she takes a second action while she’s climbing. What’s more, the demigod can now scale sheer surfaces with no hand holds, such as the slick glass face of a skyscraper, and climb upside down across the bottom of horizontal surfaces at her normal Move rate. She cannot take Dash actions on such surfaces, but her Exalted Dexterity bonuses apply to her Move rate as usual. She’s still subject to gravity, though, so she has to make it a point to hang on while she’s climbing thus. Therefore, she cannot take multiple actions while climbing such surfaces. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Crushing Coils of Wrath''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Valor 3, Martial Arts 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''None &lt;br /&gt;
&lt;br /&gt;
A Champion needs no weapons to inflict serious damage in combat, but a Champion with this charm is even more fearsome. The prerequisite charm enables him to inflict lethal damage during a clinch that he controls, and this charm builds on that to awful effect. If the Champion spends a point of Essence during a clinch, he can make a single attack inflict aggravated damage instead of lethal. What’s more, his normal unarmed combat attacks now inflict lethal damage instead of bashing damage. Keep in mind that that lethal damage is now the standard damage he inflicts unarmed, regardless of whether he spends the point of Essence to make a single clinch’s damage aggravated. The Champion can pull his punches and inflict only bashing damage if he wants to. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Leap of the Champion Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Valor 3, Athletics 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
== Prerequisite Charms:  Champions Uplifting Might  ==&lt;br /&gt;
Only characters whose Gifts include the Sky Purview have more freedom to flaunt the laws of physics. Simply having this charm enables a Champion to perform prodigious leaps that leave mortals standing slack-jawed with wonder. For example, if a Champion has Strength 5, Athletics 3 and Essence 3, she can jump 12 yards straight up or 24 yards forward. This charm, however, doubles a Champions vertical and horizontal jumping distances. With it, the aforementioned character could leap an amazing 24 yards straight up (from the ground to a seventh-story balcony, for instance) or 48 yards forward in a single bound. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Gaze Technique''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Valor 3, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:&amp;amp;nbsp; '''None &lt;br /&gt;
&lt;br /&gt;
When the Champion spends a point of Essence, the person whom she’s trying to affect locks eyes with her and is unable to look away. For combat purposes, the victim is rendered for one tic per net point of Valor. The Champion can still act, but she must take a second action in order to do so, maintaining eye contact as a miscellaneous action. (As a result, she suffers a -2 penalty for any other action she takes.) This charm works equally well whether the Champion’s Exalted Appearance involves beauty or its opposite. This charm lasts until the Champion breaks eye contact or till the end of the scene which ever happens first. &lt;br /&gt;
&lt;br /&gt;
Extras are defenseless against this. Characters of lesser MDV + Essence are unable to break the Champion’s gaze on their own unless the spend two willpower, but those with an equal or greater MDV+Essence are not so vulnerable. After the Champion using the charm takes one full action, the equal- or higher-Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Instant Assessment Approach''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Valor 3, Awareness 2, Melee or M.A. 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
With a quick glance, and the activation of this charm, the Champion can size up a foe with whom he intends to join battle. This assessment comes across in terms of how the foe’s combat abilities compare to the Champion’s own. He gets a sense of whether the foe has more or fewer dots of Physical Attributes (Champion and otherwise) than he does. The same goes for their relative number of dots in Brawl, Marksmanship, Melee and Thrown, as well as their relative Join Battle dice pools and their soak totals. Also, if some power or special quality renders the foe especially vulnerable or completely invulnerable to something to which the Champion has ready access, the Champion gets a sense of that as well. What the Champion decides to do with this information is up to him. This information occurs reflexively to the Champion who uses the charm, and he may assess as many foes automatically as he spends points of Essence. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Stone and Steel PracticeCost:''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 2, Essence 2, Will 4'''Type:''' Reflexive'''Keywords:''' Emotion, Como-OK'''Duration:''' Special'''Prerequisite Charms:''' NoneFear has no hold on the Hero of Valor. He can look a demon in the eye and make it doubt itself. With this charm she is cann add her valor in to her MDV against all fear or intimidation effects natural or magical for (Valor) tics. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Mongoose Strikes the Cobra Technique''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 3, Awareness 2, Melee, M.A. Or Archery 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Counterattack, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Instant Assessment Approach &lt;br /&gt;
&lt;br /&gt;
The character is so quick on the draw that even a surprise attacker is not safe from him. If someone attacks him from surprise but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Champion may still attack his attacker back at the same time. This counterattack is so lightning quick that it catches the attacker off guard as if he were also being caught by an unexpected attack. The Champion himself might not realize he’s taken the attack action until the ambusher’s attack has already hurt him. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Broken Heart MethodCost:''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 3, Essence 3,Will 5'''Type:''' Supplemental'''Keywords:''' Combo-Ok'''Duration:''' Scene'''Prerequisite Charms:''' Stone and Steel Practice''', '''Instant Assessment Approach &lt;br /&gt;
&lt;br /&gt;
The Hero of Valor spends 2 motes and he can sense the fear of any creature with in 10 yards per point of Valor. A perception + presence or performance roll with at least one success can gauge the level of fear that is felt by the target(s). If the roll yields 4 or more successes the Exalted One can ascertain the cause of the fear. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Lightning Sprinter Focus''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 4, Athletics 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 Action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Leap of the Champion Method &lt;br /&gt;
&lt;br /&gt;
The Champion is a lightning bolt on two legs, zooming past in a blur, trailing leaves or grit or loose debris from the ground he’s already covered. This charm doubles the amount of distance he can cover in a Dash action, after calculating the new Dash distance based on his Exalted Dexterity. What’s more, it negates the movement penalties a character should accrue for dashing through water or mud that is from between ankle- to shoulder height in depth as long as A.) the character began his Dash action on terrain with no such penalty, and B.) the character continues to perform consecutive Dash actions. As long as he keeps dashing, his feet skim the surface of the water or muck like a skipping stone. If he should slow down or stop, however, he sinks into the sucking terrain to suffer the normal penalties. Activating this charm costs one point of Essence. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Inspirational Figure Approach''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 4, Performance 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Broken Heart Method &lt;br /&gt;
&lt;br /&gt;
The Champion’s well-chosen words can play on humankind’s social mentality, giving hope and courage to not just one listener, but a group. The Champion gives a speech to gathered listeners—whether he’s calling upon them for help, raising their spirits after a local disaster or strengthening the bonds of community among them. The player of the Champion rolls his Charisma + Performance. If he gets at least one success and as long as his words are intended to inspire them in some way, every person who can hear him listens spellbound and receives a point of Willpower from the Champion at the speech’s end. The willpower point is transferred from the Champion to the effected targets. Thus he loses one and they gain one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only limit is that the listeners must be able to hear him clearly without him using the aid of any amplifying or broadcasting equipment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm inspires mortals only but it doesn’t inspire essence users. Nonetheless, the enlightened are compelled to at least let him finish his speech before carrying out whatever they’re up to. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Execution of Righteous Judgment TechniqueCost:''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 3, Essence 3,Will 5'''Type''': Simple'''Keywords:''' Combo-Ok'''Duration:''' 1 Action per Point of Valor'''Prerequisite Charms''': NoneThe wrath of a Hero of Valor is intimidating to say the least. The poor soul that has earned her ire will be subjected to most severe punishment. No one knows this better than a demon.When a demon is damaged while inside the radius of the Hero’s anima banner the attacker adds the Hero’s valor in damage levels to the presoak damage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Divine Rampage Method '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 4,&amp;amp;nbsp; Melee or M.A. 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 action per Essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Discarding the Enemy Technique &lt;br /&gt;
&lt;br /&gt;
When a demigod with this charm wants to break something, that thing is not long for this world. Like Holy Rampage, this charm aids in the character’s attempt to destroy an inanimate object. If the target object is not under his control—such as a weapon or armor that someone else happens to be using—its Hardness and soak is considered to be halved when the Champion attempts to break it. If the target object is freestanding or under the Champion’s control, the object’s Hardness and soak is considered to be 0 against the Champion’s attack.. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Hurl to the Horizon Maneuver '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Valor 4, Throw 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok, Obvious, Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Leap of the Champion Method &lt;br /&gt;
&lt;br /&gt;
Cannon Balls, Small Carts, beer kegs and other thrown objects become tiny specks in the distance when the Champion throws them. Having this charm doubles the distance she can throw something as a feat of strength. It also doubles the Range of a normal thrown item after calculating the standard increase in Range granted for having Champion Strength. &lt;br /&gt;
&lt;br /&gt;
Hurl to the Horizon intensifies the damage such an object can cause. Thrown weapons or other thrown items that would normally cause bashing damage (a coconut, for example) inflict lethal damage and take on the Piercing quality instead when the Champion uses Mighty Heave. Items that would normally cause lethal damage still cause only lethal damage, but they ignore armor when the Champion uses Mighty Heave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Holy Rampage Form''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Valor 4, Melee or Martial Arts 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 action per Essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Divine Rampage Method &lt;br /&gt;
&lt;br /&gt;
The Champion is especially good at breaking inanimate objects. When he spends a point of Essence and applies his full might to breaking something—whether he’s punching it, kicking it or throwing his shoulder against it—the item’s Hardness is halved against the attack. This bonus applies only when the character attempts to break an inanimate object that is either freestanding or under his control. If someone else has control of the object in question, the Champion must take it from him first. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Last Man Standing ManeuverCost:''' 5m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 4, Essence 3, Resistance: 4 '''Type:''' Simple '''Keywords:''' Obvious'''Duration:''' scene '''Prerequisite Charms:''' Execution of Righteous Judgment Technique, Inspirational Figure Approach The life of a Hero of Valor is wrought with danger. Sometimes extraordinary effort is needed to rise above to the days challenge. If a blow gets through the exalted ones defense’s his surge of valor allows him to temporarily hold off the damage until after the danger he faces abates. For each success on a valor roll one level of damage is delayed. Heroes of Valor are advised to be wary of the use of this charm. Once the combat scene is over all the damage that was kept at bay take its toll. If one is not careful one can defeat their opponent only to fall apart like a shattered statue after. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Crashing Wave of HeroismCost:''' 8m, 1wp&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 4, Essence 4, Performance 4'''Type:''' Simple '''Keywords:''' Obvious'''Duration:''' Scene '''Prerequisite Charms:''' Broken Heart Method''', '''Last Man Standing ManeuverThe Champion gives a rallying speech that fills his companions with pride and bravery. On a successful Charisma + Performance plus Valor roll (diff. highest M.D.V.) the charm adds one die to all combat actions to all that can hear him for the scene. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Mighty Heave Techinque '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Valor 4, Throw 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 Action per point of Essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Hurl to the Horizon &lt;br /&gt;
&lt;br /&gt;
This charm automatically increase the distance a demigod Champion can throw a heavy object as a feat of strength as per Hurl to Horizon this time it lasts essence actions. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Blessing of the Celestial Lions''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Valor 4, Athletics 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Celestial Monkey Climber &lt;br /&gt;
&lt;br /&gt;
In addition to the benefits of Cat’s Grace, the Champion can now balance on surfaces that shouldn't even be able to support his weight. He’s as light on his feet or his hands as a gentle breeze. He could run across a drooping clothesline between two tenement buildings without knocking the clothespins off. He could leap onto the haft of a zombie warrior’s out-thrust spear and punt the brute’s rotting head off. He could even carry on an epee duel atop a lake of poisonous water, stepping on nothing but the bobbing backs of the dead men floating in it. (He could not, however, step on the water’s surface without sinking.) &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Rebuke of the Earth Dragon''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Valor 5, Melee or M.A. 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Mighty Heave Techinque, Holy Rampage Form &lt;br /&gt;
&lt;br /&gt;
The Champion is so strong that he can direct his incredible power through the ground or floor to affect enemies at range. Doing so takes two separate forms. First, the character can stomp or strike the ground with his fists or a weapon, which sends a shock wave outward from him along the ground across an area with a radius equal to his Champion Strength in yards. Striking the ground thus to send out the shock wave requires a Strength roll, which receives the benefit of his Champion Strength. Potential victims—friend and foe alike—compare their Dodge DV to the results of this roll. If their DV overcomes the Champion’s successes, they manage to jump and let the shock wave pass beneath them. If their DV isn’t high enough, they immediately suffer knockdown as well as an amount of bashing damage equal to however many of the Champion’s successes their DV couldn't' cancel out. (If his allies know the Champion is about to use this charm—if his using it is part of a coordinated assault, for instance—they can jump out of the way preemptive without having to rely on their DVs.) This attack inflicts no damage on the floor or the ground the Champion strikes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the energy is expended into the shock wave. The second form this power takes is more selective and deliberate. As with the first form, the Champion strikes the ground and sends a shock wave along the surface out to a distance equal to his Champion Strength in yards. This time, though, his player makes a standard Dexterity-based attack roll and targets a single opponent. If that opponent’s Dodge DV isn’t high enough to get him out of the way of the attack, the Champion’s player then makes a Strength roll, modified by his Champion Strength but not modified by his extra successes on the attack roll. The damage this attack inflicts is bashing, but it has one other effect that renders the victim almost helpless for a moment afterward. Any successes on the Strength roll that exceed the victim’s soak not only inflict damage but also hurl the victim straight up in the air (one yard per unsoaked success). The victim’s rise and fall takes six ticks, during which his DVs are considered to be halved. He can make ranged attacks at a -5 penalty, but he can’t move or jump or do much of anything until he lands again. In fact, if the Champion’s attack sends him high enough in the air, the victim might take damage from crashing back down from so great a height. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Entrancing Words of the Champion''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Valor 5, Performance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Inspirational Figure Approach, Crashing Wave of Heroism &lt;br /&gt;
&lt;br /&gt;
When a demigod has a willing audience, he can inspire every member with an uplifting, well-intentioned speech or sermon. This charm works exactly as its prerequisite, and functions under the same limitations, but it is more effective. The champion rolls his Charisma + Performance and all those who hear it are so inspired that they recover one Willpower point. or every three success past the first success rolled those listening to the Champion gain additional willpower point. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Call of ReckoningCost:''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 5, Essence 5, Will 8'''Type:''' Simple (Speed 3)'''Keywords:''' Compulsion, Obvious'''Duration:''' Scene'''Prerequisite Charms:''' Last Man Standing Maneuver, Crashing Wave of HeroismCreation itself seems to hold its breath when the Hero cloaks himself in the majestic and terrible stillness of the Call of Reckoning. He exerts an inescapable gravity and a withering unease that sends the innocent scurrying away and calls the unjust to reap the consequences of their deeds. When a Hero of Valor activates this Charm, all extras that lay eyes on him move swiftly for cover, pulling other innocent bystanders along with them and bolting doors or windows behind them. &lt;br /&gt;
&lt;br /&gt;
At the same time, the Hero of Valor can compel any one who has wronged him or any of his allies to confront him. The compulsion has a radius equal to (the Hero of Valor Essence x 10) yards and is an unnatural mental influence. Even spending Willpower points won’t hold it at bay for long. The Hero’s target must spend 1 willpower each action to resist the Hero of Valor’s dreadful gravity. Otherwise, the target must walk out and confront the Hero of Valor face to face. The Exalted One can designate as many opponents as he has dots of Essence as “targets” for this Charm’s purposes, but he must do so the moment he activates the Charm. The effect ends once the target(s) or the Hero of Valor is killed, yields or is defeated in some way. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Valorous Defiance TechniqueCost:''' 10m, 1 wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 5, Essence 5, Melee/Martial Arts 5'''Type:''' Simple'''Keywords:''' Obvious'''Duration:''' One Action'''Prerequisite Charms:''' Call of Reckoning, Rebuke of the Earth DragonThe Champion focuses his bravery into one clear moment. He releases his essence into that moment and breaks the attacks of his foes like water upon rocks. Then whenever the Hero is attacked he rolls his Valor and if he gains more successes than the opponent’s essence the attack is parried. This defense can be applied to any type of attack including social and magical. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Perfected Valorous Defiance Technique '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 5m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 5, Essence 5, Melee/Martial Arts: 5, &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Reflexive'''Keywords:''' Combo-OK'''Duration:''' Instant'''Prerequisite Charms:''' Valorous Defiance Technique &lt;br /&gt;
&lt;br /&gt;
This attack is similar toValorous Defiance Technique in that it parries an attack. This greater version of the charm is a perfect parry and is subjected to the rules and restrictions of perfect actions. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=TEMPERANCE_CHARMS&amp;diff=75394</id>
		<title>TEMPERANCE CHARMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=TEMPERANCE_CHARMS&amp;diff=75394"/>
				<updated>2010-04-16T19:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''TEMPERANCE'''  '''Ox Body (Disciple Only)'''   '''Cost:'''&amp;amp;nbsp; N/A   '''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2   '''Type: '''Permanent   '''Keywords: '''Permanent   …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''TEMPERANCE'''&lt;br /&gt;
&lt;br /&gt;
'''Ox Body (Disciple Only)''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;Ox Body grants the Champion extra health levels so that she may fight another day. &lt;br /&gt;
&lt;br /&gt;
When a Monk takes this charm they gain three -2 levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Injection of Entropic Thoughts'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m / 6m, 12wp&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Temperance 3, Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
A pattern is a fragile thing. One minor disruption and it is thrown into disarray. This charm allows the Champion to stop a Flurry in progress as a counterattack at his full dice pool. If the counterattack strikes it does no damage but stops all further attacks of a flurry directed at him. If the flurry is magical he can still stop it by spending a two additional motes and a willpower point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Inner Strength Technique'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Temperance 3'''&amp;amp;nbsp;''', Craft 3, Occult 3,Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Two Tics per point of Essence&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
Few are aware of the power that is with in them. A champion with this charm can imbue the least god inside an item and strength it’s resolve, thus raising its natural soak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm increases the soak of an object that has been touched by the champion for two tics per point of Essence. The object’s soak is increased by an amount equal to the champions Temperance. This charm does not work on magical materials. The amount is limited by the characters dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage Denying Reaction'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;6m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Temperance 3'''&amp;amp;nbsp;''', Craft 3, Essence 3&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Obvious, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Inner Strength Technique&lt;br /&gt;
&lt;br /&gt;
A Champion has the power to ignore the world around him. He can decide that an attack simply did not happen and through his will alone the blow does nothing. He cannot grant such power to the least god inside a chosen object, it is too small to contain such power. However, he can imbue it to it limit, thus granting it a small fraction of his power.&lt;br /&gt;
&lt;br /&gt;
This charm increases the power granted by Inner Strength Technique so much that it goes beyond the soak of an item. When this charm activated it reduces levels of damage done to the chosen object. For ever point of essence that the Champion posses a damage level is subtracted from any attack against it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Wound Lessing Reflex''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Temperance 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''&lt;br /&gt;
&lt;br /&gt;
The Champion can spend a single point of Essence to convert all the lethal damage from a single attack into bashing damage, though an overload of bashing damage still upgrades existing bashing damage to lethal (see p. 197). This charm cannot convert aggravated damage into anything less grave. The character cannot convert old lethal damage into bashing damage. The charm works only on incoming damage from a single attack. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Champions Unbreaking Fortitude''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Temperance 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
The character is the epitome of the holy ascetic. The periods for which she is able to go without food, water and sleep all double. The amount of time she is able to work at a strenuous task without stopping also doubles. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Secret with-in Secrets Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Temperance 3, Lore 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
The Champion’s brain is his own personal Enigma machine. He can break any encryption and decode any message created by someone without Champion Intelligence, without the need for a roll. He can also design a onetime code for a specific recipient that cannot be broken by anyone without Champion Intelligence (regardless of how smart such a person is or what decryption equipment he might have on hand). Only a fellow Champion with Champion Intelligence can even attempt to break the code—calling for opposed (Intelligence + Academics+ essence in successes) rolls. The person for whom the coded message is intended can automatically read the message as clearly as if it were written in his native language. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Blurring the Minds Eye &amp;amp;nbsp;Procedure '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Temperance 3, Larceny 3, Stealth 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
As Champions build up their power they grow ever more unearthly. As such, whether they’re beautiful or quite the opposite, it becomes increasingly difficult to deal with mortal humans on their level. The Champion’s appearance can’t help but get in the way. This charm, however, mitigates that factor. When the Champion’s player&amp;amp;nbsp; activates the charm for the scene, any one whos MDV + Essence who can see the character completely ignores his Appearance score (both Champion and mundane). Witnesses might vaguely remember that a beautiful Champion was kind of pretty or that a disgustingly ugly Champion was dirty and a little scary, but that’s it. They won’t recognize the Champion again later unless the Champion uses this charm in their presence again, and they won’t be able to describe the Champion in great detail to anyone else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They might get height, hair color, skin tone, build and style of dress right, but details beyond those generalities prove elusive. Champions themselves are immune to this effect, as they are more than capable of dealing with the extremes that Exalted Appearance represents. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm lasts for the scene, though the Champion can choose to turn off the effect before then. Also, while he’s using this charm to deal with a mortal, he cannot use any other Exalted Appearance charms against him. Nor can he apply his Exalted Appearance to rolls pertaining to dealing with that mortal at all until he lifts the effect. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Symphony of Flying Death''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Temperance 3, Throw or Archery 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
If someone is trying to hit a target with a thrown object, the best thing for the target to do is get down behind cover or tuck in behind a shield. If the person trying to hit the target is a Champion with this charm, however, not even such measures guarantee total safety. Before he lets loose, the Champion reflexively takes in the contours of the surroundings (as the player spends a point of Essence). He then throws his item in a seemingly random direction that nonetheless sends it ringing and bouncing off nearby surfaces to completely circumvent the target’s cover or shield, thus negating its DV bonus. The Champion’s throw can incorporate a number of ricochets equal to his Exalted Dexterity dots, and each ricochet negates a point of DV modifier that comes from cover or a shield. If the Champion is trying to not only hit the target but also disarm him or otherwise show off (more so), each ricochet can mitigate the penalty for doing so as well if he has ricochets left over. The general rule here is that one ricochet takes away one point of penalty on the throw’s roll due to cover, a shield, showing off or attempting to disarm the target. When the thrown item finally hits the target, it does so at its full force, regardless of how many times it bounced off walls, floors, light fixtures, other enemies’ helmets or what have you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm works only with thrown objects, and it is not to be combined with the effects of Trick Shooter. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Immaculate Cypher Focus''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Temperance 3, Lore 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Secret with-in Secrets Method &lt;br /&gt;
&lt;br /&gt;
The Champion is a walking, talking calculator. She can divide up a 10-party restaurant bill so everyone pays only what they owe or calculate the standard deviation of spice prices over the last 15 years, all while holding an intense conversation about whether Dynastist's or Immaculate's are worse tippers. As long as she knows all the figures involved, she can crunch the numbers in her head with only a moment’s pause. She can also use mathematical shorthand and rapid calculation to estimate things like how many candies are in a glass jar at the Village Fair or how many demons are currently rushing toward her across the parade grounds. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Wyld Disciplining PracticeCost:''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 3, Essence 3, Integrity 3 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Simple'''Keywords:''' Combo-Ok'''Duration:''' 1 Action per Point of Temperance'''Prerequisite Charms:''' NoneThe Champion rarely chooses violence over peace. The one major exception is when she is faced with the Wyld. The constant madness of the wyld is the antithesis of the Hero of Self. This charm protects the Hero and all those with in the ranger of her anima banner from Wyld shaping effects. Every one in range adds the Heroes Temperance in a dice to any rolls to resist the shaping effects of the wyld. Also, when a wyld creature or Fair Folk is damaged while inside the radius of the Hero’s anima banner the attacker adds the Hero’s temperance in damage levels to the presoak soak damage. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Timeless Meditation FormCost:''' 6m, 1wp, 2m per hour &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 3, Essence 3, Will 4'''Type:''' Simple'''Keywords:''' Obvious'''Duration:''' N/A'''Prerequisite Charms:''' NoneAll things have a time to become. There is a time for war, a time for peace, a time for love and so on. The Hero of Self can wait for that time to come.&lt;br /&gt;
&lt;br /&gt;
First she takes a position of mediation and relaxation. She then slows her body and focuses her mind to one purpose. She states the purpose to herself. Next she forms her essence around her body and then loops it around her mind. From this point she goes into a trance that blurs her perception of time and induces a near perfect stasis field. While in this trance she does not need food, water and only needs very little air.Once this charm is activated the exalted can wait for as long as she has essence to spend. The only way she can awaken from her trance early if she is damaged. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''The Way of Open Lotus '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 4, Lore 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Immaculate Cypher Focus &lt;br /&gt;
&lt;br /&gt;
By buckling down and intently studying certain subjects, the Champion internalizes them in a fraction of the time it would take a lesser intellect. In so doing, he cuts the experience point cost for purchasing specialties in Lore, Medicine, Occult, Bureaucracy or any other mental skill in half, rounding down. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Retrieval of Forgotten Lore Mantra'''&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 3, Lore 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''The Way of Open Lotus &lt;br /&gt;
&lt;br /&gt;
The Champion is widely read and has a ridiculously well rounded education. She might not be a master of any single subject, but she knows a little bit about a wide range of disparate, esoteric subjects. Normally, the burden of portraying this charm falls to the player, so it behooves her to keep an ear to the ground for obscure trivia she can work into her character’s dialogue during the game. The Storyteller shares a bit of that burden as well, though. During a scene in which the characters seem to be stumped or hopelessly out of options the player gets to roll his Intelligence + Lore/Occult plus his essence. If the roll is successful the Storyteller “reminds” the player of some pertinent bit of obscure trivia her character knows that bears a direct, helpful relevance to the problem at hand. It behooves the Storyteller, then, to make a list of a handful of such helpful hints when he’s designing his story. Just in case. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Finding the Fated Path''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 3, Archery or Throw 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Symphony of Flying Death &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;The Champion now doubles the bonus he receives from taking an Aim action as well. What’s more, the player ignores the difficulty penalty for the character to either disarm an opponent with a ranged special attack or mark his opponent without causing damage. A character must take an Aim action in order to be able to ignore such penalties, though. If a character fires from the hip or blazes away in a cordite-reeking, brass-raining, muzzle-strobing gunfight, only the regular bonus successes from his Exalted Dexterity apply. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''First Breath Mantra''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 3, Lore 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''&lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''The Way of Open Lotus &lt;br /&gt;
&lt;br /&gt;
When the character activates this charm he remembers everything about his past to the current moment in the time. If ever the player forgets a salient point or key bit of information from previous sessions, he has but to ask the Storyteller and the Storyteller will remind him. It’s a good idea for the character’s player to take copious notes on each session’s events and double-check them with the Storyteller, if only to alleviate some of the stress on the Storyteller. This ability give the champion a chance to remember things that have been erased by charms, magic or artifacts. By succeeding on a Intelligence + Lore plus essence roll. The target number based on the essence the Exalted, rating of the artifact or level of the spell, +2 per level. If they succeed that fact is permanently recovered. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Infectious Heart Song Form''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Larceny 3, Presence 3, Performance 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Emotion &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Blurring the Minds Eye &amp;amp;nbsp;Procedure &lt;br /&gt;
&lt;br /&gt;
The Champion can put on an emotional display so convincing that anyone who can see him clearly enough, and in person, to read his emotion feels that same emotion just as strongly as the Champion seems to. That emotional state lasts for the rest of the scene. When the effect wears off, the affected victims are unable to explain what came over them, and are likely embarrassed by letting their feelings run away with them like that. Activating this charm costs one Willpower, and it works whether the Champion is beautiful or awful. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Mantra of Singular Focus'''&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 4, Awareness 3, Integrity 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''The Way of Open Lotus &lt;br /&gt;
&lt;br /&gt;
Whether she’s hunkered down behind a burning chariot in a war zone, caught out on the yard during a prison riot, stranded on the crowded deck of a storm-tossed ship or just taking a walk, the character never loses her cool. No matter what’s happening, she keeps her mind on what she’s doing while maintaining sufficient vigilance to avoid getting caught up in the hubbub all around her. As such, the character is able to eliminate one point of environmental distraction penalty per dot she has of Exalted Wits. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''(Patron)'s Divine Defense''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Temperance 4, Resistance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Wound Lessing Reflex, Champions Unbreaking Fortitude &lt;br /&gt;
&lt;br /&gt;
The Champion’s body is so tough that, even unarmed, he can parry close-combat attacks that would inflict lethal damage. If a berserker hopped up on Jotunblut or a thrall full of eitr tries to split the Champion’s skull with a fire ax, the Champion can take the blow on his forearm and knock it aside without serious injury. (That assumes the character’s Parry DV is sufficient to cancel out the attack roll’s successes, of course.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While that benefit remains in effect all the time, the Champion can also engage a temporary one that offers even more protection. With the expenditure of a Essence point, a measure of the Champion’s essence wells up from within and coats the Champion’s body. This coating hardens into a gleaming, metallic armor that’s no thicker than a hair’s breadth. This armor has a bashing and lethal soak equal to the character’s Essence, and it inflicts a mobility penalty of only -1. The essence coating is thin enough to fit comfortably beneath one’s clothing, so it adds its protective value to that of any other armor the character might already be wearing. Natural armor from this charm lasts for only one scene and disintegrates at the scene’s end. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Listening to the Soul '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Language 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Infectious Heart Song Form &lt;br /&gt;
&lt;br /&gt;
The Champion can understand any language that is spoken to him for a Scene. Once he’s heard a few sentences, the player rolls his Intelligence + Language plus one success for each point of essence. The difficulty is based on the obscurity of the language. If he gains at least one success he can then speak that language back as if he grew up among native speakers for one scene. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a Champion with this charm whose native language is Fire Tongue has picked up River Speak at a Dock in Nexus and would like to leave a thank-you note for a bartender who gave him helpful information. That Champion might write a note in a a very chopped and some what mixed River Speak but it would be good enough for the bartender to decipher the note. Likewise, reading the new language can be difficult if that language uses characters that don’t appear in an alphabet with which he is already familiar. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Creation Denial MethodCost:''' 2 mote per die of penalty, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 4, Essence 4, Integrity: 4 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Reflexive'''Keywords:''' Combo-Ok'''Duration:''' 1 Action'''Prerequisite Charms:''' Timeless Meditation FormA master of self-control will not allow his internal strife to interfere with the task at hand. This is his body and nothing but him will control it. When this charm is active the Exalted may ignore one die of internal penalty per two motes spent. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Body Partitioning MethodCost:''' 8m , 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 4, Essence 4, Integrity: 3, Resistance: 4'''Type:''' Reflexive'''Keywords:''' Emotion, Como-OK'''Duration:''' Until de-commitment of motes'''Prerequisite Charms:''' Champions Unbreaking Fortitude, Timeless Meditation FormThe Hero of Self can reflexively isolate a part of himself from the rest of his body. With a flash of essence around the infected/poisoned part the exalted can keep a poison or a disease from affecting him for as long as keeps the motes invested. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Academic Synergy Focus&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 4, Temperance 4, Lore 4, Occult 3, Bureaucracy 2, Medicine 2 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
Duration: Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm''': Mantra of Singular Focus&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Champion is can now a apply his knowledge than ever before. Not only does he learn the prerequisite charm’s listed subjects far more rapidly than normal, he now can temporarily double the dice of any lore, occult, bureaucracy, language specialty he has. This dice bonus is restricted by the dice cap rule. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Divide the Mind Mantra''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Lore 4, Occult 3, Bureaucracy 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm''': Mantra of Singular Focus&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The Champion can carry on as many separate primarily mental activities as he has dots of Essence simultaneously and with his full attention. A Champion with Essence 5 could play a game of strategy against a recognized master while also playing the same game against a two others, translating a first age novel into a different language and plan a raid against the fairfolk entrenched in the historic ruins across town. While this charm is active the character never suffers distraction penalties for mental actions, nor are his separate simultaneous mental actions penalized as per the multiple action rules. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Inner Furnace '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Resistance 4, Survival 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Wound Lessing Reflex, Champions Unbreaking Fortitude &lt;br /&gt;
&lt;br /&gt;
The character rarely lacks for sustenance. As long as he can find some sort of organic substance (from rotting quail eggs to a piece of notebook paper on which someone blew her nose), the Champion can eat it and survive. And as long as he finds a source of water (no matter how stagnant or polluted it might be), he can drink it and survive. Any pestilence or poison lurking in what he consumes burns in the fires of his superior constitution, without even requiring a Fortitude roll. The same goes for drugs or poisons he ingests on purpose, or for any Mickey Finn a ne’er-do-well might try to slip him. He’s still just as susceptible to airborne toxins and any drug injected into his bloodstream, but any drug that has to go through his stomach first stops there. &lt;br /&gt;
&lt;br /&gt;
This charm does nothing to suppress the gag reflex or make an unappetizing meal taste better. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Monkey in the Middle Kata''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Martial Arts or Melee 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Exalted Wits in actions &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: '''Divide the Mind Mantra &lt;br /&gt;
&lt;br /&gt;
When multiple attackers gang up on a single opponent, their combined efforts can disconcert and intimidate even the best trained martial artist. A character with this charm, however, keeps his cool despite how high the odds might be stacked against him. He must roll a wits + Melee/M.A. Roll. Each success removes one die of coordinated attack penalty or onslaught penalty in combat when multiple attackers try to rush him all at once for one aciton per point of Exalted Wits. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Divine Fortitude Mantra''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Resistance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Champions Unbreaking Fortitude,&amp;amp;nbsp; Body Partitioning Method &lt;br /&gt;
&lt;br /&gt;
This charm doubles the amount of time a Champion can work at a strenuous task once more after the prerequisite charm doubles the base amount of time (itself modified by the Champion’s Champion Stamina). Divine Fortitude also completely obviates a Champion’s need for food or sleep or water. The Champion’s player chooses which necessity the charm takes away when he first activates the charm. As long as he keeps the essence and willpower invested, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Champion character may take this charm three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the charm multiple times does not, however, double the amount of time he can work at a strenuous task each time. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Intestinal Fortitude of the Gods''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Temperance 5, Resistance 5, Survival 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' None &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; One meal &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Inner Furnace &lt;br /&gt;
&lt;br /&gt;
The Champion will never lack for sustenance while this charm is active. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as oil, blood, poison or waste. The same goes for food. Whereas Inner Furnace requires that the Champion at least consume organic matter in order to fuel the inferno at his core, this charm loosens even that restriction. The Champion could fill his belly with sand, poison, metals or stones and not feel so much of a pang of indigestion. This charm confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''The Way of the Perfect Scholar&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Lore 5, Occult 5, Bureaucracy 3, Medicine 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms: :''' Academic Synergy Focus&amp;amp;nbsp;, Divide the Mind Mantra &lt;br /&gt;
&lt;br /&gt;
With this charm, a Champion can help someone else become a fast learner (per the eponymous charm). When she makes significant efforts to tutor a student in a subject—a distinction best left up to the Storyteller—the experience-point cost for purchasing specialty dots in the Ability the teacher teaches is cut in half, rounded down. The catch built into this charm is that a Champion cannot teach a student an specialty that she (the teacher) doesn’t have. Nor can the teacher help a student surpass her in mastery of a subject—which is to say, the Champion cannot teach her student more dots in an Ability than she (the teacher) has. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the teacher is tutoring the student the teacher (Champion) has to invest the listed amount of essence and willpower into the student the entire time the student is training. If that time interrupted then the process must begin again. While the connection is maitianed the Champion can teach his student any mental skill in half the time required to learn it. The experience point cost is the same just the time is greatly reduced. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Wound Denying Approach''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Temperance 5, Resistance 5, Medicine 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Shaping &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 hour &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Body Partitioning Method, Divine Fortitude Mantra &lt;br /&gt;
&lt;br /&gt;
Wound Denying Approach repairs the severe damage that’s too serious for its most methods to heal. The Champion can automatically heal a single level of aggravated damage in one hour each time it’s activated. With this charm, he can also perform such miraculous feats as regenerating a destroyed limb, extremity or eye. Each activation affects one body part so restored. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Joyous Song of HorrorCost:''' 10m, 1wp, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 5, Essence 5, Will 7,Performance 4'''Type:''' Simple'''Keywords:''' Emotion, Obvious'''Duration:''' Scene'''Prerequisite Charms:''' The Way of the Perfect Scholar'''&amp;amp;nbsp;'''There comes a time when a hard lesson must be taught those who will not listen to your teaching of temperance. When there no other choice a Hero of Self can rip open the eyes of a mortals or a single particular exalt and show them the horror of true chaos. He can make the poor students of this class lose complete control of them selves. They become slaves to their own impulses. No matter what that impulse is. They will do it.&lt;br /&gt;
&lt;br /&gt;
Once their control has been returned they can then see the horror of their actions and finally know the value of temperance.&lt;br /&gt;
&lt;br /&gt;
This charm affects 2 targets per dot of temperance. When this charm is activated the Hero rolls her temperance and each success strips each targeted mortal(s) of one point of temporary temperance. If used against an essence use whose MDV is higher than the Hero’s conviction they may ignore the effect. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Celestial Eviction StanceCost:''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 5, Essence 5, Melee/Martial Arts: 5, Resistance: 5 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Simple'''Keywords:''' Como-OK'''Duration:''' One Action'''Prerequisite Charms:''' Joyous Song of Horror, Wound Denying ApproachAn attack is an intrusion upon ones world. It breaks the harmony of mind and body. It is an uninvited guest in your spiritual home. Fortunately a Hero of Self does not have to tolerate such intrusions. He can chose to not even acknowledge that they intruder is even there.The Hero of Self must roll their Temperance with a difficulty based on the opponent’s essence. If the Champion has more successes than the opponent’s essence she can perfectly soak any type of attack. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Perfected Celestial Eviction Stance '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 5m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Temp 5, Essence 5, Resistance: 5 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Reflexive'''Keywords:''' Como-OK'''Duration:''' Instant'''Prerequisite Charms''': Celestial Eviction Stance &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;This attack is similar to Celestial Eviction Stance in that it prevents damage from a attack. This greater version of the charm is a perfect soak and subjected to the rules and restrictions of perfect actions.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=COMPASION_CHARMS&amp;diff=75393</id>
		<title>COMPASION CHARMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=COMPASION_CHARMS&amp;diff=75393"/>
				<updated>2010-04-16T19:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''COMPASSION'''  '''Ox Body (Shepard Only)'''   '''Cost:'''&amp;amp;nbsp; N/A   '''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2   '''Type: '''Permanent   '''Keywords: '''Permanent   '…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''COMPASSION'''&lt;br /&gt;
&lt;br /&gt;
'''Ox Body (Shepard Only)''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ox Body grants the Champion extra health levels so that she may fight another day. &lt;br /&gt;
&lt;br /&gt;
When a Priest takes this charm they gain three -1 levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lullaby of Glories Past'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Compassion 3'''&amp;amp;nbsp;''', Craft 3, Occult 3, Performance 2, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Five minutes per level “healed”&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
The life a Champion can be hard on his equipment. Swords can be broken, shields can crack, wagon wheels can fall off and many other hardships are in store for those chosen for such great destinies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Champion activates this charm he can lull a least god into a deep sleep so that it can dream of a time when it was not damaged. The Champion channels his essence through this dream and causes the broken item to regenerate. Damage done to it is simply reversed with no tools or resources. The item “heals” at a rate of one level per 5 minutes of gentle singing. This charm does not work on magical materials. The amount is limited by the characters dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dreamer of Little Dreams'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;6m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Compassion 3'''&amp;amp;nbsp;''', Craft 3, Occult 3, Performance 3, Essence 3&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Invested&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
As a champion sings his lullaby to an object he can change the dream that the least god dreams. Instead of dreaming of what it was before it was damage it dreams a dream of being a different type of item. Slowly that item becomes the subject of the least gods’ dreams. The object cannot be of larger or smaller mass that it originally was nor can it change the material it’s made of. The object cannot be bigger than the Champion can hold in her hand. This charm does not work on magical materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teaching the Dull Minded Student'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Compassion 3, Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
Sometimes pain is the only way to teach someone that violence is not the way. If the Champion is attacked, she may reflexively activate this charm to teach this lesson. When this charm is activated the Champion can make a counterattack at her full dice pool. If she succeeds any damage done to she would have received is applied to her attacker instead. She empathically suffers the pain of the injuries she would have had but only until her next action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Palate of the Gods Technique''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Compassion 2, Awareness 3 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''none &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''1 minute per point of essence &lt;br /&gt;
&lt;br /&gt;
The Champion has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste, the Champion can figure out what ingredients compose a certain concoction, and in what proportions. She can also sniff out drugs or poisons that have been added to what she was about to wolf down, as well as detect airborne toxins by the way they make the air taste. This charm doesn’t tell a Champion what an ingredient is if she isn’t already familiar with it. (She would realize that what’s making her tea spicy isn’t the spice she thinks it is, for instance, but she wouldn’t know if it was type of spice&amp;amp;nbsp; if she’d never had that type of spice before.) Instead, the charm registers each component separately and provides an indication whether such components would be dangerous to consume. The Champion also remembers the taste and smell of various ingredients she experiences so she can recognize and identify them if she’s exposed to them again. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Unerring Ear of the Champion''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Compassion 2, Performance 3 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''none &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; 1 minute per point of essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' Palate of the Gods Technique &lt;br /&gt;
&lt;br /&gt;
The Champion can be a musician’s best friend or worst nightmare, as she has the innate ability to detect even the subtlest variation in musical pitch. Her sense is so refined that she could catch a single missed note in an otherwise flawless performance of a Rachmaninoff concerto. The lone flub in the middle of the performance rings as clearly in her ears as if someone started a shouting match with their wife during the best part of a play. The Champion’s sense of hearing is also refined enough to be able to identify with absolute certainty if a mortal he is listening too is telling the truth. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Perception Extension Focus''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Compassion 2, Awareness 3 &lt;br /&gt;
&lt;br /&gt;
'''Type:&amp;amp;nbsp;''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''none &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 minute per point of essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' Divine Senses of the Champion &lt;br /&gt;
&lt;br /&gt;
A Champion’s Exalted Perception allows him to hear, see and smell things from much farther away than mortal senses do. With this charm, the Champion can not only perceive these sensations, but perceive them as if they were happening right in front of him. If he’s within the range at which the sound of someone’s voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridge line within his line of sight, the Champion can not only see him but also recognize him and count the notches on his rifle stock. If he’s wandering in the woods and the wind brings him the distant scent of someone’s camp fire, he can not only smell it but tell what kind of wood they’re burning, what brand of marshmallows they’re roasting and how long it’s been since they’ve had a good bath. &lt;br /&gt;
&lt;br /&gt;
'''Blinding Visage of Beauty''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Compassion 2, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:'''&amp;amp;nbsp;None &lt;br /&gt;
&lt;br /&gt;
Mortal beauty can take one’s breath away, but divine beauty can do so much more. When a Champion grows angry at a extra—such as a cultist who just won’t leave him alone—his player can spend a point of Essence and sear his visage into the mortal’s retinas. Doing so blinds and disorients the mortal for the remainder of the scene. The victim meanders aimlessly, dazzled by the character’s divine radiance. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Advantageous Circumstance Positioning''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Compassion 2, Awareness 2, Socialize 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' None &lt;br /&gt;
&lt;br /&gt;
With this charm, a Champion turns a group of people into his own living machine of controlled randomness. Taking only a moment to glance around the room at what the people around him are doing. Then the Champion decides what result he wants to achieve then her player rolls a Manipulation + &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awareness roll. Each success on this roll can add a extra step to the process. Then the Champion needs to only take the first small step toward achieving that end and the other effects begin to cascade into place. The effect can take no more than a scene to accomplish, and it can be no more than a personal, temporal gain for himself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this charm doesn’t have to be that complicated. As long as the player and Storyteller can come up with a quick sequence of convenient, coincidental events that spring from the Champion’s first small action, that’s all that’s required. The important thing is to keep each of the events low key and not to hog too much of the spotlight in so doing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm cannot be used to cause harm or anything more than a minor annoyance to those involved in the chain of events. The final outcome cannot grant anything more than a momentary minor advantage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Possibility Accepting Posture''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Compassion 3, Performance 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social, Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' None &lt;br /&gt;
&lt;br /&gt;
Sometimes, for a Champion to be able to help people—or convince them to stay out of harm’s way—those people have to accept ideas that would seem patently ridiculous if they weren’t true. The player of a Champion with this charm spends essence and compares his characters M.D.V. against the targets M.D.V.. If the champions M.D.V. is greater then something in the Champion’s bearing or expression convinces a single listener not to dismiss what he’s saying. Maybe it’s the fact that the Champion is taking his words so seriously, or maybe he just has an honest face. Maybe he came highly recommended by a respected colleague. Whatever the reason, the listener gives the Champion the benefit of the doubt in regards to what the Champion next tries to explain, despite what he might be otherwise inclined to believe. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Hardship Detecting MethodCost:''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 2, Essence 2, &amp;amp;nbsp;Awareness 3'''Type:''' Simple'''Keywords:''' Combo-Ok'''Duration:''' Permanent essence in minutes '''Prerequisite Charms:''' NoneTo be a Hero of Spirit is both a blessing and a curse. You are capable of healing so much pain, but in order to heal it you must feel it. When you expand your senses you can feel any hardship that is with in your radius. If you roll a perception plus the appropriate skill you can find the location of the hardship. The better the roll the more information can be divulged &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Divine Senses of the Champion''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Compassion 3, Awareness 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 action per point of essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' Unerring Ear of The Champion &lt;br /&gt;
&lt;br /&gt;
This charm not only magnifies a demigod’s mortal senses, but steps beyond them altogether. His eyes can now essence flows and the immaterial. He smells the faintest scent on the wind, hears the farthest cry or the lightest creak of a floor board. The only catch is that the Champion must be actively searching for each sensation—the default assumption is that his senses are those of a regular mortal. Attuning his brain for this higher awareness and overlaying it on his mortal consciousness is difficult but he can switch between the various sensations freely during that time. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Guiding the Lost Soul ManeuverCost:''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Valor 3, Essence 3, Occult 3'''Type:''' Simple'''Keywords:''' Combo-Ok '''Duration:''' 1 Action per Point of Compassion'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
The Hero of Spirit can sense the pain of the world on all levels. From the smallest whimper to the most distant cry the Hero of Spirit can hear them all. The loudest of them all are the undead. They cry out to her to end their existence in limbo even if they are not aware that they are doing so. She simply feels that it is her duty to assist these suffering souls and guide them to Lethe post haste. When undead are attacked while inside the radius of Hero of Spirits anima banner the attacker adds the Hero’s compassion rating in damage levels to the post soak damage. Any undead slain while in the radius of this charm and whose essence is less than the Champion’s are forced into Lethe. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Ambush Negating Reflex''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Compassion 4, Awareness 3, Melee or Martial Arts 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' Perception Extension Focus &lt;br /&gt;
&lt;br /&gt;
Whenever the Champion enters an area where an ambush is waiting, even if he has no reason to suspect he’s in danger, certain tiny clues set his subconscious on edge, preparing him for an attack. When the attacker finally springs the surprise assault, the Champion hears the tiniest rustle of fabric, sees the slightest flicker in his peripheral vision or feels the gentlest twitch of displaced air, and the clues he already noticed all add up. As a result when a ambush is sprung, the Champion can reflexively activate this charm. Upon activation the Champion gains an extra number of dice equal to his Exalted Perception on the standard (Wits + Awareness) roll to detect the ambush. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Song of the Celestial Siren''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Conviction 4, Presence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' Lasting Impression of Beauty &lt;br /&gt;
&lt;br /&gt;
Some Champions are so beautiful you can’t help but be drawn to them, and a Champion with this charm makes that compelling attraction inescapable. After sending a invitation of some sort (a certain look, a letter or note, etc.) the object of her desire makes all due haste to reach her. The Champion’s activates the charm and she must single out one recipient of the charm. The intended target must be able to understand that the message is intended for him, and he must have a reasonable idea of how to find her. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Non-extra's whose MDV + Essence is less than the Champion can resist by spending a willpower and those that have a greater MDV + Essence are unaffected. &lt;br /&gt;
&lt;br /&gt;
Champions whose Exalted Appearance represents divine ugliness cannot use this charm. Also, it doesn’t work on beautiful Champions with more dots of Exalted Appearance than the one using the charm. This charm last's for one scene or until the target of the charm meets the Champion. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Gift of the Serpent '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Compassion 4, Dodge 3, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' None &lt;br /&gt;
&lt;br /&gt;
Not only is this charm a life-saving power, but it can also be an effective (if surreal) means of escape. If an enemy’s attack against the Champion inflicts enough damage to cause knockback, the Champion may spend a point of Essence and a point of Willpower to reflexively negate all damage from the attack. The attack still inflicts its knockback, though, seemingly knocking the Champion completely out of his skin. The empty husk collapses at the attacker’s feet, disintegrating over three ticks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Champion who was apparently knocked out of his skin lands perfectly unharmed however far away the knockback threw him, retaining all of his clothing and possessions and radiating a golden sheen until the shed skin disintegrates. &lt;br /&gt;
&lt;br /&gt;
The Champion can use this charm only once per scene. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Lasting Impression of Beauty''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Compassion 3, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:'''&amp;amp;nbsp;Blinding Visage of Beauty &lt;br /&gt;
&lt;br /&gt;
The Champion has an effect on a subject that’s slow to fade away. Thoughts of the Champion creep into the victim’s mind unbidden either to undermine his concentration or to uplift his spirit. A beautiful Champion can use her Exalted Appearance to make a character feel good about himself, granting him an extra Willpower point (which may exceed the character’s maximum) and an extra die on any Art, Athletics, Command, Craft or Integrity dice pools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are affected, but those with a greater combined score are not so vulnerable. Those with a higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The charms effects last for 24 hours. The Champion can use the charm on only one person at a time, and the target must be able to see her in person. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Chameleon in the Garden Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Compassion 3, Bureaucracy 2, Lore 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charm:''' None &lt;br /&gt;
&lt;br /&gt;
Being thrust into a situation full of strangers who have bizarre customs and weird manners (such as a sorority house at the height of rush) can be disorienting, but the character with this charm handles herself with remarkable aplomb. By observing the behavior of the people around her and reacting preternaturally quickly to their reactions to her behavior, she can fake like she fits in just about anywhere, with any class of people. She still has to dress the part, and the language barrier might pose its own problems, but she won’t embarrass or draw attention to herself unless she goes out of her way to do so on purpose. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Smile of the Glorious Charmer''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Presence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social''', '''&lt;br /&gt;
&lt;br /&gt;
Duration: Scene &lt;br /&gt;
&lt;br /&gt;
Prerequisite Charm: Chameleon in the Garden Method &lt;br /&gt;
&lt;br /&gt;
With the sheer, raw charm this charm represents, the Champion can smother an upwelling of panic, suspicion or utter hatred directed at her for one scene. The player need only succeed on a Charisma + Presence+ Essence roll with difficulty of the subjects M.D.V.. If the roll is successful the suppressed emotion doesn’t go away. It merely remains beneath the surface for the rest of the scene. The target of this charm is not under any mental influence of the Champion. They simply have calm down enough to listen to what the Champion has to say. While under the effects of this charm the subject still might chose to do unfortunate things to the her but the decision to do so will be based on their Intimacies and Motivations and not from a place of emotion. If the Champion does anything to upset the subject again the effect dissipates prematurely. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Shepard Calms the Sheep Stance''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Performance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social''', '''&lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Smile of the Glorious Charmer &lt;br /&gt;
&lt;br /&gt;
The demigod’s force of personality is such that he can quell the passion of a seething mob, whether he’s addressing a throng of rowdy political protesters, standing between an innocent and the lynch mob howling for her hide, or stalling the guard long enough for his partner to finish sacrificing the hostages. The Champion cools the crowd’s urge for instant action and buys himself enough time to try to talk some sense into everyone. Doing so requires a roll of Charisma + Performance + Essence versus the highest M.D.V. in the group. This roll is to simulate his heartfelt call for calm. His words convince three members of the mob per success on the roll. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This effect lasts for the scene, after which the mob either disperses or renews its shenanigans with its original vigor. If the character is attempting to halt the depredations of a mob that is being controlled or directed supernaturally, use of this charm constitutes an opposed roll against the other power’s activation roll. If the power has no activation roll per se, the Champion’s player rolls his (Charisma + Presence) against that of the character who incited the mob supernaturally. If the Champion with this charm gets an equal or greater number of successes, the charm does what it’s supposed to. &lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;nbsp;''' &lt;br /&gt;
&lt;br /&gt;
'''Creation Awareness Mantra''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, &amp;amp;nbsp;Survival 3, Awareness 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Ambush Negating Reflex &lt;br /&gt;
&lt;br /&gt;
The demigod is so in tune with his surroundings, that he can detect even the most minute changes around him well before anyone else. If there is any change in the natural world around him he doubles his perception dice.He can feel the barometric pressure rise or drop (and describe it accurately), giving him an acute sense of what the weather is going to do in the next hour. He can feel the tiniest tectonic vibrations from deep within the earth, allowing him to accurately presage an earthquake. Changes in temperature are no mystery to him either. His awareness is so complete that should some unnatural factor change one of these elements, he’s the first to notice and can even track the disturbance back to its source. Also, if enemies are lying in ambush in the nearby area and are not concealed by supernatural means, it is impossible for their surprise attack to catch the Champion unaware. The Champion may join battle and react accordingly without his player having to roll to notice the hidden attack. If he reflexively spends extra a point of willpower, he may call out a warning for his cohorts to be ready and react accordingly as well. As an added benefit, the Champion is unfailingly aware of the passage of time. Without even thinking about it, he can accurately say how much time has passed from any reference point that he has personally experienced. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Wound Abating ProcedureCost:''' 2m per Hlth, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 4, Essence 4, Medicine 4'''Type:''' Simple '''Keywords:''' Shaping'''Duration:''' Instant '''Prerequisite Charms:''' Guiding the Lost Soul ManeuverWith this Charm, the Hero of Spirit can instantly staunch the bleeding of herself or someone else and also facilitate the healing of wounds. For every two motes spent, the Champion can convert one lethal wound level into a bashing level. Healing even one level of damage also automatically closes any bleeding wounds. This Charm can be used on another just as easily as the Exalt uses it on herself. The Hero of Spirit need only spend one Willpower point per application of this Charm. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Disease Intervention PracticeCost:''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 5, Essence 5, Willpower 6'''Type:''' Simple '''Keywords:''' Obvious'''Duration:''' Special '''Prerequisite Charms:''' Wound Abating ProcedureDisease is a common cause of death for the folk of creation. Most people have several family members that have died because of one plague or another. Shamans can heal most of the mundane diseases but the magical ones are just simply out of their league. This charm works similar to the heal madness charm in that it forces the disease to manifest it self and then the spirit can be battled. Mechanically it forces the disease spirit to materialize and stay materialize as long as the exalted wills it. During that time the spirit can be attacked and probably killed by any one who would wish it so. The spirit does not simply dematerialize once it is defeated. It is dead and gone. Once the spirit is banished the disease is cured. The more the disease is spread the more powerful the spirit will be. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Madness Eviction TechniqueCost:''' 8m, 1wp, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 4, Essence 4, Willpower 4 '''Type:''' Simple '''Keywords:''' Obvious'''Duration''': Special '''Prerequisite Charms:''' Hardship Detection MethodOur minds are fragile things. At young age the smallest bump can affect us for the rest of our lives. As we get older we can handle such minor events but we also can conceive larger horrors. These events can damage the mind beyond its ability to repair itself. A Hero of Spirit can use his empowered senses to feel the damage and then force it out into the open. He literally takes the affliction out of the head of the patient and forms into a creature that can be battle with and killed. Each affliction has a certain way that it can be battled and killed. He can assist in subduing the essence creature but only the patient can finish it. Once the formed affliction is killed the patient is cured. This charm forces the madness of the target into a spiritual form. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Creation Attunement Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 4, Compassion 4, Awareness 5, Survival 4 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Creation Awareness Mantra &lt;br /&gt;
&lt;br /&gt;
The Champion is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. The Champion could recognize the person sneaking up on him by that person’s telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, the Champion could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what’s going on around him in a 360-degree arc. Also, he suffers no penalties for fighting blind as long as he can hear or smell his opponents. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Untouchable Opponent Maneuver''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Dodge 5, &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 Action per Essence &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Creation Awareness Mantra &lt;br /&gt;
&lt;br /&gt;
The Champion might as well be a ghost for all her enemies can lay a hand or a weapon on her. The Champion doubles her Dodge DV. She also ignores an amount of DV penalties due to unstable terrain equal to her Exalted Dexterity dots. Only the normal bonus applies to the character’s Parry DV, though, and this charm’s bonus to Dodge DV doesn’t apply if the character is merely hiding behind cover or tucked in behind a rock like a lowly turtle. Only if the character is physically dodging the attacks that are coming her way does this charm help her out. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Champion of (Patron) Posture''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Performance 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Until sunset or sunrise &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Song of the Celestial Siren &lt;br /&gt;
&lt;br /&gt;
The character exudes such charm and élan that people just want to be around him. When the character engages this charm any mortal who looks in the character’s direction feels compelled to be in his company until the next sunrise. People flock around him like they where his cult. They are desperate to be near him and get his attention, and they’ll follow him from locale to locale for as long as he keeps leading them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Champion roll his Charisma + Performance and one person per point of permanent essence per success are motivated to join him. Mortals with a M.D.V. lesser than the Champions cannot resist this compulsion. Mortals that have a M.D.V. equal to more than the Champion need only spend a willpower to resist. Exalted and essence users whose M.D.V. is less than the Champions can resist by spending only one willpower and Exalted whose M.D.V. is higher are not affected at all. Successful resistance breaks the charm for the rest of its duration; a failure means the character cannot try to break away again for another hour. The maximum the character can have as many lingering groupies and hangers on that are under the equal to twice his Charisma and his Exalted Charisma dots normally grant him bonus successes on Charisma rolls. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Champions use this charm not only to gather up fellow revelers for long, roving parties, but also to surround themselves with unwitting human shields. For as long as the charm lasts, the compelled mortals ''will not ''abandon the Champion unless he chooses to end the effect early. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Enamouring Presence Form''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Serpent’s Gaze &lt;br /&gt;
&lt;br /&gt;
As with the prerequisite charm, Enamouring Presence Form draws a victim’s attention to the Champion and renders him unable to look away. The victim remains Inactive for combat purposes, staring helplessly at the hideous monster or unearthly beauty before him. Unlike Serpent’s Gaze, though, the Champion need not consciously maintain eye contact with her victim for the effect to endure. Once the victim has been transfixed by the Champion’s Exalted Appearance, he remains thus until either the end of the scene or until the Champion leaves his line of sight. The victim will follow the Champion with his eyes, even turn in place if she wanders around the immediate area, but he can’t do anything other than look at her. What’s more, the Champion can capture a number of victims with her appearance equal to her (Exalted Appearance + Essence) total. They all stop what they’re doing to stare at her in rapt fascination. When the effect ends, they remember nothing that happened after the first moment they saw the Champion. This charm lasts as long as the affected can see the Champion or until she cancels the charms or at the end of the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are unable to look away on their own, but those with a greater combined score are not so vulnerable. After the Champion using the charm takes one full action, the higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene.. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Knowing Glance of Accuser''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Presence 4, Socialize 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Hardship Detecting Method &lt;br /&gt;
&lt;br /&gt;
Knowing that someone is keeping a damning secret can be quite an effective tool in getting him to do what you want. With this charm, however, that knowledge is not only a tool, but a powerful weapon. When the Champion is aware that another character is keeping a dangerous secret—whether he has uncovered it through investigation or has discovered its presence through the Stench of Guilt charm he need only make eye contact with the guilty party. The character with the secret suddenly realizes that someone else ''knows'', and is so disturbed and worried that he cannot spend willpower for the scene. &lt;br /&gt;
&lt;br /&gt;
The Champion can affect the same character thus only once per day, and the charm has no effect if the victim is not actually hiding the secret the Champion thinks he is. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Instantaneous Investigative Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Compassion 4, Investigation4, Awareness 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Supplemental &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-Basic &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Creation Awareness Mantra &lt;br /&gt;
&lt;br /&gt;
The Champion can take an intuitive “read” of a crime scene and make a reasonably accurate assessment of what transpired there. By activating this charm and taking a single, sweeping glance around the scene of a crime, the Champion entitles his player to a reflexive (Wits + Investigation) roll. If the roll succeeds, the Champion can tell what crimes were committed at that scene (if it was more than one), how many perpetrators were involved, how long ago it happened, roughly the sequence of events that took place and what means the perpetrators employed to cover up evidence. The difficulty of the roll should reflect how long ago the crime occurred, how contaminated the crime scene has been since then and how thorough the criminals were in covering their tracks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm doesn’t reveal specific, plot-sensitive information that isn’t readily apparent (such as who the perpetrators actually are), but it should provide enough clues in a single glance for the character to develop solid leads that further the story. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Perfect Impostor Practice''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Larceny 4, Presence 2, Performance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Social &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Chameleon in the Garden Method &lt;br /&gt;
&lt;br /&gt;
Impersonating someone in order to infiltrate his home or workplace or to get dangerously close to someone he cares about is more difficult the less well the impersonator knows his subject. The best makeup and disguise means nothing if the impostor can’t react to life’s little surprises exactly as the subject of his mimicry would react. With this charm, however, the Champion can discern with preternatural quickness how the people who think he’s someone else ''expect ''that someone else to react. Their minute changes of expression or body language give their expectations away, allowing the impostor to react accordingly. &lt;br /&gt;
&lt;br /&gt;
On a successful Wits + Presence + Essence in successes roll vs. the opponents M.D.V. + essence, the impostor’s player roleplays , the Storyteller simply informs him of what the unsuspecting characters’ expectations are, and the player chooses his impostor’s reactions accordingly. The charm grants the number in dice equal to the amount of net success on the activation roll to all social actions that involve the impostor trying to convince some one he is who he says he is. This charm does not provide a supernatural disguise that would fool someone with the Unfailing Recognition charm, but even if such a Champion can see through the impostor’s disguise, his recognition alone would not be enough to convince anyone else. The impostor retains the wherewithal to stand up to any impromptu interrogation and maintain his charade in everyone else’s eyes, thus making the only other Champion who knows the impostor’s true identity look like a horse’s ass or a liar. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Whirlwind Shield of the Gods''' &lt;br /&gt;
&lt;br /&gt;
'''Cost: '''10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Compasion 5, Melee3, Archery 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Creation Awareness Mantra &lt;br /&gt;
&lt;br /&gt;
Normally, no mortal or Champion can parry thrown attacks without a stunt, nor can one parry bullets at all. When a Champion has this charm, however, he becomes the whirlwind for which it is named and can defend himself better than mortals or even his Champion peers. Upon activating the charm, the Champion can apply his full Parry DV to attacks made with thrown items (javelins, chakrams, sling stones, etc.) or with bows or crossbows. He can knock the projectiles aside or snag them out of the air armed or unarmed, almost without thinking about it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Curse of the Unyielding HeartCost:''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 5, Essence 5, Willpower 7'''Type:''' Simple '''Keywords:''' Emotions, '''Duration:''' Scene '''Prerequisite Charms:''' Disease Intervention Practice, Madness Eviction TechniqueToo much of a good thing can be bad for you. Empathy is one of those good things. If you don’t have it you are a cold sociopath but if you have too much you can be overwhelmed. Those cursed with this charm experience powerful, clear and uncontrolled empathy so intense that they get lost in a sea of emotions and memories.&lt;br /&gt;
&lt;br /&gt;
This charm strips the emotional walls of one or more extras and forces them to feel the raw unfiltered pain of those around them. They become completely incapacitated by the flood of emotion and are considered inactive for mechanics purposes. The Hero can affect one target per point of compassion whom has a MDV less than the Hero’s Compassion. Those who MDV is higher than the Hero’s Compassion can spend a willpower point to ignore the effects.&lt;br /&gt;
&lt;br /&gt;
'''Mirror of the Soul TacticCost: 10m''', 1wp, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 5, Essence 5, Dodge 5, &amp;amp;nbsp;'''Type:''' Simple '''Keywords:''' Obvious '''Duration:''' 1 Action'''Prerequisite Charms:''' Curse of the Unyielding HeartViolence solves nothing. Every one suffers when a hand is raised in anger. When opponents try to attack an exalted when this charm is active their souls are overwhelmed with the horror and pain of the act they were about to commit. If the attacker is weak of mind they doubt everything about being a soldier and find the weapon in their hand to be sickening and drop it there feet. How the weak-minded effected by this charm deal with their self-revulsion is up to the individual.&lt;br /&gt;
&lt;br /&gt;
Those who would attack the chosen one are so affected by this charm that it is easy for to step out of the way of the blow. If the champion gains more successess on a compassion roll than the attack has essence the attack is dodged. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Pefected Mirror of the Soul TacticCost:''' 5m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Compassion 5, Essence 5, Dodge 5&amp;amp;nbsp;'''Type:'''&amp;amp;nbsp;Reflexive '''Keywords:''' Obvious '''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Mirror of the Soul Tactic &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;This attack is similar to Mirror of the Soul Tactic in that it dodges a attack. This greater version of the charm is a perfect dodge and subjected to the rules and restrictions of perfect actions.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CONVICTION_CHARMS&amp;diff=75392</id>
		<title>CONVICTION CHARMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CONVICTION_CHARMS&amp;diff=75392"/>
				<updated>2010-04-16T19:29:28Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''Ox Body (Herold Only)'''   '''Cost:'''&amp;amp;nbsp; N/A   '''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2   '''Type: '''Permanent   '''Keywords: '''Permanent   '''Duration:''' Perm…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ox Body (Herold Only)''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; N/A &lt;br /&gt;
&lt;br /&gt;
'''Mins:&amp;amp;nbsp;&amp;amp;nbsp;'''Conviction 2, Resistance 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Permanent &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Permanent &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;Ox Body grants the Champion extra health levels so that she may fight another day. &lt;br /&gt;
&lt;br /&gt;
When a Missionary takes this charm they gain three 0 levels. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Undeniable Purpose Method'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;1m per two die of damage&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Conviction 3'''&amp;amp;nbsp;''', Craft 3, Occult 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
There are times when diplomacy fails. When words do not cut to the heart of the matter and only after blood is spilt can a Champion be heard. This charm focuses the will of the least god inside an item and uses that empowered self resolve to cause a non-magical item to do more damage than it normally would. Add two die of damage that an item normally causes per point of essence spent. The amount is limited by the characters dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Destinies Righteous Charge'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;6m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Conviction 3'''&amp;amp;nbsp;''', Craft 3, Essence 3&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Obvious, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 action per Temperance&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms''': Inner Strength Technique&lt;br /&gt;
&lt;br /&gt;
A least god tends to do very little and have very small dreams. A champion with this charm grants the least god with dreams of glory. The tiny surges with purpose and drive so much that at times it’s battle cries can be heard those near by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm converts the damage dice of an object, up to the Champions essence, into successes for one action per point of temperance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Champions Retribution'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;4m&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Conviction 3, Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
Those who dare attack a Champion risk not only his wrath but having their own wrath returned to them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This charm is a counter attack that can do more damage than normal. If the champion chooses to she may take dice from her attack pool and add it to her damage pool. If her counterattack strikes she adds the extra dice to the damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blinding Visage of Horror''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp; 2m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 1, Conviction 2, Presence 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
Mortal ugliness can take one’s breath away, but ugliness can do so much more. When a Champion grows angry at a extra—such as a cultist who just won’t leave him alone—his player can sear his visage into the mortal’s retinas. Doing so blinds and disorients the mortal for the remainder of the scene. The victim staggers around in a blind panic unable to get the awful visage out of his head. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Undeniable Freedom Maneuver''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Conviction 3, Larceny 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
The Champion can somehow slip out of the tightest bonds, the most cunning snares and even her opponents’ very fingers. Whether she’s tied up and left to stew in her own juices or she’s wrapped in a clinch with a snarling berserker, she rarely remains bound for long. When someone attacks her character with a successful clinch, the Champion’s player not only adds her Exalted Dexterity automatic successes to her contested (Dexterity + Brawl) to escape, but she also adds an additional automatic success for every dot of Essence her character has. Should the Champion victim’s player succeed on this resistance roll, the Champion slips free of her opponent’s grasping limbs and well out of his reach. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, should a character be physically restrained—tied up, handcuffed, strapped down, whatever—she can slip her bonds with a Celestial grace that is nothing short of baffling. The player need only spend a point of Essence, and her character’s handcuffs come undone, her straight jacket’s buckles come loose, or her ropes slough off like a snake’s dried-out skin. The Champion can’t escape thus in view of witnesses, however, unless said witnesses are members of her own heroic Band or are Fatebound to her. Remote witnesses watching via camera transmission don’t hinder the effect, but even close scrutiny of such footage doesn’t reveal how the Champion escaped her bonds. She just did. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Honest Face Facade''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 4m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 2, Conviction 3, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
When she’s trying to convince someone of something, the Champion puts her hand to her heart, puts her hand on a stack of scripture, holds up her right hand with her pinkie and thumb crossed in the palm, or performs some other gesture of sincerity. (Her player also spends a point of Essence.) When she does so, her would-be mark accepts that the Champion is telling the truth about the subject at hand, no questions asked, for the rest of the story. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player rolls his Manipulation + Presence versus the targets M.D.V.. If the target is a extra or a mortal whose M.D.V. is not high enough to beat the champions roll they whole heartily believe the Champions statement. Only solid, incontrovertible proof showing that what the Champion said was undeniably false will convince the mark he’s been fooled. Even then, whoever is showing him the proof will have to convince him that the proof is genuine and not some clever forgery. &lt;br /&gt;
&lt;br /&gt;
A Champion with this charm doesn’t have to lie when she uses it. She can also use it to convince a recalcitrant skeptic of the actual truth. If the Champion does so, no mortal force can convince that person that the Champion was lying (not even professionally faked “proof” to the contrary). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Order Restoring StyleCost:''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Valor 3, Essence 3,&amp;amp;nbsp;Integrity 3'''Type:''' Simple'''Keywords: '''Combo-Ok'''Duration: '''1 Action per Point of Conviction'''Prerequisite Charms: '''None &lt;br /&gt;
&lt;br /&gt;
The Champion will not tolerate spirits shirking their duties just because no one is looking. Some one has to put a stop this behavior immediately and that some one is she. If the spirit in question refuses to listen to reason the Champion must make it listen.&lt;br /&gt;
&lt;br /&gt;
When a Spirits are attacked while inside the radius of Hero of Valor’s anima banner the attacker adds the Hero’s conviction in damage levels to the post soak damage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Steeling the Mind’s Eye ApproachCost:''' 6m, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 3, Conviction 3, Integrity 3'''Type:''' Reflexive '''Keywords:''' Combo-Ok '''Duration:''' 1 Action'''Prerequisite Charms:''' NoneNo one can sway a Hero of Faith from his beliefs. He is the rock that others cling to in the storm. When she uses this charm she may add her conviction directly to her M.D.V. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Burning Words of the Guilty''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Conviction 4, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 social action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Honest Face Facade &lt;br /&gt;
&lt;br /&gt;
This charm represents a gift for making people speak their minds. Champions who have it normally corner a person who has information they want, strike up a conversation, direct that conversation toward the information in question, then pry it loose when it’s top of mind. Others confront victims who are surrounded by family, friends or coworkers, in order to make those victims admit damning information when it will do the most harm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Champion’s player must activate the charm and then succeed on a Manipulation + Presence roll with a difficulty equal to the targets M.D.V.. In addition the information must have legitimately come up in conversation. The Champion cannot simply shout “Liar''!''” then use Blurt It Out to force a random confession from a guilty person. (The declamatory French comes only ''after ''the Champion uses Blurt It Out effectively. The player whose character is subjected to this charm still has a chance to keep his characters honor by spending a point of Willpower to avert the slip of the tongue to resist the effects. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Indomitable Tower of Self TacticCost:''' 5m, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 4, Conviction 4, Integrity 3'''Type: Simple Keywords:''' Instant '''Duration:''' Instant'''Prerequisite Charms''': Steel of the Mind’s Eye ApproachIn a world of uncertainties belief in ones self is sometimes all you have. Self-confidence can be that minute push needed to succeed. When this charm is active the exalt gains one auto-success to any mental non-combat action test that results at least one natural success. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Searing Face of the Champion (Hideous)''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Conviction 4, Presence 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Blinding Visage of Horror &lt;br /&gt;
&lt;br /&gt;
The Champion has an effect on a subject that’s slow to fade away. Thoughts of the Champion creep into the victim’s mind unbidden either to undermine his concentration or to uplift his spirit. A hideous Champion inflicts quite the opposite effect. The fear she instills robs her victim of a Willpower point that he cannot regain until the effect wears off. The Champion also unsettles him so deeply that he loses one die from all Academics, Awareness, Control, Politics or Presence dice pools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are affected, but those with a greater combined score are not so vulnerable. Those with a higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The charms effects last for 24 hours. The Champion can use the charm on only one person at a time, and the target must be able to see her in person. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Draw the Minds Eye Stance''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Conviction 4, Performance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Blinding Visage of Horror &lt;br /&gt;
&lt;br /&gt;
Whether he’s the handsome prince or the horrible beast, the Champion commands the attention of everyone in the room. This charm is best used when making an important entrance, but it can also serve as a wonderful broad-spectrum distraction. The character walks into a room, the player activates the charm and all eyes in the room (as well as spirits, demons, etc.) turn the character’s way. For every permanent point of Essence point the character can hold everyone’s attention for a number of minutes equal to his Exalted Appearance dots. The onlookers can carry on with what they’re doing and keep talking among themselves, but their attention remains fixed on the Champion. &lt;br /&gt;
&lt;br /&gt;
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Characters with a essence rating can resist this charm. They may spend a point of Willpower to direct their attention elsewhere. Should the Champion continue the effect over subsequent sets of minutes, the resisting party must spend matching amounts of Willpower to keep from being distracted. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Dreadful Mien Approach''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 6m &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 3, Conviction 4, Presence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Compulsion, Combo-Ok &lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Searing Face of the Champion (Hideous) &lt;br /&gt;
&lt;br /&gt;
Some Champions are so hideous that seeing them spurs the primitive centers of the human brain toward reckless flight. Most humans can clamp down on this instinctive response and remain in such Champions’ presence, but this charm overrides that social nicety. When the Champion’s player activates this charm the character directs his unholy monstrances at a single unlucky victim in his presence. Overwhelmed, the victim runs for his life and hides somewhere until the next sunrise. People affected by this charm run away with self-preservation in mind, though, so they won’t sprint blindly into traffic or try to swim across a shark tank to safety. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are unable to look away on their own, but those with a greater combined score are not so vulnerable. After the Champion using the charm takes one full action, the higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene.. &lt;br /&gt;
&lt;br /&gt;
Champions whose Exalted Appearance represents divine beauty cannot use this charm. Also, it doesn’t work on hideous Champions with more dots of Exalted Appearance than the one using the charm. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
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'''Mantra of the JuggernautCost:''' 8m, 1 wp &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 4, Conviction 4, Survival 4, Resistance 3'''Type:''' Supplemental '''Keywords:''' Obvious'''Duration:''' Scene '''Prerequisite Charms:''' Order Restoring StyleFrozen Tundra, Blistering Deserts, Hurricanes, Tornadoes. These things are mere distractions for the Champion. Nothing can deter her from her goal. Whether she is leading a caravan out of certain doom or simply forcing her battered body to continue walking thru a desolate tundra she will not be swayed by these meager attempts to stop her from her goal.&lt;br /&gt;
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This charm allows the exalted one to add double her conviction in dice to any resisting hardship test that is in-line with her motivation. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Healers Horrible PracticeCost:''' 1/3/5, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 4, Conviction 4, Medicine 4 '''Type:''' Simple '''Keywords:''' Obvious '''Duration:''' 1minute per bashing, 2 minutes per lethal, 3 minutes per aggravated '''Prerequisite Charms:''' Mantra of the JuggernautThere comes a time when a healer must make a horrible choice. There times when there is so many wounded or sick that she must decide whom she will use her healing skills on and who will not. A Champion has the power to make that choice and at times even goes one step further. When this charm is activated the character can inflict one health level of damage on one living being that he is touching with one hand and transfer that health level to another being that he is touching with another the other hand. This charm can be used to heal bashing, lethal or aggravated. The cost depends on the level of damage. Bashing requires 1 mote per level transferred to be spent. To heal lethal damage the character must spend 3 motes per level transferred. If aggravated needs to be healed the charm requires 5 motes and 1 will power per level transferred. &lt;br /&gt;
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The “donator” of the health must be completely immobile and either of animal intelligence or totally unconscious. The practice is painful for both parties. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Divine Mandate Posture''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
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'''Mins: '''Essence 4, Conviction 4, Presence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social, Compulsion, Combo-Basic &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 action &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Burning Words of the Guilty &lt;br /&gt;
&lt;br /&gt;
Sometimes, the direct method is more effective than the cleverest of intricate schemes. With this charm, a Champion barks out a command at a mortal extra that the they must obey. All other characters must win a contested Manipulation + Presence&amp;amp;nbsp; roll and add a number of success equal to their essence to the result. If they fail they must preform the action with in the parameters presented below or spend a willpower point. If they succeed they can resist the compulsion of that particular activation. The charm can be activated one per point of Essence per scene. &lt;br /&gt;
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&lt;br /&gt;
By successfully activating this charm the the victim can perform in a single action. “Freeze!” is acceptable, as is, “Don’t shoot!” or, “Shoot him!” Ordering someone to go home and shoot his wife won’t work because doing so would take longer than a single action. &lt;br /&gt;
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A victim of this charm can interpret the command loosely to make it not directly suicidal, but not if all he’s trying to do is keep out of trouble. For example, if a victim draws a gun and the Champion commands him to shoot himself, the victim can shoot himself in the hand or the foot rather than blowing his own brains out. Same thing goes if a Champion uses this charm at a seedy pool hall to command a smarmy drug dealer to pick a fight with a burly ex-con at the next table. The dealer might reasonably believe that the ex-con could kill him, but he still can’t weasel out of the command. He doesn’t have to walk up and take a swing at the guy, but he still has to do ''something'', such as singing out a racial slur or throwing a beer bottle at the guy’s girlfriend. The dealer can cheese it immediately, but he’s still got to pick the fight first. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Blessing of Importance''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Temperance 4, Presence 3, Performance 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social''', '''&lt;br /&gt;
&lt;br /&gt;
'''Duration:'''&amp;amp;nbsp; Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Dreadful Mien Approach &lt;br /&gt;
&lt;br /&gt;
The Champion is especially good at winning people over by making them feel special and wanted. By activating this charm and either sticking up for a person, calling out to him in a crowd or just giving him a secret smile, The subject gains confidence in his ability to express himself and win people over to his point of view. Through this charm the Champion replenishes the person a certain number Willpower points to be used in social combat. The Champion need not necessarily believe that the person is important or special herself. &lt;br /&gt;
&lt;br /&gt;
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This charm works very well on mortals by granting them one willpower per point of Exalted Charisma. The charm is less effective on essence users, who are usually wise to their charismatic peers’ ways. For Champion recipients, the charm refills only one point of Willpower. &lt;br /&gt;
&lt;br /&gt;
The willpower granted by this charm can be only used in social combat, used only once per day and the recipient can be effected by only one champion a day. At the end of the scene the moment is over and the subject of the charm reverts back to the willpower he had before the charm was activated. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
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'''Curse of Inescapable Vision''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 4, Conviction 4, Presence 5, Occult 2 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Illusion &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Searing Face of the Champion (Hideous) &lt;br /&gt;
&lt;br /&gt;
This charm torments a victim with an endless parade of the Champion’s face, passing the victim by on all sides and driving him ever deeper into frustrated despair. By activating this charm the Champion burns a mental vision of himself so deeply into the victim’s mind that everyone the victim sees thereafter who’s of the same sex as the Champion seems to be wearing the Champion’s face. This effect is especially jarring because other features such as height, weight, hairstyle, skin tone and whatnot don’t change from what’s natural for the person the victim is actually seeing. Only the Champion’s face stands out, sized and colored as appropriate for the person on hand, yet still undeniably the Champion’s own. &lt;br /&gt;
&lt;br /&gt;
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are affected, but those with a greater combined score are not so vulnerable. Those with a higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene. &lt;br /&gt;
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Shaking off this disorienting hallucination costs the victim a point of Willpower, but that doesn’t end the effect. An hour later, the effect creeps back up on the victim until every person of the appropriate gender has the Champion’s face again. Even worse, a character cannot regain spent Willpower points while he’s languishing under this effect. The only hope for a mortal victim is that the Champion will track him down and decide to end the effect. The demigod can do the same for Champion victims as well, but in the children of the Gods, the effect will wear off on its own after the victim has spent 24 hours with no points of Willpower. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Focus of the Predator''' &lt;br /&gt;
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'''Cost:&amp;amp;nbsp;''' 8m, 1wp &lt;br /&gt;
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'''Mins: '''Essence 4 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None &lt;br /&gt;
&lt;br /&gt;
The Champion is a hunter par excellence. With a successful Perception + Survival roll (subtract his essence from the difficulty), he can track his prey by scent alone or by almost-invisible physical signs. With this charm, the hunter can follow his prey across any sort of terrain as long as the prey continues to flee and does not take significant pains to mask its scent or minimize the disturbance its passing causes. (The former entails such extremes as swimming a mile upstream in a rushing river or taking refuge inside a functioning hog-rendering plant. The latter includes little short of levitating or flying.) Picking up a lost trail with this charm requires a new (Perception + Survival) roll. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
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'''Unimpeachable Reference '''&lt;br /&gt;
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'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
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'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Until Used &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:'''&amp;amp;nbsp; Blessing of Importance &lt;br /&gt;
&lt;br /&gt;
With this charm, the demigod can actually lend someone else a portion of his credibility and authority. When the player spends a point of Essence and the character either vouches for or lends a recognizable token to someone to act on his behalf, he confers on that person the effects of the Benefit of the Doubt charm. This halo of credibility affects even those people who do not know the demigod personally. It is still up to the character who receives the effect to convince the person he’s speaking to that he’s on the level, but this charm makes getting over the initial hurdle of suspicion and disbelief much easier. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Uplifting Words Inflection''' &lt;br /&gt;
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'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social''',''' &lt;br /&gt;
&lt;br /&gt;
'''Duration:&amp;amp;nbsp;''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:'''&amp;amp;nbsp; Blessing of Importance &lt;br /&gt;
&lt;br /&gt;
A heroic Champion with Exalted Charisma can help restore a mortal’s sense of self worth and empowerment just by paying a bit of attention to him and making him feel special. The charismatic Champion can even replenish a measure of the same for one of his fellow Champions. A Champion’s attention makes a person feel even more important, though, especially when the Champion goes out of his way to treat the person like a true friend. When the Champion does so the subject gains the self confidence that he would gain from Blessing of Importance but now with much more vigor and power. To a mortal the Champion completely refills the mortals spent Willpower points and when he does so to a essence user the charm only refills a number of willpower points equal to the champions Exalted Charisma. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The willpower granted by this charm can be only used only once per day and the recipient can be effected by only one Champion a day. At the end of the scene the moment is over but the subject of the charm does not reverts back to the willpower he had before the charm was activated. He loses all but one of the replenished willpower that was granted by the charm. That extra point of willpower is considered a normally regained point and can be used for anything willpower normally is used for. &lt;br /&gt;
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'''Celestial Hunter '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Focus of the Predator &lt;br /&gt;
&lt;br /&gt;
Where Predatory Focus makes a heroic Champion an exceptionally skilled hunter, this charm makes the demigod Champion the unstoppable pursuer that prey animals have nightmares about. If he can find a location where he is absolutely certain his prey has been within the last 24 hours and succeeds on a Perception + Survival roll (subtract his essence from the difficulty) he can follow that prey’s trail unerringly no matter where the prey goes in or out of creation. If the prey takes flight—either because it’s a bird or because it’s a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffic, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it’s just a matter of catching up. The one hitch to using this charm is that unless the Champion has the next charm, Telescopic Senses, he must be able to travel within 100 yards of the prey’s path of escape. If the prey flies higher, swims deeper or burrows farther than 100 yards from the nearest path the Champion can take to follow, the Champion loses the trail. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Fated Recognition''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Conviction 5, Presence 4, Awareness 4, Occult 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Special &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Celestial Hunter &lt;br /&gt;
&lt;br /&gt;
If, when a Champion encounters a character to whom she is wants to keep track of, she has to touch the person some how, then she makes a concerted effort to try to remember that character’s looks and mannerisms and then she activates the charm to lock that image in the Champion’s mind. &lt;br /&gt;
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After that, she retains the ability to recognize him despite all obfuscation for the rest of the story as if they two were bound. Thereafter, the Champion loses any supernatural ability she had to recognize that character. (She doesn’t forget what the character looks like, mind you. It’s just that the charm no longer applies to that person.) &lt;br /&gt;
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The timing of when the Champion recognizes a person is entirely up to the Storyteller as dictated by the needs of the story. If the private investigator who’s been dogging the Champion’s heels tries to slink up to the character in disguise at a crowded charity fund-raiser, the Champion might see the gumshoe coming a mile away (even despite the fake beard, the fat suit, the spray-on tan and the sex change). If a Champion of Loki who’s a rival to a player’s Champion of Anubis arrives in disguise to deliver a cryptic warning, the Champion of Anubis might not recognize her old foe until the trickster disappears with a wink behind the elevator’s closing doors. &lt;br /&gt;
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Finally, as a side effect of this charm, a Champion can always recognize when someone who is not in disguise is biologically related to a person she knows well (regardless of whether that person is Fatebound to her). She cannot intuitively grasp what that relationship is, but she knows it’s there—even if the person in question doesn’t. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Eternal Vigilance Stance''' &lt;br /&gt;
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'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Conviction 5, Melee or Martial Arts 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''None &lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Celestial Hunter &lt;br /&gt;
&lt;br /&gt;
Similar to the Environmental Awareness charm, a Champion with this charm is never taken by surprise by unexpected attacks. He joins battle as soon as the attack occurs, and he applies his full DV to his own defense. It doesn’t matter whether the attackers use supernatural means of concealment or not. They simply cannot catch him off guard. Unfortunately, this charm doesn’t help the Champion’s comrades. The Champion reacts as the surprise occurs, but he does so practically subconsciously and not in time to warn anyone else. What’s more, this charm works even if the Champion is asleep, though to a lesser extent. If the Champion is sleeping and someone tries to spring an unexpected attack, the player rolls the Champion’s full dice pool to notice the attack as he would if the character were awake (awake and didn’t have this charm, that is). If the roll succeeds, the character wakes just in time to react to the attack, though still not in time to warn anyone else. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
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'''Silver Tongue of the Demi-God''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Conviction 5, Performance 5 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm:''' Divine Mandate Posture &lt;br /&gt;
&lt;br /&gt;
The demigod can convince a group of people to perform one particular action that they would not otherwise be inclined to perform. The champion effects all those that can hear him and he is able to see. As with the prerequisite charm extras have no way of resisting and characters with a Essence rating can resist on a Manipulation&amp;amp;nbsp; + Performance roll and add their essence in success to the result or by spending a willpower point. The charm can be focused on one character as the prerequisite charm but because of the increase power the targeted character must spend 3 willpower to resist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That is, the Champion can issue an overt order (per the eponymous prerequisite charm) to a group of people, who must be able to hear him clearly without him using any means of amplifying his voice. The order must be simple, and it must be something the listeners can carry out in one action while they are within the Champion’s presence. The order can be something instant like, “Everybody get outside!” or, “Arrest that man!” It can also be something sneaky like, “Buy my book,” or, “Give me money.” The affected characters will do their best to preform the action for one scene. The same restrictions that apply to how loosely a victim can interpret the Overt Order charm apply to this charm. This charm can be used once per scene. Those that are affected by the charm are immune to any other effects for one day. &lt;br /&gt;
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&amp;amp;nbsp; &lt;br /&gt;
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'''Eyes of the Cobra Method''' &lt;br /&gt;
&lt;br /&gt;
'''Cost:&amp;amp;nbsp;''' 10m, 1wp &lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Essence 5, Conviction 5, Presence 4, Occult 3 &lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple &lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Social, Obvious &lt;br /&gt;
&lt;br /&gt;
'''Duration: '''Scene &lt;br /&gt;
&lt;br /&gt;
'''Prerequisite charm: '''Divine Mandate Posture &lt;br /&gt;
&lt;br /&gt;
With a moment of eye contact the Champion instantly plunges a mortal into a hypnotic trance. Attempting to hypnotize a fellow Champion of lesser or equal (Willpower + Essence) requires not only the activation expenditure but a (Manipulation + Command + Essence in successes) roll contested against the victim’s (Willpower + Integrity + Essence successes). Champions cannot instantly hypnotize fellow exalted of higher (Willpower + Essence). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should he successfully hypnotize a victim, the Champion can implant one hidden command that the victim must obey at the time of the Champion’s choosing. The command must be something that the victim can accomplish in one scene, and the trigger condition that compels him to attempt it must occur within a number of months equal to the Champion’s Essence. The Champion can give as specific an order as he pleases, and a mortal cannot interpret it in any way other than the spirit in which it was intended. A fellow Champion can interpret it loosely to his own advantage, as per Overt Order, but doing so costs him a point of Willpower. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The victim remains unaware of the ticking time bomb in his subconscious, but he does have a chance to resist it when the trigger condition occurs. At the moment when he has been commanded to perform the action in question, the victim’s player may make a (Wits + Integrity) roll. (This roll cannot be modified by a Champion’s Champion Wits or Integrity.) If the roll garners more successes than the hypnotist Champion has dots of Essence, the compulsion is broken. If the last minute resistance roll fails, the victim must attempt to do as he was commanded. Whether he succeeds or fails, the compulsion ends after he makes the attempt, and he has no memory of what could possibly have convinced him to do as he did. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Call to Action PerformanceCost:''' 10m, 1wp, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 5, Conviction 5, Presence or Performance 4'''Type:''' Simple '''Keywords:''' Compulsion '''Duration:''' 1 action per point of essence '''Prerequisite Charms:''' Healers Horrible Practice, Indomitable Tower of Self TacticSometimes a statement just rings true. The words simply penetrate through the confusing muck of humanities babble and strike your heart with deadly accuracy. A Hero of Faith can sense when there needs be words of truth said. They intuitively know the right thing to say at the right time and with their creation give power they can make those words strike even harder. &lt;br /&gt;
&lt;br /&gt;
The use of this charm convinces all extras with in earshot her that the course of action she declares is the right one and must be done immediately. The player rolls their characters manipulation or charisma plus their performance or presence and adds their conviction in auto successes to that roll. All extra’s that hears the characters speech and has a lower MDV than the player has successes are compelled to perform whatever task the exalted has called for. &lt;br /&gt;
&lt;br /&gt;
If the call to act is against their motivation, conflicts with a intimacy or places them in direct mortal danger the target(s) are not affect by the charm. If there are no conflicts but the target is truly opposed to the call to action then they may spend a willpower point to be immune that charm from that particular Hero. If there are no conflicts and there is no strong reason not to follow then the target will answer the call with passion and purpose. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
'''Celestial Eviction StanceCost''': 10m, 1wp, &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 5, Conviction 5, Melee or Martial Arts 5'''Type:''' Simple '''Keywords:''' Obvious '''Duration:''' One Action'''Prerequisite Charms:''' Call to Action PerformanceLife is full of choices. There are moments when we have too many choices and then there are moments when we have none. During the times of no choice we simply follow the path that fate forces on and hope that it all ends up all right.&lt;br /&gt;
&lt;br /&gt;
The Champion will not be guided by fate. She chooses what path she walks even if that path is not an option presented to her. Her will alone forces fate to reweave it self and make that which was not an option become the best option. &lt;br /&gt;
&lt;br /&gt;
This charm is a near perfect defense against physical attacks. When facing mortals the charm automatically succeeds. When battling essence users the Champion rolls her conviction versus the opponent’s essence. If she has more successes than the attacker has essence all of the rolled success from the attack are cancelled out by simply not acknowledging that it even happened. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Perfected Celestial Eviction Stance '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 5m &lt;br /&gt;
&lt;br /&gt;
'''Mins:''' Essence 5, Conviction 5, Melee or Martial Arts 5 &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Reflexive'''Keywords:''' Como-OK'''Duration:''' Instant'''Prerequisite Charms:''' Celestial Eviction Stance &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;This attack is similar to Celestial Eviction Stance in that it prevents a attack from happening. This greater version of the charm is a perfect cancellation of the attack and subjected to the rules and restrictions of perfect actions with the exception that this defense cannot defend against perfect attacks or area attacks.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GENERAL_CHARMS&amp;diff=75391</id>
		<title>GENERAL CHARMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GENERAL_CHARMS&amp;diff=75391"/>
				<updated>2010-04-16T19:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''Excellencies'''  Excellencies are improvements that can be applied to specific situations. If a situation arises that a player can channel their virtue they can substitute vir…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Excellencies'''&lt;br /&gt;
&lt;br /&gt;
Excellencies are improvements that can be applied to specific situations. If a situation arises that a player can channel their virtue they can substitute virtue with an Excellency and not use a virtue channel. If the player chooses too, they can channel their virtue '''''and''''' apply their Excellency at the same time. The Champions Player '''''must''''' state which virtue she is going to base the Excellency upon '''''before''''' the roll is made. The extra dice provided by channeling their virtue are not affected by the Excellency and are not subject to dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
''Player one chooses to channel her Valor and apply her 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Excellency to a roll. Her character has a Valor of 5. She rolls her the virtue she is channeling (Valor). She gets 2 successes. Then she adds 3 successes from the Excellency for a total of 5 successes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dice Cap: '''A Champions dice cap is equal to the virtue the charm is based on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''First Excellency'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;1m per die&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 3'''&amp;amp;nbsp;'''&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-OK&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
This charm is just like the Solar First Excellency Charm but with a Champions dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Second Excellency'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;2m per success&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 3''', '''Essence 1&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-OK&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
This charm is just like the Solar Second Excellency Charm but with a Champions dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Third Excellency'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;3m per reroll&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 3''', '''Essence 1&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-OK&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
This charm is just like the Solar Third Excellency Charm but with a Champions dice cap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forth Excellency'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;3m per -1&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 4,'''&amp;amp;nbsp;'''Essence 3&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Combo-OK&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instant&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Any Excellency&lt;br /&gt;
&lt;br /&gt;
Few can withstand the might and glory of a Champion. This charm makes even more difficulty. When the champion activated this charm reduces Success Doubling Threshold by one per three motes spent up to 7. In addition to the possible greater success the Champion cannot botch any roll that this Excellency is used on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Focused Excellency'''&lt;br /&gt;
&lt;br /&gt;
'''Cost '''10m, 1wp&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 4,'''&amp;amp;nbsp;'''Essence 4&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Simple&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Obvious&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Scene&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Any Excellency&lt;br /&gt;
&lt;br /&gt;
A Champion is a creature of purpose and dive. When she has chosen the focus of her power few can stand in her way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the scene any roll that has anything to do with an intimacy can gain a discount on Excellency rolls as long as the situation fits the Virtue that the charm is based off of. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Terrestrial Circle Sorcery '''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;N/A&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 3'''&amp;amp;nbsp;''', Occult 3, Essence 3&lt;br /&gt;
&lt;br /&gt;
'''Type: '''N/A&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''N/A&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The study of Sorcery is almost a standard among Exalted. It grants the chosen one access to powers that are beyond the gifts of their patrons. With this charm the Champion can access and use Terrestrial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Celestial Circle Sorcery'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;N/A&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Virtue 5'''&amp;amp;nbsp;''', Occult 4, Essence 4&lt;br /&gt;
&lt;br /&gt;
'''Type: '''N/A&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''N/A&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' Terrestrial Circle Sorcery &lt;br /&gt;
&lt;br /&gt;
As the champion grows in power so does his understanding of the inner workings of creation. He now can access Celestial Circle Sorcery and use as any other exalted type. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Harmony of Body and Bone'''&lt;br /&gt;
&lt;br /&gt;
'''Cost:'''&amp;amp;nbsp;5m, 1wp&lt;br /&gt;
&lt;br /&gt;
'''Mins: '''Valor 3, Craft 3, Essence 2&lt;br /&gt;
&lt;br /&gt;
'''Type: '''Reflexive&lt;br /&gt;
&lt;br /&gt;
'''Keywords: '''Touch, Combo-Ok&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Five Tics&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
A Champion that has this charm is a true terror on the battle field. This charm is activated at the same time as she activates a counterattack charm. For the next five tics she can continue to use the chosen counterattack charm against any incoming attack with out paying any additional costs.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=BLESSINGS_OF_THE_GODS&amp;diff=75390</id>
		<title>BLESSINGS OF THE GODS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=BLESSINGS_OF_THE_GODS&amp;diff=75390"/>
				<updated>2010-04-16T19:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'Each god has the ability to empower their champion to a greater level. Blessings are charms that are granted by the Champions patron for deeds done. The god can only grant a Bles…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each god has the ability to empower their champion to a greater level. Blessings are charms that are granted by the Champions patron for deeds done. The god can only grant a Blessing from the Purview that they possess. Purviews are concept of creation that the god has influence over. She can convey that influence to their champions at a lesser level. &amp;lt;br&amp;gt;&lt;br /&gt;
A God can impart a Blessing upon a Champion only when they have the required experience points and the basic requirements of the Blessing. They must also be in the presence of the patron’s purview or in their temple to receive the Blessing.&amp;lt;br&amp;gt;&lt;br /&gt;
A champion can learn purviews from other gods but only with their patron’s permission.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally the Champion's must not forget that his blessing's are not permenant. If he displeases his Patron the Patron can &amp;quot;turn off&amp;quot; his blessings or do more if the Patron is inclined too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ANIMAL]]&lt;br /&gt;
&lt;br /&gt;
[[CHAOS]]&lt;br /&gt;
&lt;br /&gt;
[[DARKNESS]]&lt;br /&gt;
&lt;br /&gt;
[[DEATH]]&lt;br /&gt;
&lt;br /&gt;
[[EARTH]]&lt;br /&gt;
&lt;br /&gt;
[[FLAME]]&lt;br /&gt;
&lt;br /&gt;
[[FROST]]&lt;br /&gt;
&lt;br /&gt;
[[GUARDIAN]]&lt;br /&gt;
&lt;br /&gt;
[[HEALTH]]&lt;br /&gt;
&lt;br /&gt;
[[ILLNESS]]&lt;br /&gt;
&lt;br /&gt;
[[ILLUSION]]&lt;br /&gt;
&lt;br /&gt;
[[JUSTICE]]&lt;br /&gt;
&lt;br /&gt;
[[MOON]]&lt;br /&gt;
&lt;br /&gt;
[[SKY]]&lt;br /&gt;
&lt;br /&gt;
[[SUN]]&lt;br /&gt;
&lt;br /&gt;
[[WAR]]&lt;br /&gt;
&lt;br /&gt;
[[WATER]]&lt;br /&gt;
&lt;br /&gt;
[[WAYFARE]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CHARMS_OF_THE_CHAMPIONS&amp;diff=75389</id>
		<title>CHARMS OF THE CHAMPIONS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CHARMS_OF_THE_CHAMPIONS&amp;diff=75389"/>
				<updated>2010-04-16T19:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'GENERAL CHARMS  CONVICTION CHARMS  COMPASION CHARMS  TEMPERANCE CHARMS  VALOR CHARMS'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[GENERAL CHARMS]]&lt;br /&gt;
&lt;br /&gt;
[[CONVICTION CHARMS]]&lt;br /&gt;
&lt;br /&gt;
[[COMPASION CHARMS]]&lt;br /&gt;
&lt;br /&gt;
[[TEMPERANCE CHARMS]]&lt;br /&gt;
&lt;br /&gt;
[[VALOR CHARMS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75388</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75388"/>
				<updated>2010-04-16T19:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Champion Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Champion Exalted ==&lt;br /&gt;
''An adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75387</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75387"/>
				<updated>2010-04-16T19:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: /* The Champion Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Champion Exalted ==&lt;br /&gt;
''A adaptation and conversion of Scion:Hero to Exalted &amp;lt;br&amp;gt;&lt;br /&gt;
by Dragon of the Dawn''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=PURVIEW_OF_THE_GODS&amp;diff=75386</id>
		<title>PURVIEW OF THE GODS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=PURVIEW_OF_THE_GODS&amp;diff=75386"/>
				<updated>2010-04-16T19:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '&amp;lt;table x:str border=0 cellpadding=0 cellspacing=0 width=942 style='border-collapse:  collapse;table-layout:fixed;width:707pt'&amp;gt;  &amp;lt;tr height=21 style='mso-height-source:userset;hei…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table x:str border=0 cellpadding=0 cellspacing=0 width=942 style='border-collapse:&lt;br /&gt;
 collapse;table-layout:fixed;width:707pt'&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl24 width=392 style='height:15.75pt;width:294pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl25 width=56 style='border-left:none;width:42pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl26 width=206 style='border-left:none;width:155pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl27 width=96 style='border-left:none;width:72pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-left:none;width:72pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-left:none;width:72pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=24 style='mso-height-source:userset;height:18.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=24 class=xl24 style='height:18.0pt;border-top:none'&amp;gt;God&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl25 style='border-top:none;border-left:none'&amp;gt;Ess.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl26 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Location&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl27 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;&lt;br /&gt;
  Purview&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;GOLDEN-EYED JORST &amp;quot;&amp;gt;GOLDEN-EYED JORST&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the East 134&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wood&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Sun&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;BAXISHUN &amp;quot;&amp;gt;BAXISHUN&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the South 129&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Water&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Moon&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;GRALA, MISTRESS OF THE ENDLESS HUNT &amp;quot;&amp;gt;GRALA, MISTRESS OF THE ENDLESS&lt;br /&gt;
  HUNT&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  50&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Air&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wood&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;BURNING FEATHER, LADY OF INTOXICANTS &amp;quot;&amp;gt;BURNING FEATHER, LADY OF&lt;br /&gt;
  INTOXICANTS&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  49&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Death&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl33 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illusion&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;GRANDMOTHER BRIGHT &amp;quot;&amp;gt;GRANDMOTHER BRIGHT&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  52&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Justice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt'&amp;gt;TIEN YU&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Scavenger&lt;br /&gt;
  Lands 146&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Justice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;War&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;SHALRINA, DAIMYO OF FACES &amp;quot;&amp;gt;SHALRINA, DAIMYO OF&lt;br /&gt;
  FACES&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;6.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Scavenger&lt;br /&gt;
  Lands 149&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illusion&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;TACHI-KUN &amp;quot;&amp;gt;TACHI-KUN&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Blessed&lt;br /&gt;
  Isle 153&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;War&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Justice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Earth&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;CALTIA THE ETERNAL &amp;quot;&amp;gt;CALTIA THE ETERNAL&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the East 131&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wood&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illness&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;HAN-THA &amp;quot;&amp;gt;HAN-THA&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the East 136&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Death&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;SUNIPA &amp;quot;&amp;gt;SUNIPA&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the East 139&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;War&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt'&amp;gt;AHLAT&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the South 80&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;War&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;SIAKAL &amp;quot;&amp;gt;SIAKAL&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of The west 138&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Water&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;War&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;KIREEKI, HUNTRESS OF THE WAVES &amp;quot;&amp;gt;KIREEKI, HUNTRESS OF THE WAVES&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  54&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Water&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;MADAME MARTHESINE OF THE LOST &amp;quot;&amp;gt;MADAME MARTHESINE OF THE LOST&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  55&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Chaos&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;THE MAMMOTH AVATAR &amp;quot;&amp;gt;THE MAMMOTH AVATAR&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  56&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Earth&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Frost&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&lt;br /&gt;
  x:str=&amp;quot;RABSZOLGA, GOD OF SLAVES &amp;quot;&amp;gt;RABSZOLGA, GOD OF SLAVES&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  58&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&amp;gt;VERUMIPRA&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  66&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Justice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Death&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl31 style='height:15.75pt;border-top:none'&amp;gt;ZHUZHIAO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;ROFGD1&lt;br /&gt;
  67&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Water&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Air&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;FIVE DAYS DARKNESS &amp;quot;&amp;gt;FIVE DAYS DARKNESS&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Scavenger&lt;br /&gt;
  lands 150&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Darkness&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Wayfare&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illusion&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;THE PALE MISTRESS &amp;quot;&amp;gt;THE PALE MISTRESS&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;7.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;The&lt;br /&gt;
  Book of the South 133&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Darkness&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illness&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Chaos&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;JAGALZA &amp;quot;&amp;gt;JAGALZA&amp;lt;span style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;8.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Blessed&lt;br /&gt;
  Isle 152&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Flame&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;OCEAN FATHER &amp;quot;&amp;gt;OCEAN FATHER&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;8.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;book&lt;br /&gt;
  of the west&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Water&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=36 style='mso-height-source:userset;height:27.0pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=36 class=xl32 width=392 style='height:27.0pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;PLENTIMON OF THE DICE, CELESTIAL MINISTER OF GAMBLING &amp;quot;&amp;gt;PLENTIMON&lt;br /&gt;
  OF THE DICE, CELESTIAL MINISTER OF GAMBLING&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;8.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;Book&lt;br /&gt;
  of the West 136&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Chaos&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Illusion&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr height=21 style='mso-height-source:userset;height:15.75pt'&amp;gt;&lt;br /&gt;
  &amp;lt;td height=21 class=xl29 width=392 style='height:15.75pt;border-top:none;&lt;br /&gt;
  width:294pt' x:str=&amp;quot;THE GOLDEN LORD &amp;quot;&amp;gt;THE GOLDEN LORD&amp;lt;span&lt;br /&gt;
  style='mso-spacerun:yes'&amp;gt; &amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl30 style='border-top:none;border-left:none' x:num&amp;gt;8.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl29 width=206 style='border-top:none;border-left:none;width:155pt'&amp;gt;The&lt;br /&gt;
  Book of the South 130&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Justice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Guardian&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td class=xl28 width=96 style='border-top:none;border-left:none;width:72pt'&amp;gt;Health&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;tr height=0 style='display:none'&amp;gt;&lt;br /&gt;
  &amp;lt;td width=392 style='width:294pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=56 style='width:42pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=206 style='width:155pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=96 style='width:72pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=96 style='width:72pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td width=96 style='width:72pt'&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ZEAL&amp;diff=75385</id>
		<title>ZEAL</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ZEAL&amp;diff=75385"/>
				<updated>2010-04-16T19:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '''Zeal'' is a side effect of the great curse. Even though most of the shards that have been used to create the Champion Exalted where dead when the Primordials cursed the exalted…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Zeal'' is a side effect of the great curse. Even though most of the shards that have been used to create the Champion Exalted where dead when the Primordials cursed the exalted, they still were effected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Champion Exalted have a limit break called. It works just like the solars limit break but instead when the break happens they do not suffer the full effect. Champions only suffer the controled version of the limit break. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The reason it is called ''Zeal'' is because the focus of the break is always about their Patron. Thus a Champion in a &amp;quot;Red Rage of Compassion&amp;quot; break would due violence in the name of their Patron, singing his praises while he beats a &amp;quot;offending&amp;quot; follower. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=PENANCE&amp;diff=75384</id>
		<title>PENANCE</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=PENANCE&amp;diff=75384"/>
				<updated>2010-04-16T19:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'Any time a Champion displeases his Patron he gains Penance. If he reaches ten points of Penance his Patron can decide to do something about it at any time. His Patron can take aw…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any time a Champion displeases his Patron he gains Penance. If he reaches ten points of Penance his Patron can decide to do something about it at any time. His Patron can take away his blessings, wrack him with pain, curse him or what ever the Patron feel is necessary to teach the Champion the error of is ways.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=TO_BECOME_A_CHAMPION&amp;diff=75383</id>
		<title>TO BECOME A CHAMPION</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=TO_BECOME_A_CHAMPION&amp;diff=75383"/>
				<updated>2010-04-16T19:10:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''To Become a Champion'''  '''STEP ONE:'''&amp;lt;br&amp;gt; ''CHARACTER CONCEPT:'' A concept is the first step to making a interesting character. Who was your character before they were Chos…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''To Become a Champion'''&lt;br /&gt;
&lt;br /&gt;
'''STEP ONE:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''CHARACTER CONCEPT:'' A concept is the first step to making a interesting character. Who was your character before they were Chosen by their patron/parent? Where were they born? The more you can fill out your characters history the better you can play the character.&lt;br /&gt;
&lt;br /&gt;
''CASTE:'' Champions have four castes, Shepard, Crusader, Disciple and Herald. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''MOTIVATION:'' Next, establish your character’s Motivation: a sentence describing her driving goal. Obviously, people have various goals, but this goal should be the primary one, defining how your character interacts with the world.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STEP TWO:''' &amp;lt;br&amp;gt;&lt;br /&gt;
''ATTRIBUTES:'' A Champion is physically, mentally and socially on par with other celestial exalted. They start with eight points to be used in the characters primary attributes, six for their secondary attributes and three for their tertiary attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STEP THREE:'''&amp;lt;br&amp;gt; &lt;br /&gt;
''ABILITIES:'' The life of an Champion is varied and chaotic. They have an opportunity to learn many skills for a plethora of sources. A Champion starts with twenty-five points to spread around, as the player likes. In addition a player may select two favored skills that they can advance in quicker than the others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
STEP FOUR: ADVANTAGES'''&lt;br /&gt;
&lt;br /&gt;
''BACKGROUNDS:'' Backgrounds measure such things as a character’s wealth, social connections and fame (or infamy). Champion have seven dots to assign among their Backgrounds. Backgrounds should tie into your character concepts, as defined in Step One. No Background can be raised above three dots without the use of bonus points. Buying the fourth or fifth dot of a Background with bonus point’s costs more than buying the first, second or third dot. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''CHARMS/GIFTS:'' A Champion can start with 4 charms. Two charms must be from for their chosen casts. Also they gain 3 Gifts from their Patron’s purviews.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''VIRTUES:'' A Champions starts with one free dot in all four Virtues and get five additional dots to assign. No Virtue may be higher than three dots unless the player spends bonus points. Choose one Virtue with at least three dots rating as your primary—this Virtue is the root of your character’s Virtue Flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
STEP FIVE: FINISHING TOUCHES'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''WILLPOWER:'' Add your character’s two highest Virtue ratings for her initial Willpower. You can increase Willpower to no higher than 8 with bonus points. Only characters with two Virtues at 4 or higher may begin the game with Willpower above 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''INTIMACIES:'' Intimacies are things that your character cares about on a meaningful level. You may choose a number of Intimacies equal to your character’s dots of Compassion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''ESSENCE:'' Champions begin with an Essence rating of 2. You can raise this value with bonus points, but characters may not start the game with an Essence above 3. A Champions Personal Essence pool equals the sum of the character’s permanent Essence, plus twice her Willpower. A Champion’s Peripheral Essence pool equals the sum of four times the character’s Essence, plus twice her Willpower, plus four times her highest Virtue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''HEALTH LEVELS:'' A Champion possess seven health levels, just as any mortal: one -0 level, two -1, two -2, a -4 and one Incapacitated health level. They may gain additional health levels for every Ox-Body Technique they purchase. The amount of health levels gained depends which virtue the Ox-Body comes from. A character may purchase Ox-Body Technique as many times as she has dots of Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''BONUS POINTS:'' Assign bonus points to help you fine-tune your character to fit your concept. Raising Abilities, Backgrounds or Virtues above 3, or raising Essence above 2, at character creation, requires you to use bonus points. You have 15 bonus points to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BONUS POINTS'''&amp;lt;br&amp;gt;&lt;br /&gt;
Trait Cost&amp;lt;br&amp;gt;&lt;br /&gt;
Attribute 4&amp;lt;br&amp;gt;&lt;br /&gt;
Ability 2 (1 if a Favored Ability)&amp;lt;br&amp;gt;&lt;br /&gt;
Background 1 (2 if the Background is being raised above 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Specialty 1 (2 per 1 if in a Favored Ability)&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue 3&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion).&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 10&amp;lt;br&amp;gt;&lt;br /&gt;
Charms/Gifts 7 (4 if in a Favored or Caste Ability)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Experience Costs''' &amp;lt;br&amp;gt;&lt;br /&gt;
Trait Cost Training Times&amp;lt;br&amp;gt;&lt;br /&gt;
Attribute rating x 4 (rating) months&amp;lt;br&amp;gt;&lt;br /&gt;
Favored Ability (rating) days&amp;lt;br&amp;gt;&lt;br /&gt;
Ability rating (rating) weeks&amp;lt;br&amp;gt;&lt;br /&gt;
All Charms 8 (Highest Mins in Weeks)&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue rating x 3* immediate&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower rating x 2 immediate&amp;lt;br&amp;gt;&lt;br /&gt;
New Ability 3 3 weeks&amp;lt;br&amp;gt;&lt;br /&gt;
New Specialty 3** 3 weeks&amp;lt;br&amp;gt;&lt;br /&gt;
Spell 10 (spell circle) weeks&amp;lt;br&amp;gt;&lt;br /&gt;
Essence current x 9 (rating) months&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SANCTIFIED_ITEMS&amp;diff=75382</id>
		<title>SANCTIFIED ITEMS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SANCTIFIED_ITEMS&amp;diff=75382"/>
				<updated>2010-04-16T19:09:19Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with 'Champion Exalted do not have magical materials. Not to worry though. The Gods of creation would not send their Champions out into the world with out a way to defend themselves.  …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Champion Exalted do not have magical materials. Not to worry though. The Gods of creation would not send their Champions out into the world with out a way to defend themselves.&lt;br /&gt;
&lt;br /&gt;
For every point of essence above one the Champion can possess a Sactified Item. This item must be a perfectly crafted item of any type. It must be made of natural or lesser magical material. Greater magical material (Moon Silver and so on.) already have the power of the Incarna flowing through them. &lt;br /&gt;
&lt;br /&gt;
The Sactified item is imbued with one spirit charm that the Patron possesses. The Champion can use that charm as if it was his own. He can also combo it any charm that is aligned with the virtue the spirit charm is based on. The Sactified Item must be on the Champion’s person in some way in order for the imbued power to work and will only work for the Champion it was made for.&lt;br /&gt;
&lt;br /&gt;
If a Sactified item is broken the power is lost and must be returned to the patron to be repaired. The patron may not be pleased by this.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CASTES_OF_THE_CHAMPIONS&amp;diff=75381</id>
		<title>CASTES OF THE CHAMPIONS</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CASTES_OF_THE_CHAMPIONS&amp;diff=75381"/>
				<updated>2010-04-16T19:08:13Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with ''''''The Herald'''''   What is darkness with out light? What is evil with out good? What is hopelessness with hope? A living creature has to believe in something. They need to ho…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''The Herald'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is darkness with out light? What is evil with out good? What is hopelessness with hope? A living creature has to believe in something. They need to hope that there is something better. All life needs faith. A Herald brings faith to those who need it. He spreads the word of his patron far and wide. He challenges Shepard’s weak gods to produce the wonders that he can. His fire and zeal attract people like moths to a flame.&lt;br /&gt;
&lt;br /&gt;
His plan of action is simple. He sweeps into town preaching his way. His words gather listeners. His listeners turn to followers. The followers build shrines and temples. The shrines and temples bring greater glory and power to patron and his patron gives some of that power and glory to him. &lt;br /&gt;
&lt;br /&gt;
A Herald’s faith can push him through the harshest environments and the most grueling of tortures because he knows that his Patron will come for him. His faith is unshakeable and it is that sureness that attracts others to him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favored Attribute: '''Conviction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Banner:''' As described on page 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Effects:''' The affect of the Champions anima banner is standard when she spends less than 15 points of essence.&lt;br /&gt;
&lt;br /&gt;
When the Champion goes iconic (16 Motes) all allies inside the radius of the Anima Banner add two to their MDV.'''Caste Abilities:''' Heralds excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Heralds have a natural affinity for the Abilities of Resistance, Survival, Performance, Presence, &lt;br /&gt;
&lt;br /&gt;
Larceny, and Bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Associations:''' The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Resplendent Champion, Pillars of the People, Righteous Thunder, Golden Bulls, Hammers of Justice, The Blasphemous (derogatory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Concepts:''' Former Shepard or Shepard of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave.&lt;br /&gt;
&lt;br /&gt;
'''''The''''' '''''Disciple'''''To be a be a Disciple is to be a creature of contemplation and control who hungers for knowledge of the world that you can better understand you place in it. You have a need to teach that self control and hunger for knowledge to others around you. While you teach your ways you also teach that through you patron inner peace can be achieved. For your patron knows where there place in creation is. They have achieved celestial glory by learning to harmonize with creation and move with it in a beautiful dance. By accepting your patron as their god you can teach them this way of being so that they too can be at peace. If peace is what your patron wants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your life is a life of introspection. You value books, philosophical conversations, and truly intelligent people. You prefer to use patience and careful strikes to bring down a foe instead of the sword and the shield. Temperance is the path you walk. Temperance is the path you teach. For only through self control can you truly find peace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favored Attribute: '''Temperance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Banner:''' As described on page 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Effects:''' The affect of the Champions anima banner is standard when she spends less than 15 points of essence.&lt;br /&gt;
&lt;br /&gt;
When the Champion goes iconic (16 Motes), all allies inside the radius of the Anima Banner gain one additional point of temporary willpower even if it’s above their normal maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Caste Abilities:''' Disciple’s excel in the search for knowledge and in the application of that knowledge. They have a natural affinity for the Abilities of Integrity, Craft, investigation, Lore, Occult and Sail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Associations:''' The season of autumn, the colors of orange, brown and black, the eastern direction, the element of wood, the crescent moon and the Maiden of Secrets&lt;br /&gt;
&lt;br /&gt;
Sobriquets: Disciples, Enlightened One, Follower of Self, Bane of the Wyld, Guardian of the Soul, Watcher in the Nigh, Coward of Rock and Blood (derogatory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Concepts''': ambitious courtesan, blacksmith, child prodigy, cunning courtier, destitute student, educated merchant, elderly scholar, insightful tailor, optimistic young scavenger, powerful Shepard, traveling healer, village wise woman, warrior-sage&lt;br /&gt;
&lt;br /&gt;
'''''The Crusader'''''&lt;br /&gt;
&lt;br /&gt;
A Crusader defends the ways of his patron. He is the enforcer of the law, the defender at the gate and the leader of his Lords army. He believes his patrons laws are the only way to live. All others are fools. If that’s how his patron wants it done of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A crusader will fight for what he believes is right and he will gather as many men as he can to fight at his side. His force of will and sureness of action pulls others in his wake like a fast moving boat in calm water. He is the shield that his patron wields to protect it’s followers. He is the sword that strikes down those that might oppose his lord. Through his bravery his patron’s power flows. His heart is already strong but with his patron blessing he can be even stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favored Attribute: '''Valor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Banner:''' As described on page 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Effects:''' The affect of the Champions anima banner is standard when she spends less than 15 points of essence.&lt;br /&gt;
&lt;br /&gt;
When the Champion goes iconic (16 Motes) all allies inside the Anima Banner’s radius, gain one success on all valor rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Caste Abilities:''' Crusader’s excel in all forms of combat, armed and otherwise. They have a natural affinity for the Abilities of Archery, Martial Arts, Melee, Thrown, Athletics and Ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Associations:''' The season of spring, the colors of saffron, lavender, gold, the southern direction, the element of fire, the full moon, the Maiden of Battles and the rising of the sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Cavalier of Courage, Harbinger of Justice, Champion of the People, Shield of Righteousness, The Brave One, The Warriors Champion, Mad Man (derogatory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Concepts:''' barbarian raider, city guardsman, combat sorcerer, daring young farm boy, famous pit fighter, grizzled veteran, Champion bandit, mercenary prince, sword smith, warrior- scholar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''The Shepard'''''&lt;br /&gt;
&lt;br /&gt;
A patron’s choose their Shepard cast very carefully. These chosen few tend to the flock that grants the patron untaxed prayers. Prayers are power and power is glory. A wise patron will keep his flock happy and will choose only the best to tend them. The others are often away spreading the patron’s good word. But the Shepard keeps what is already been won.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not all Shepard’s stay with one cult. Others travel to re-affirm old worshipers. They relieve their pain and worries in the name of the patron to replant the seeds of faith so that the patron’s power will not diminish. A Herald finds followers, a Disciple teaches followers, a Crusader defends followers but only a Shepard can sustain followers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favored Attribute:''' Compassion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Banner:''' As described on page 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Effects:''' The affect of the Champions anima banner is standard when she spends less than 15 points of essence.&lt;br /&gt;
&lt;br /&gt;
When the Champion goes iconic (16 motes) all allies inside the anima banner radius heal one basing per five tics. '''Caste Abilities:''' Shepard’s excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Shepard’s have a natural affinity for the Abilities of Awareness, Medicine, linguistics, Socialize, Dodge and Stealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Associations:''' The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sobriquets:''' Graceful One, Giver of Peace, The Great Healer, The Bringer of Peace, Shepard of Man, The Silencer, Weak One (derogatory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Concepts:''' Former Shepard or Shepard of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''The Anima of Champions'''''If the Champion has an acquired caste activated the Champion’s Champion anima banner and the banner of the active caste manifest at the same time with the Champion banner superimposed over the caste banner.&lt;br /&gt;
&lt;br /&gt;
The anima banner of a Champion is created by their patron before exaltation. I can be any color or combination of colors. It can be animated to do what ever the patron decided on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Anima Effect:''' &lt;br /&gt;
&lt;br /&gt;
After spending 10 motes or more the Champion has a slight glow about them and their patrons symbol is visible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the Champion spends 15 or more the Champion goes iconic. The banner that the patron chose glows brightly for all to see. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essence:'''&lt;br /&gt;
&lt;br /&gt;
Champion Exalted begin with an Essence rating of 2. You can raise this value with bonus points, but characters may not start the game with an Essence above 3. A Champions Personal Essence pool equals the sum of the character’s permanent Essence, plus twice her Willpower. A Champions Peripheral Essence pool equals the sum of four times the character’s Essence, plus twice her Willpower, plus four times her highest.&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75380</id>
		<title>Dragon of the Dawn/ChampionExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn/ChampionExalted&amp;diff=75380"/>
				<updated>2010-04-16T19:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Dragon of the Dawn: Created page with '== The Champion Exalted == ''A not so original work by Dragon of the Dawn''   ''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Champion Exalted ==&lt;br /&gt;
''A not so original work by Dragon of the Dawn''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Champion Exalted are God Bloods who have been chosen by their divine Parent to defend creation and spread their influence. Gaia granted the Champion shards to only a select few Terrestrial Gods. Those she chose were the most loyal to her and Creation. ''&lt;br /&gt;
&lt;br /&gt;
''The shards she used to create the Champion Exalted are lost exalted shards of fallen Incarana.''&lt;br /&gt;
&lt;br /&gt;
''Before the war there were other Incarana and they had exalted of their own. When those Incarna were destroyed by the Primordial’s their chosen ones went mad and destroyed each other (Infernals Book). In her time of need Gaia collected the shards of the lost exalted and re-forged them into the Champion Exalted.''&lt;br /&gt;
&lt;br /&gt;
''Each shard is re-built upon one of the four Virtues. Once a Champion is chosen she is forever a Champion of that particular virtue (Crusader, Disciple, Shepard and Herald).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Origin:'''''&lt;br /&gt;
&lt;br /&gt;
When the first Infernal stepped onto creation, Gaia bled. In that moment Gaia consulted the Loom of Fate. It seemed that no matter what action she proposed to the Loom it predicted that creation was doomed to fire and shadow. She was about to give up hope when she saw a faint glimmer of possibly between the flames and shadow. She focused her near infinite mind on this weak thread of fate. It unraveled in her hand like a book eager to be read. According to this tiny thread there was a possibility of survival. Her Dragonblooded children have grown weak and the ranks of her Lunar guardians have become too thin and the Solars where too young and seemed more erratic than she remembered. According to that minute strand of fate the time has come for a new champion to defend creation.&lt;br /&gt;
&lt;br /&gt;
She did not expect such an answer. Where would she get this new Exalted from? Autochthon left creation with the secret and not even she could reach him. Then it dawned on her, she did not have to make new exalted shards she simply had to re-forge old ones.  Before the Primordial War there were more Incarna than there are today. Now, only the Incarna and those of greater power remember who they where. With her perfect memory Gaia recalled a time before the Primordial War. She remembered a friend. It was an Incarna of breath taking beauty. She smiled slightly as the memory of its caressing winds flowed through her hair played through her mind. Then she turned her head to fight back a tear. The curse of perfect memory is that one cannot forget even if they want too. In perfect clarity she sees a bitter, paranoid primordial obliterate her friend with one blow. There was nothing left, every thing that was It was gone. Not even a true memory. Even she could’t remember its name, which made it all the more painful.&lt;br /&gt;
&lt;br /&gt;
When a Incarna was destroyed their Chosen went mad and destroyed each other. Their shards did not return to Lytek. Since their Incarana was destroyed the shards simple wandered with no purpose. Some shards of the destroyed Incarna were lost to the Wyld, the Abyss and so on but Gaia knew that there were still some wandering creation and its borders. &lt;br /&gt;
&lt;br /&gt;
She set about the task of gathering the shards. Since her power is vast it did not take her very long to gather them. It took but a moment for her to reverse engineer the shards enough so that she could re-forge them. Then once her work was done she had to choose too whom should she give them?&lt;br /&gt;
&lt;br /&gt;
She chose the Terrestrial Gods for they were the more connected to the workings of creation than those in Yushan. She grinned to her self at the outrage her choice would cause. &lt;br /&gt;
&lt;br /&gt;
Each God received guidelines on bestowing the exaltation’s but left the decision of who received them to the Gods themselves. The standard guideline was that only a child of the Patron (god-blood) could be exalted.&lt;br /&gt;
&lt;br /&gt;
When a God-Blooded proves himself worthy of Exaltation their divine parent whisper’s the chosen’s name to a shard and releases it. The shard then rushes through creation and violently joins with the chosen God-Blood. As the shard merges with the God-Blood it detects the host’s highest virtue and attunes itself to that. Thus when the transformation is complete the chosen one is now Champion of their patron in a way that best fits soul of the chosen. From that point on she has been empowered to defend creation from all foes and to spread the word of her patron to the farthest corners of creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Gaia gave shards to all loyal Terrestrial Gods whose essence is 6 or higher.&lt;br /&gt;
&lt;br /&gt;
[[CASTES OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[CHARMS OF THE CHAMPIONS]]&lt;br /&gt;
&lt;br /&gt;
[[BLESSINGS OF THE GODS]]&lt;br /&gt;
&lt;br /&gt;
[[SANCTIFIED ITEMS]]&lt;br /&gt;
&lt;br /&gt;
[[TO BECOME A CHAMPION]]&lt;br /&gt;
&lt;br /&gt;
[[PENANCE]]&lt;br /&gt;
&lt;br /&gt;
[[ZEAL]]&lt;br /&gt;
&lt;br /&gt;
[[PURVIEW OF THE GODS]]&lt;/div&gt;</summary>
		<author><name>Dragon of the Dawn</name></author>	</entry>

	</feed>