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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95517</id>
		<title>Scrollreader/Hearthstones</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95517"/>
				<updated>2025-08-15T18:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Glassee Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Air aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Looking through the stone.&lt;br /&gt;
&lt;br /&gt;
This stone is many-faceted and perfectly clear.  It is always the same size as the eye of it's bearer.  When pressed to a surface, the bearer may look through the stone, and see through the surface it's pressed up against as if it was glass.  This effect penetrates 6 inches of wood or flesh, half that of stone, and an inch of metal.  It cannot see through any of the five magical materials, or through the enchanted walls of a sorceror or thaumaturge's abode.  Note that looking through very thick glass is hardly the ideal situation for viewing, and the difficulties of making out more than the number and vague shape and color of objects will be increased by at least 1 for every two inches of material seen through in this manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fool's Gem&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Solar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Displaying the Gem.&lt;br /&gt;
&lt;br /&gt;
This gem is often used to teach Dynastic children lessons today, much as it taught them to new Solars, long ago.  The stone appears to be an item of great power, large and multicolored.  It glows with essence, brightly, and appears to be quite powerful, even to things such as Essence Sight, glowing as brightly as a four or five dot stone does in the essence spectrum.  The stone has an additional power.  Appearing to be as impressive as it does, anyone who is taking something from a collection including the Fool's Gem, even a thief, must succeed at a temperance roll, or take only the Fools Gem, convinced in their heart that this priceless treasue is worth all their efforts, and that anything else in the collection is worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Stone of Still Waters&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Water Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
This stone, a perfectly smooth ovoid of pale blue, gives the wearer the serene countenance of a still pond, hiding the treacherous snags beneath.  Mechanically, it adds two dice to any rolls to tell a lie or conceal one's true feelings or motives, no matter how fantastic, as the character's body language and nuances give nothing away.  The bearer is also able to hear any bad news, no matter how disastrous to his private plans, and show no visible reaction at all.  Many versions of this stone are rumored to exist, but after their widespread use by House Iselsi in their failed attempt against the Empress, their Manses were seized by the Scarlet Throne.  They currently find favor with the many operatives of the All-Seeing Eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stone of Lucky Fools&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Lunar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Botching.&lt;br /&gt;
&lt;br /&gt;
This stone is devoted to Luna, though none of these manses are created intentionally (one must in fact /botch/ a manse design roll to make one).  Luna herself is beleived to inspire the few of these that exist.  Whenever the bearer botches a roll, he is allowed a roll to recover from the botch, though the action still fails.  This 'recovery' always makes him look even more foolish than before, if possible.  For example, a bearer who botches a roll in combat loses his weapon, which flies up in the air, and then lands on his head, and he gets a dex+weaponskill roll to catch it.  This stone has no effect on failures, only botches, and the action still fails, it just has none of the adverse affects (save perhaps embarassment) that it normally would /if/ the bearer suceeds at a reflexive roll fo the Storyteller's choosing to recover (much like stunt insurance).  If this second roll is failed however, the botch is terrible indeed, and the results are grave.  Should the exalt /botch/ his recovery roll of course, the stone allows the comedy of errors to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Slave's Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Sidereal aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; WP.&lt;br /&gt;
&lt;br /&gt;
When the bearer of this stone accepts virtual slavery, fate itself conspires to bring the bearer a teacher.  This slavery can be actual (toiling as a slave for the guild) metaphorical (taking a sifu who is tyrannical and cruel) or practical (being the whore of a vicious and controlling pimp).  Whatever the circumstances, the bearer may choose to surrender themselves to this fate by concenting on what they wish to learn, and spending a WP.  If they do so, circumstances and the fates will conspire to show them, though their master, and other slaves, the secrets to anything they wish to learn, as they are enslaved by the power of the stone.  For as long as the bearer submits to this slavery, they may learn charms and abilities as if they had a qualified instructor.  The stone offers no protections from the vagaries of their new master.  Once they refuse to accept such slavery anymore, the bearer is freed from the power of the stone, until next they submit (though any partially learned traits are lost).  The stone does not however, protect against the wrath of the former Master of the slave, or the consequences of this rebellion.  The more intense the trait, the more likely the master is to be powerful.  While learning the second dot of larceny will probably enslave one to a Nexus Pimp, using this stone to seek the secrets of Solar Circle sorcery will likely enslave the bearer to a deathlord or worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Mirror Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Water aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Touching the stone to a mirror.&lt;br /&gt;
&lt;br /&gt;
The hearthstone is made up of a thousand planes, each and every one a mirror.  This has the side effect of meaning that there is always a mirror which the bearer can see a reflection of something around him in, allowing for the use of mirror dependent charms and stunts.  The true purpose of this stone is found when the hearthstone is  is touched to a mirror.  The mirror ripples and parts, and the exalt may reach through the Mirror to place or retrieve inanimate objects Elsewhere.  The mirror-cahe has a 'depth' of the exalt's permanant essence in feet, and no weight limit.  The exalt may retrieve items from the mirror-caches by touching the mirror with the stone again.  As long as the exalt has the stone socketed in an artifact, he will see faint impressions of items held in other mirrors, as well as being able to see entirely through one way mirrors, if he wishes.  Should a mirror holding any items from this hearthstone be broken, all items are immediately released from elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Soul-Fire Jewel&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Fire Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Silent Act of Will&lt;br /&gt;
&lt;br /&gt;
This gem is a deep red color, and flickers like a guttering candle, flames dancing within it.  It infuses it's bearer with fiery essence, leaving him elementally atuned to fire (This reduces the cost of any fire aspected DB charms by 1 mote).  This will almost certainly have cosmetic effects, such as smoking blood or skin that is warm to the touch.  When he activates the gem (a reflexive action) it flares to life, the flames inside wrapping around the stone and igniting it without consuming it or burning the wielder.  Athletics, Dodge, Melee, Presence, and Socialize rolls get a number of bonus dice equal to his valor, for the rest of the scene.  His attacks leave burning trails in the air, his leaps and bounds may leave footprint of fire behind, and his words crackle with the sound of flame, as his eyes burn with the radiance of coals.  He must be careful, lest he do damage to the scenery, with extreme actions.  While the low smoky croon of his voice and the flickering candlelight in his eyes during a seduction atempt are unlikely to burn down an inn, a mighty leaping attack in the midst of a lumberyard could easily start a blaze.&lt;br /&gt;
&lt;br /&gt;
This hearthstone also comes in other elemental varieties with their own abilities, though this is by far the most common.  It is favored by Immaculates who choose to walk a different path than their aspect, though many secular fire aspects also use it, to magnify their aspect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Razor Of Flesh and Clay&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Abyssal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Craft: Moliation Rolls&lt;br /&gt;
&lt;br /&gt;
This flat, sharp edged hearthstone looks like a hard chip of obsidian or perhaps, some darker stone from deep within the labrynith.  Though it resembles a potter's edge, the true purpose of this hearthstone is much darker.  When used as part of a craft: moliation roll and the shifting ghost-clay path, the hearthstone may be used over a period of five hours to actually carve and shape the flesh of a living being who is willing or restrained.  Each hour, the subject suffers a single unsoakable level of lethal damage.  Should this process kill the mortal, than the changes made by the hearthstone bearer become permanant, should that mortal become a ghost.  When used on ghosts, the hearthstone adds a number of automatic sucesses to the roll equal to the bearer's permanant essence, and the ghost being shaped gains the benefits of the Steeling the Spirit arcanos for the duration of the change (extra hard weapons and very fixed features).  This hearthstone may be used to shape the bearer, if he has the nerve.  &lt;br /&gt;
&lt;br /&gt;
Though many would like to credit the deathlords for the invention of these stones (And indeed, they make frequent use of them) they were originally the idea of a cabal of twilight and eclipse sorcerors in the first age, who had become obsessed with transcending their living state to an ideal half dead, half alive condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Gem of Pure Essence&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Infernal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
Offered as a temptation to several Exalts in the First Age, as they saw their peers grow more and more corrupt.  This Hearthstone focuses the Essence of the weilder, into a 'prime' pattern, like to that of the primordials.  This has the effect of protecting him from any effect that would affect his innate mind or essence, as well as affecting greater alterations, such as the Great Curse, Resonance, the Great Geas of the Mountainfolk, Paradox and similar effects.  It also removes him from Fate.  Of course, the only manses which produce such stones are those made of Malfeas himself.  Liger is the only one of his Souls who can arrange such bargains, and even then, cannot be sorcerously compelled into gifting a stone to a mortal, merely arranging for Malfeas to do so, should Malfeas wish it.  Should Malfeas later desire it, the stone shatters immediately, and the bearer is /simultaneously/ affected by all the Great Curse, Resonance, Paradox, or Deviation he has acrrued while wearing the stone.  Many Solars driven too far into the brink of madness to recover, and capable of shaming even their decadent fellow god kings can be traced back to this stone.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95516</id>
		<title>Scrollreader/Hearthstones</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95516"/>
				<updated>2025-08-15T18:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Glassee Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Air aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Looking through the stone.&lt;br /&gt;
&lt;br /&gt;
This stone is many-faceted and perfectly clear.  It is always the same size as the eye of it's bearer.  When pressed to a surface, the bearer may look through the stone, and see through the surface it's pressed up against as if it was glass.  This effect penetrates 6 inches of wood or flesh, half that of stone, and an inch of metal.  It cannot see through any of the five magical materials, or through the enchanted walls of a sorceror or thaumaturge's abode.  Note that looking through very thick glass is hardly the ideal situation for viewing, and the difficulties of making out more than the number and vague shape and color of objects will be increased by at least 1 for every two inches of material seen through in this manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fool's Gem&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Solar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Displaying the Gem.&lt;br /&gt;
&lt;br /&gt;
This gem is often used to teach Dynastic children lessons today, much as it taught them to new Solars, long ago.  The stone appears to be an item of great power, large and multicolored.  It glows with essence, brightly, and appears to be quite powerful, even to things such as Essence Sight, glowing as brightly as a four or five dot stone does in the essence spectrum.  The stone has an additional power.  Appearing to be as impressive as it does, anyone who is taking something from a collection including the Fool's Gem, even a thief, must succeed at a temperance roll, or take only the Fools Gem, convinced in their heart that this priceless treasue is worth all their efforts, and that anything else in the collection is worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Stone of Still Waters&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Water Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
This stone, a perfectly smooth ovoid of pale blue, gives the wearer the serene countenance of a still pond, hiding the treacherous snags beneath.  Mechanically, it adds two dice to any rolls to tell a lie or conceal one's true feelings or motives, no matter how fantastic, as the character's body language and nuances give nothing away.  The bearer is also able to hear any bad news, no matter how disastrous to his private plans, and show no visible reaction at all.  Many versions of this stone are rumored to exist, but after their widespread use by House Iselsi in their failed attempt against the Empress, their Manses were seized by the Scarlet Throne.  They currently find favor with the many operatives of the All-Seeing Eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stone of Lucky Fools&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Lunar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Botching.&lt;br /&gt;
&lt;br /&gt;
This stone is devoted to Luna, though none of these manses are created intentionally (one must in fact /botch/ a manse design roll to make one).  Luna herself is beleived to inspire the few of these that exist.  Whenever the bearer botches a roll, he is allowed a roll to recover from the botch, though the action still fails.  This 'recovery' always makes him look even more foolish than before, if possible.  For example, a bearer who botches a roll in combat loses his weapon, which flies up in the air, and then lands on his head, and he gets a dex+weaponskill roll to catch it.  This stone has no effect on failures, only botches, and the action still fails, it just has none of the adverse affects (save perhaps embarassment) that it normally would /if/ the bearer suceeds at a reflexive roll fo the Storyteller's choosing to recover (much like stunt insurance).  If this second roll is failed however, the botch is terrible indeed, and the results are grave.  Should the exalt /botch/ his recovery roll of course, the stone allows the comedy of errors to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Slave's Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Sidereal aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; WP.&lt;br /&gt;
&lt;br /&gt;
When the bearer of this stone accepts virtual slavery, fate itself conspires to bring the bearer a teacher.  This slavery can be actual (toiling as a slave for the guild) metaphorical (taking a sifu who is tyrannical and cruel) or practical (being the whore of a vicious and controlling pimp).  Whatever the circumstances, the bearer may choose to surrender themselves to this fate by concenting on what they wish to learn, and spending a WP.  If they do so, circumstances and the fates will conspire to show them, though their master, and other slaves, the secrets to anything they wish to learn, as they are enslaved by the power of the stone.  For as long as the bearer submits to this slavery, they may learn charms and abilities as if they had a qualified instructor.  The stone offers no protections from the vagaries of their new master.  Once they refuse to accept such slavery anymore, the bearer is freed from the power of the stone, until next they submit (though any partially learned traits are lost).  The stone does not however, protect against the wrath of the former Master of the slave, or the consequences of this rebellion.  The more intense the trait, the more likely the master is to be powerful.  While learning the second dot of larceny will probably enslave one to a Nexus Pimp, using this stone to seek the secrets of Solar Circle sorcery will likely enslave the bearer to a deathlord or worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Mirror Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Water aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Touching the stone to a mirror.&lt;br /&gt;
&lt;br /&gt;
The hearthstone is made up of a thousand planes, each and every one a mirror.  This has the side effect of meaning that there is always a mirror which the bearer can see a reflection of something around him in, allowing for the use of mirror dependent charms and stunts.  The true purpose of this stone is found when the hearthstone is  is touched to a mirror.  The mirror ripples and parts, and the exalt may reach through the Mirror to place or retrieve inanimate objects Elsewhere.  The mirror-cahe has a 'depth' of the exalt's permanant essence in feet, and no weight limit.  The exalt may retrieve items from the mirror-caches by touching the mirror with the stone again.  As long as the exalt has the stone socketed in an artifact, he will see faint impressions of items held in other mirrors, as well as being able to see entirely through one way mirrors, if he wishes.  Should a mirror holding any items from this hearthstone be broken, all items are immediately released from elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Soul-Fire Jewel&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Fire Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Silent Act of Will&lt;br /&gt;
&lt;br /&gt;
This gem is a deep red color, and flickers like a guttering candle, flames dancing within it.  It infuses it's bearer with fiery essence, leaving him elementally atuned to fire (This reduces the cost of any fire aspected DB charms by 1 mote).  This will almost certainly have cosmetic effects, such as smoking blood or skin that is warm to the touch.  When he activates the gem (a reflexive action) it flares to life, the flames inside wrapping around the stone and igniting it without consuming it or burning the wielder.  Athletics, Dodge, Melee, Presence, and Socialize rolls get a number of bonus dice equal to his valor, for the rest of the scene.  His attacks leave burning trails in the air, his leaps and bounds may leave footprint of fire behind, and his words crackle with the sound of flame, as his eyes burn with the radiance of coals.  He must be careful, lest he do damage to the scenery, with extreme actions.  While the low smoky croon of his voice and the flickering candlelight in his eyes during a seduction atempt are unlikely to burn down an inn, a mighty leaping attack in the midst of a lumberyard could easily start a blaze.&lt;br /&gt;
&lt;br /&gt;
This hearthstone also comes in other elemental varieties with their own abilities, though this is by far the most common.  It is favored by Immaculates who choose to walk a different path than their aspect, though many secular fire aspects also use it, to magnify their aspect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Razor Of Flesh and Clay&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Abyssal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Craft: Moliation Rolls&lt;br /&gt;
&lt;br /&gt;
This flat, sharp edged hearthstone looks like a hard chip of obsidian or perhaps, some darker stone from deep within the labrynith.  Though it resembles a potter's edge, the true purpose of this hearthstone is much darker.  When used as part of a craft: moliation roll and the shifting ghost-clay path, the hearthstone may be used over a period of five hours to actually carve and shape the flesh of a living being who is willing or restrained.  Each hour, the subject suffers a single unsoakable level of lethal damage.  Should this process kill the mortal, than the changes made by the hearthstone bearer become permanant, should that mortal become a ghost.  When used on ghosts, the hearthstone adds a number of automatic sucesses to the roll equal to the bearer's permanant essence, and the ghost being shaped gains the benefits of the Steeling the Spirit arcanos for the duration of the change (extra hard weapons and very fixed features).  This hearthstone may be used to shape the bearer, if he has the nerve.  &lt;br /&gt;
&lt;br /&gt;
Though many would like to credit the deathlords for the invention of these stones (And indeed, they make frequent use of them) they were originally the idea of a cabal of twilight and eclipse sorcerors in the first age, who had become obsessed with transcending their living state to an ideal half dead, half alive condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Gem of Pure Essence&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Infernal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
Offered as a temptation to several Exalts in the First Age, as they saw their peers grow more and more corrupt.  This Hearthstone focuses the Essence of the weilder, into a 'prime' pattern, like to that of the primordials.  This has the effect of protecting him from any effect that would affect his innate mind or essence, as well as affecting greater alterations, such as the Great Curse, Resonance, the Great Geas of the Mountainfolk, Paradox and similar effects.  It also removes him from Fate.  Of course, the only manses which produce such stones are those made of Malfeas himself.  Liger is the only one of his Souls who can arrange such bargains, and even then, cannot be sorcerously compelled into gifting a stone to a mortal, merely arranging for Malfeas to do so, should Malfeas wish it.  Should Malfeas later desire it, the stone shatters immediately, and the bearer is /simultaneously/ affected by all the Great Curse, Resonance, Paradox, or Deviation he has acrrued while wearing the stone.  Many Solars driven too far into the brink of madness to recover, and capable of shaming even their decadent fellow god kings can be traced back to this stone.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95515</id>
		<title>Scrollreader/Hearthstones</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Hearthstones&amp;diff=95515"/>
				<updated>2025-08-15T18:02:04Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Glassee Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Air aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Looking through the stone.&lt;br /&gt;
&lt;br /&gt;
This stone is many-faceted and perfectly clear.  It is always the same size as the eye of it's bearer.  When pressed to a surface, the bearer may look through the stone, and see through the surface it's pressed up against as if it was glass.  This effect penetrates 6 inches of wood or flesh, half that of stone, and an inch of metal.  It cannot see through any of the five magical materials, or through the enchanted walls of a sorceror or thaumaturge's abode.  Note that looking through very thick glass is hardly the ideal situation for viewing, and the difficulties of making out more than the number and vague shape and color of objects will be increased by at least 1 for every two inches of material seen through in this manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fool's Gem&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Solar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Displaying the Gem.&lt;br /&gt;
&lt;br /&gt;
This gem is often used to teach Dynastic children lessons today, much as it taught them to new Solars, long ago.  The stone appears to be an item of great power, large and multicolored.  It glows with essence, brightly, and appears to be quite powerful, even to things such as Essence Sight, glowing as brightly as a four or five dot stone does in the essence spectrum.  The stone has an additional power.  Appearing to be as impressive as it does, anyone who is taking something from a collection including the Fool's Gem, even a thief, must succeed at a temperance roll, or take only the Fools Gem, convinced in their heart that this priceless treasue is worth all their efforts, and that anything else in the collection is worthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Stone of Still Waters&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;lt;/b&amp;gt;, Water Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
This stone, a perfectly smooth ovoid of pale blue, gives the wearer the serene countenance of a still pond, hiding the treacherous snags beneath.  Mechanically, it adds two dice to any rolls to tell a lie or conceal one's true feelings or motives, no matter how fantastic, as the character's body language and nuances give nothing away.  The bearer is also able to hear any bad news, no matter how disastrous to his private plans, and show no visible reaction at all.  Many versions of this stone are rumored to exist, but after their widespread use by House Iselsi in their failed attempt against the Empress, their Manses were seized by the Scarlet Throne.  They currently find favor with the many operatives of the All-Seeing Eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stone of Lucky Fools&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Lunar&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Botching.&lt;br /&gt;
&lt;br /&gt;
This stone is devoted to Luna, though none of these manses are created intentionally (one must in fact /botch/ a manse design roll to make one).  Luna herself is beleived to inspire the few of these that exist.  Whenever the bearer botches a roll, he is allowed a roll to recover from the botch, though the action still fails.  This 'recovery' always makes him look even more foolish than before, if possible.  For example, a bearer who botches a roll in combat loses his weapon, which flies up in the air, and then lands on his head, and he gets a dex+weaponskill roll to catch it.  This stone has no effect on failures, only botches, and the action still fails, it just has none of the adverse affects (save perhaps embarassment) that it normally would /if/ the bearer suceeds at a reflexive roll fo the Storyteller's choosing to recover (much like stunt insurance).  If this second roll is failed however, the botch is terrible indeed, and the results are grave.  Should the exalt /botch/ his recovery roll of course, the stone allows the comedy of errors to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Slave's Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Sidereal aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; WP.&lt;br /&gt;
&lt;br /&gt;
When the bearer of this stone accepts virtual slavery, fate itself conspires to bring the bearer a teacher.  This slavery can be actual (toiling as a slave for the guild) metaphorical (taking a sifu who is tyrannical and cruel) or practical (being the whore of a vicious and controlling pimp).  Whatever the circumstances, the bearer may choose to surrender themselves to this fate by concenting on what they wish to learn, and spending a WP.  If they do so, circumstances and the fates will conspire to show them, though their master, and other slaves, the secrets to anything they wish to learn, as they are enslaved by the power of the stone.  For as long as the bearer submits to this slavery, they may learn charms and abilities as if they had a qualified instructor.  The stone offers no protections from the vagaries of their new master.  Once they refuse to accept such slavery anymore, the bearer is freed from the power of the stone, until next they submit (though any partially learned traits are lost).  The stone does not however, protect against the wrath of the former Master of the slave, or the consequences of this rebellion.  The more intense the trait, the more likely the master is to be powerful.  While learning the second dot of larceny will probably enslave one to a Nexus Pimp, using this stone to seek the secrets of Solar Circle sorcery will likely enslave the bearer to a deathlord or worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Mirror Stone&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Water aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Touching the stone to a mirror.&lt;br /&gt;
&lt;br /&gt;
The hearthstone is made up of a thousand planes, each and every one a mirror.  This has the side effect of meaning that there is always a mirror which the bearer can see a reflection of something around him in, allowing for the use of mirror dependent charms and stunts.  The true purpose of this stone is found when the hearthstone is  is touched to a mirror.  The mirror ripples and parts, and the exalt may reach through the Mirror to place or retrieve inanimate objects Elsewhere.  The mirror-cahe has a 'depth' of the exalt's permanant essence in feet, and no weight limit.  The exalt may retrieve items from the mirror-caches by touching the mirror with the stone again.  As long as the exalt has the stone socketed in an artifact, he will see faint impressions of items held in other mirrors, as well as being able to see entirely through one way mirrors, if he wishes.  Should a mirror holding any items from this hearthstone be broken, all items are immediately released from elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Soul-Fire Jewel&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Fire Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Silent Act of Will&lt;br /&gt;
&lt;br /&gt;
This gem is a deep red color, and flickers like a guttering candle, flames dancing within it.  It infuses it's bearer with fiery essence, leaving him elementally atuned to fire (This reduces the cost of any fire aspected DB charms by 1 mote).  This will almost certainly have cosmetic effects, such as smoking blood or skin that is warm to the touch.  When he activates the gem (a reflexive action) it flares to life, the flames inside wrapping around the stone and igniting it without consuming it or burning the wielder.  Athletics, Dodge, Melee, Presence, and Socialize rolls get a number of bonus dice equal to his valor, for the rest of the scene.  His attacks leave burning trails in the air, his leaps and bounds may leave footprint of fire behind, and his words crackle with the sound of flame, as his eyes burn with the radiance of coals.  He must be careful, lest he do damage to the scenery, with extreme actions.  While the low smoky croon of his voice and the flickering candlelight in his eyes during a seduction atempt are unlikely to burn down an inn, a mighty leaping attack in the midst of a lumberyard could easily start a blaze.&lt;br /&gt;
&lt;br /&gt;
This hearthstone also comes in other elemental varieties with their own abilities, though this is by far the most common.  It is favored by Immaculates who choose to walk a different path than their aspect, though many secular fire aspects also use it, to magnify their aspect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Razor Of Flesh and Clay&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Abyssal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Craft: Moliation Rolls&lt;br /&gt;
&lt;br /&gt;
This flat, sharp edged hearthstone looks like a hard chip of obsidian or perhaps, some darker stone from deep within the labrynith.  Though it resembles a potter's edge, the true purpose of this hearthstone is much darker.  When used as part of a craft: moliation roll and the shifting ghost-clay path, the hearthstone may be used over a period of five hours to actually carve and shape the flesh of a living being who is willing or restrained.  Each hour, the subject suffers a single unsoakable level of lethal damage.  Should this process kill the mortal, than the changes made by the hearthstone bearer become permanant, should that mortal become a ghost.  When used on ghosts, the hearthstone adds a number of automatic sucesses to the roll equal to the bearer's permanant essence, and the ghost being shaped gains the benefits of the Steeling the Spirit arcanos for the duration of the change (extra hard weapons and very fixed features).  This hearthstone may be used to shape the bearer, if he has the nerve.  &lt;br /&gt;
&lt;br /&gt;
Though many would like to credit the deathlords for the invention of these stones (And indeed, they make frequent use of them) they were originally the idea of a cabal of twilight and eclipse sorcerors in the first age, who had become obsessed with transcending their living state to an ideal half dead, half alive condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Gem of Pure Essence&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;, Infernal Aspect&lt;br /&gt;
 &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt; Constant&lt;br /&gt;
&lt;br /&gt;
Offered as a temptation to several Exalts in the First Age, as they saw their peers grow more and more corrupt.  This Hearthstone focuses the Essence of the weilder, into a 'prime' pattern, like to that of the primordials.  This has the effect of protecting him from any effect that would affect his innate mind or essence, as well as affecting greater alterations, such as the Great Curse, Resonance, the Great Geas of the Mountainfolk, Paradox and similar effects.  It also removes him from Fate.  Of course, the only manses which produce such stones are those made of Malfeas himself.  Liger is the only one of his Souls who can arrange such bargains, and even then, cannot be sorcerously compelled into gifting a stone to a mortal, merely arranging for Malfeas to do so, should Malfeas wish it.  Should Malfeas later desire it, the stone shatters immediately, and the bearer is /simultaneously/ affected by all the Great Curse, Resonance, Paradox, or Deviation he has acrrued while wearing the stone.  Many Solars driven too far into the brink of madness to recover, and capable of shaming even their decadent fellow god kings can be traced back to this stone.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95514</id>
		<title>Artifacts/Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95514"/>
				<updated>2025-08-12T14:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Cleanup 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Varang Sphere&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Activation:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
&lt;br /&gt;
This small sphere is a compicated array of spheres and geared hoops of the magical materials, mostly jade, with slight traces of the others, along it's complicated surface, filled with tiny and precise gears.  The entire sphere is small enough to be held in the palm of one hand easily.  When the exalt who is holding it spends two motes while concentrating on it, it attunes itself to the flows of ambient essence, as it whirls and ticks softly into a complicated configuration representing the current essence flows, and continuing, so long as these motes are commited.  Anyone with a little time to experiment with the sphere's use can look at the activated sphere to determine the time of day.  With a Wits + Lore roll (difficulty 3) and previous exposure to the area, the exalt can figure out their rough location and level of existence.  (ie, In the Labyrinth.  In the far South-East.  In a sanctum or Yu Shan.)  With an Occult+Intelligence Roll (diff 2 + desmense level), and some time to study the sphere, the exalt can discover the strength and boundaries of a desmense, and which aspect it inclines toward.  One further power the sphere has, though the user normally only discovers it after a painful lesson is this: When the sphere enters a Wyld Zone, or the bordermarches shift over it, it whirls chaotically, never finding rest until the sphere is back in solid reality again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Crown of (In)Competence&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; ([[Scrollreader]])&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Orichalcum &amp;amp; Starmetal Crown&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
&lt;br /&gt;
This artifact is a circlet made of orichalcum with a fine starmetal chain wrapped around it.  It instructs a new Solar in the ways of the world.  It is often given to Solars by the Cult of the Illuminated.  The Solar gets a 2 die bonus on all skills he has no dots in.  The wearer is at a +2 difficulty penalty to harm a Sidereal, or to strongly oppose a Sidereal's wishes.  This penalty is a result of following the mental urges of the crown, which are what inform the Solar's actions.  A quick-witted Solar may learn of this effect by making a diff 5 Wits+Lore roll in a scene in which this penalty exerts itself.  The bonus from the crown is lost if the crown is not worn; the penalty, however, lasts until the charcter is deattuned from the artifact.&lt;br /&gt;
&lt;br /&gt;
*This item grants no MM bonus, but stil forces non solars to spend twice the motes to attune to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stranglewire&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Magical Material Garrote&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed -5 Accuracy +5 Damage +3L Defense +0 Rate: 1&lt;br /&gt;
  Requires: Str 2; Commitment: 4&lt;br /&gt;
&lt;br /&gt;
Stranglewires are garrotes made for exalted assassins.  They appear to be almost impossibly thin strands of stiff magical material, until attuned, at which point they become flexible and can easily be rolled up and concealed.  Stranglewires are clinch enhancers, and piercing.  In addition, each of them is enchanted with further small magics.  For a reflexive expenditure of two motes of essence, their wielder may activate their function, to aid his efforts.  When so activated. the Stranglewire will actively bind itself tighter and tighter.  Victims of this function may not speak, or make any vocal noises, so long as the clinch lasts (regardless of who controls it).  In addition they lose one die from their clinch pool each consecutive round the Stranglewire's owner controls the clinch (cumulatively).  If the owner of the stranglewire loses control of the clinch, these penalties reset.  There are no slots for hearthstones in a stranglewire.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Focus&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Lens&amp;lt;br&amp;gt;&lt;br /&gt;
  Accuracy +2&amp;lt;br&amp;gt;&lt;br /&gt;
  Commitment: 5 motes&lt;br /&gt;
&lt;br /&gt;
No one knows if this is a corruption of the Shogunate equipment used by the forces of Lookshy, or a variant of the original models from the First Age.  What is known, however, is the terrible power of this weapon.  Usually crafted as an obsidian lens mounted on a gauntlet, variants have been seen on swords, suits of armor, and even the soulsteel and bone warstriders the Deathlords favor.  While simple enough in concept, the sheer amount of destruction they can wreak is difficult to comprehend, until one sees the fine, grey ashes left behind, the only traces of it's victims, slain in un-natural quiet.&lt;br /&gt;
&lt;br /&gt;
This artifact doubles the base damage done by Crypt Bolt, and increases again by half the number of motes drained by Essence Draining Blast (round down), as well as doubling the ranges of each.  It makes no noise when fired, and the ray seems to emit from the Void Focus.  It requires no repair, and any victims slain leave no ghosts.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  To add a void focus to another artifact, simply increase the value of that artifact by 2 dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Grasping Frost Talons&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel, Moonsilver, Starmetal, or Jade Tiger Claws&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed +0 Accuracy +2 Damage +5L/+7L* Defense +2 Rate: 6&amp;lt;br&amp;gt;&lt;br /&gt;
  Requires: Dex 2; Commitment: 6 (pair)&lt;br /&gt;
&lt;br /&gt;
A somewhat common, if the word can be used, artifact, grasping frost talons are often used by butal brawlers or by masters of a style of martial arts which favors the tiger claw.  They can be made of Black or Blue Jade, Moonsilver, Starmetal or Soulsteel, though they also require the purest unmelting ice from the Utter North.  They are never made of Orichalchum, as the harmonies involved are destructive.  (There are rumored to be orichalchum versions that use fire, instead of ice, but if there are, no extant copies remain from the first age).&lt;br /&gt;
&lt;br /&gt;
The Grasping Frost Talons act as Razor Claws, with a few differences.  For the cost of a single mote of essence, reflexively, they become empowered with the Bitter Cold of the furthest north.  They do an extra 2L levels of damage, due to the piercing cold of the nevermelting ice at their core.  Being with an especial immunity to cold, such as Ice spirits, ignore this damage, though normal environment negating charms will not suffice.  In addition, they transfer some of their lethal cold to the target of their attacks, partially freezing them.  Each sucessful attack that inflicts at least one level of damage gives the target a mobility penalty of -1.  This penalty lasts for a number of turns equal to the bearers essence, and is cumulative, though it may be negated by charms that remove mobility penalties, as usual.  In addition, any target that is killed with a blow from the Grasping Frost Talon is entirely frozen, and covered with ice, an erie ice statue of themselves.  The Talons may also be used to freeze water, to a depth of several inches, in a radius of the wielders essence in yards.  This last effect is prized by the Lunar Exalted, who often use it to erect makeshift ice bridges.  There is a hearthstone socket in each of the gauntlets, and both of the pair must be attuned to to function.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  In additon Dragonblooded Water Dragon Immaculate Stylists add 3 to the speed of Grasping Frost Talons, and 1 to their accuracy due to their extensive training and essence affinities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sunrise Edge&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Orichalcum Daiklave&lt;br /&gt;
  Speed +7 Accuracy +5 Damage +4L Defense +3 Rate: 6&lt;br /&gt;
  Requires: Str 2; Commitment: 6&lt;br /&gt;
&lt;br /&gt;
This blade was but one of many made by a Twilight Sorceror named Trav'n'kil during the height of the First Age.  He scorned the heavy blades which were en vogue at the time, and decried them for their lack of finesse.  When one of his competitors suggested that the Flickering Quicksilver Knives and elegant, slim bladed Daiklaves that he preferred were the limit of his ability to make artifacts, Trav'n'kil made this blade as a response.&lt;br /&gt;
&lt;br /&gt;
Sunrise Edge is Piercing.  In addition, a roll of a '10' on a damage die counts as two sucesses.  There are many versions of this blade made after the sucess of the first, the best made by Trav'n'kil, though his apprentices carried on after his death.  Jade versions are often named after the element (Flame Edge, Lightning Edge, etc) while Moonlight Edges once popular with Lunars, are now almost forgotten.  Starlit Edges are still favored by the Sidereal, often treasured and passed down through the bureau of destiny to worthy apprentices.  Perhaps most disturbing of all though, is the appearance of the Soul Edge in the hands of a few deathknights, which seems to have all the marks of Trav'n'kil's own personal craftsmanship.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Sunrise Edge has slots for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Insidious Armor Disease&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Adamant &amp;lt;nowiki&amp;gt;Sphere/Magical Material&amp;lt;/nowiki&amp;gt; Armor&lt;br /&gt;
Commitment: 5+ (involuntary)&lt;br /&gt;
&lt;br /&gt;
Once, prized by great heroes among the exalted, but always used carefully, now this artifact is almost forgotten.  It appears as a small orb of adamant, with a tiny amount of each magical material inside.  It dissolves instantly in alcohol (or, as some enterprising souls have discovered,any other poisons).  When the liquid and the orb enter the body, it immediately begins making drastic changes.  First, it siphons away 5 motes to attune itself, as it re-assembles next to the wearer's heart 5 rounds after consumed (1 mote per round).  The very next round, tendrils of the magical material most closely associated to the bearer burst from their skin, as the brilliant web of strands of the magical material enshroud the body, as the victim can do nothing but writhe in agony (only reflexive actions are allowed during that round).  This adds the user's essence to all his soak categories (including aggravated) and counts as armor in all respects (including an inability to stack with other armor).  It imposes a mobility and fatique penalty equal to half the amount of soak provided, and reduces movement by one yard for every two points of mobility penalty.  But the disease progresses.  Each day, the bear gains another point to each of his soak values (up to a total of 4 times his permanant essence) with concurrant increases in penalties.  Every additional two points o soak increases the attunement cost by 1 mote.  The bearer /does/ gain the magical material bonus for this armor.  Removing the armor is quite difficult.  The bearer suffers one unsoakable lethal die of damage for each point of soak he currenlty has, minus one for each sucesses on a dex+medicine roll by his doctor, a gruesome process that takes a day and requires a skilled surgeon, leaving the surgeon with the sphere again.  Should the sphere become unattuned, somehow, before it is removed, the beaer loses all Magical material bonuses, and all penalties /triple/ as the metal becomes almost unbearably heavy.  It is said that some who lost control of these armors can be found, though there is nothing now, to tell them apart from statues made of the five magical materials, unless they are cut open, and inside the hollow shell, the small and unassuming adamant orb will be found.  This is an external shapechanging effect, and tatooed Lunars spend one action to cough up the sphere after the five rounds have passed, still suffering the reflexive only round as they force the ball back up.  If used on a mortal, it will kill the mortal as razor edged shards of adamant slice through his body after five rounds, before contracting back into the ball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Razor&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Grand Daiklave&lt;br /&gt;
  Speed +10 Accuracy +3 Damage +10L Defense +0 Rate: 5&lt;br /&gt;
Requires: Str 3; Commitment: 10&lt;br /&gt;
&lt;br /&gt;
This grand daiklaive is barely there at all.  The long blade is incredibly thin, by daiklave standards, single edged and coming to an edge that is perfectly sharp.  Unlike most soulsteel, it is perfectly black, and utterly silent.  When swung, it cuts through air, flesh, bone and light, leaving a tracery of shadow behing each blow.  Anything the blade hits it /will/ cut.  The Void razor is considered piercing.  So sharp is it's blade that it counts '10's on damage dice twice for the purposes of damage. In addition, it ignores any and all Hardness, and if it is parried or soaked by mortal means, it does full damage to the interposing object, most likely ruining it utterly.    &lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Void Razor has slots for two hearthstones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Whisperblades&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Magical Material Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed +0 Accuracy +6 Damage +6L Defense +0 Rate: 8&lt;br /&gt;
  Commitment: 12 (pair)&lt;br /&gt;
&lt;br /&gt;
Unlike many weapons made of the five magical materials, whisperblades are hardly any larger than their normal counterparts, resembling long daggers, perhaps the size of shortswords.  They are thus often favored by assassins, and those who wish something less obstrusive than a grand diaklaive, for social situations.  They only function in pairs.  Each blade has a socket for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
In addition to their normal combat stats, these blades move with startling speed.  The wielder gains a second independent action with the [[WhisperBlades]], regardless of his other actions in a round.  This effect is not compatible with extra action charms, though it stacks with any other independent actions the wielder may have.  Unlike some independent actions, the blades independent action may not increase movement, or be used for any activity which does not directly involve the blades.  Whisperblades are found in all five magical materials, though starmetal versions are common, both because they are small, and use less starmetal, and because they are the signature weapons of charcoal march of spiders practictioners, who use their own formidable powers along with those of the blades to become truly fearsome foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Essence Claw&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Staff&lt;br /&gt;
  Speed +8 Accuracy +4 Damage +7L Defense +2 Rate: 3&lt;br /&gt;
  Commitment: 10 motes&lt;br /&gt;
  Activation: 20 motes&lt;br /&gt;
&lt;br /&gt;
This twisted rod of Soulsteel resembles nothing so much as a plain Soulsteel staff, when inactive, like some forgotten bone of a Behemoth (in which pursuit it may be used, though this is not it's true purpose).  When an Exalt spends 20 motes, and thrusts the Essence Claw into the Earth through the still beating heart of a sacrifice, the 'fingers' unfold from the claw, and reach for the heavens.  This initiates several effects:  Clouds crack and black lightning roils across the land as the light of the sun is blocked out for a radius of 1 mile/dot of permanant essense the weilder has.  &lt;br /&gt;
&lt;br /&gt;
Whenever living essence (Not that of Deathlords, Ghosts, or Abyssals) is spent within this radius the claw activates, rolling ten dice.  Each sucess rolled allows the tower to gain 2 motes, up to the total number spent on the charm.  These Motes are stored in the Rod, until used.  The Tower may store up to 50 motes of essence.  Whenever the tower gains more than 20 motes, it immediately spends 10 motes and creates a field of death energy around it 3 yards in radius.  This deals 3 dice of lethal damage to all living things within the area, and automatically kills all plant life within the area.  If the Essence Claw is already surrounded by an area of Death Energy, it instead adds three yards to the radius when it expends 10 motes (all living creatures within the full area take the damage, however, as it coruscates like black lightning from the Claw to the outer edge of the effect.  &lt;br /&gt;
&lt;br /&gt;
If the Essence Claw is attacked, it responds by targetting it's attacker with black coruscating lightning from the underworld.  This attack cannot be dodged or blocked without a perfect defense, and costs the Claw 2 of it's stored motes (and cannot be used if the claw has no stored motes) and may be used once per round.  The claw rolls 6 dice, with any sucesses as lethal damage, soakable only with the targets stamina.  For each actual health level inflicted, the Claw gains 1 mote of essence.  &lt;br /&gt;
&lt;br /&gt;
The Exalt attuned to the tower may alter this behavior in several ways.  He may change the threshhold for the Essence Claw's discharges, to as high as 50, or stop the discharges altogether.  By spending his dice action for the turn, he can manually target someone with the black lightning each round, as long as the Claw has essence remaining, or send out a pulse of the black death energy (essence allowing).  Finally, the exalt may share essence with the Claw.  He may contribute essence to the tower at any time, to add to it's pool.  In order to take essence from the tower, however, the Deathknight must spend a temporary willpower, as a simple action for the turn, and roll conviction.  He may withdraw 5 motes for each sucess, and drains the Essence Claw of twice as many motes.  On a botch, the Essence Claw targets the Deathknight with a bolt of Black Lightning and he gains a point of resonance, and loses a second point of temporary willpower, as the tower backfires.&lt;br /&gt;
&lt;br /&gt;
All the effects of the Claw extend to the original 1 mile/point of permanant essence limit only, and the zone of death energy, the ability to share essence, and control the Claw of it's bearer extend only to this range as well, at maximum.  Being Rooted in the Underworld, and composed of one of the Five Magical Materials, the Essence claw is almost impossible to destroy or uproot, though it /is/ possible.  If the claw is ever uprooted by it's wielder (A difficulty 5 Str + athletics roll) it folds back up, but releases all it's essence in one final Death Energy Field Pulse, draining it's essence stores dry.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  The essence claw has a slot for a single hearthstone, which the bearer can benfit from while within the control radius, so long as he remains attuned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Most Inevitable Armor of the Death Dragon&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;14L/14B,&amp;lt;/nowiki&amp;gt; Str +3, -0, 0 &amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment Cost:&amp;lt;/b&amp;gt; 10 motes&lt;br /&gt;
&lt;br /&gt;
This suit of armor is designed as a mockery of the suits of armor favored by Lookshy and some other dragonblooded by the Dread Wright, a deathlord with a somewhat ... unhinged sense of humor. Like them, it is a complicated and composite entity, made of several complex processes and mechanisms, which few, if any, understand in this age.  Made of bone, soulsteel, obsidian, and other, darker materials this suit of armor offers the following benefits:  All the normal benefits of dragon armor, (including a lens to focus the blasts of death enegy much like an elemental lens).  For 3 motes, the armor allows the wearer to call on the untiring energies of death itself, ignoring all wound penalties for a number of rounds equal to his essence.  This allows the wearer to fight normally while incapacitated until dead.  For 5 motes, the wearer may focus the entropic energies of the void into a blow.  This blow doubles damage on a single attack after it is rolled,  Against inanimate objects it ignores the soak such objects have unless the object is made of the five magical materials, or similarly tough first age materials (such as first age warships or skyships).&lt;br /&gt;
The most Inevitable Armor of the Death Dragon has no repair.  The Dread Wright is known to have at least a handful of these suits, which his deathknights and favored warghosts ocassionally wear.  Thus far, he has been content to leave them in reserve, responding to Dragon Armor or Warstriders with them, though of late, he has considered going on the offensive with them, and trying to blame Lookshy for the lightning fast and well executed raids these suits of armor can pull off.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
I tend to stat artifacts overly powerful (it's a problem I'm working out with my therapist), so I can't really comment on the new Sunrise Edge really. I like it, it sounds cool, and I want you to make an Artifact 4 and 5 version of it. That's about all I can say without setting back my progress so far though. -- [[GregLink]]&lt;br /&gt;
&lt;br /&gt;
That was a shaggy dog story to explain somebody's Abyssal character having Soul Edge in Exalted. I highly approve. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Well.  *blushes* I wish I was that clever.  Really, it's a hypothesis and plan ahead for if the game my [[VBoS]] stylist is in switches to Power Combat from Classic.  Currently, I use a Reaper Daiklave.  However, the combat style of the character is heavy to big plits, offensively, so I'd need a high rate weapon.  So I took the PC stats for the short diaklave, filed the serial numbers off, and made as long as a normal daiklave, and boosted defense by 1. (lvl 2 artifact).  But I hate making boring artifacts.  So.  I then decided to make it a level 3 artifact, and since I have a distressing habit of rolling far too many '10s' on damage rolls and nowhere else, well, the rest kind of flowed from there.  The Soul Edge was merely a very happy coincidence that I didn't realize until i was posting the final text up here.  Of course, then it was too awesome to leave out.  So. - [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
:A new lvl 4, for one of my players.  And for [[GregLink]]. - [[Scrollreader]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95513</id>
		<title>Artifacts/Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95513"/>
				<updated>2025-08-12T14:20:49Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
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&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Varang Sphere&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Activation:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
&lt;br /&gt;
This small sphere is a compicated array of spheres and geared hoops of the magical materials, mostly jade, with slight traces of the others, along it's complicated surface, filled with tiny and precise gears.  The entire sphere is small enough to be held in the palm of one hand easily.  When the exalt who is holding it spends two motes while concentrating on it, it attunes itself to the flows of ambient essence, as it whirls and ticks softly into a complicated configuration representing the current essence flows, and continuing, so long as these motes are commited.  Anyone with a little time to experiment with the sphere's use can look at the activated sphere to determine the time of day.  With a Wits + Lore roll (difficulty 3) and previous exposure to the area, the exalt can figure out their rough location and level of existence.  (ie, In the Labyrinth.  In the far South-East.  In a sanctum or Yu Shan.)  With an Occult+Intelligence Roll (diff 2 + desmense level), and some time to study the sphere, the exalt can discover the strength and boundaries of a desmense, and which aspect it inclines toward.  One further power the sphere has, though the user normally only discovers it after a painful lesson is this: When the sphere enters a Wyld Zone, or the bordermarches shift over it, it whirls chaotically, never finding rest until the sphere is back in solid reality again.&lt;br /&gt;
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----&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Crown of (In)Competence&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; ([[Scrollreader]])&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Orichalcum &amp;amp; Starmetal Crown&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
&lt;br /&gt;
This artifact is a circlet made of orichalcum with a fine starmetal chain wrapped around it.  It instructs a new Solar in the ways of the world.  It is often given to Solars by the Cult of the Illuminated.  The Solar gets a 2 die bonus on all skills he has no dots in.  The wearer is at a +2 difficulty penalty to harm a Sidereal, or to strongly oppose a Sidereal's wishes.  This penalty is a result of following the mental urges of the crown, which are what inform the Solar's actions.  A quick-witted Solar may learn of this effect by making a diff 5 Wits+Lore roll in a scene in which this penalty exerts itself.  The bonus from the crown is lost if the crown is not worn; the penalty, however, lasts until the charcter is deattuned from the artifact.&lt;br /&gt;
&lt;br /&gt;
*This item grants no MM bonus, but stil forces non solars to spend twice the motes to attune to it.&lt;br /&gt;
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---&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stranglewire&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Magical Material Garrote&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed -5 Accuracy +5 Damage +3L Defense +0 Rate: 1&lt;br /&gt;
  Requires: Str 2; Commitment: 4&lt;br /&gt;
&lt;br /&gt;
Stranglewires are garrotes made for exalted assassins.  They appear to be almost impossibly thin strands of stiff magical material, until attuned, at which point they become flexible and can easily be rolled up and concealed.  Stranglewires are clinch enhancers, and piercing.  In addition, each of them is enchanted with further small magics.  For a reflexive expenditure of two motes of essence, their wielder may activate their function, to aid his efforts.  When so activated. the Stranglewire will actively bind itself tighter and tighter.  Victims of this function may not speak, or make any vocal noises, so long as the clinch lasts (regardless of who controls it).  In addition they lose one die from their clinch pool each consecutive round the Stranglewire's owner controls the clinch (cumulatively).  If the owner of the stranglewire loses control of the clinch, these penalties reset.  There are no slots for hearthstones in a stranglewire.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.&lt;br /&gt;
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----&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Focus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Lens&amp;lt;br&amp;gt;&lt;br /&gt;
  Accuracy +2&amp;lt;br&amp;gt;&lt;br /&gt;
  Commitment: 5 motes&lt;br /&gt;
&lt;br /&gt;
No one knows if this is a corruption of the Shogunate equipment used by the forces of Lookshy, or a variant of the original models from the First Age.  What is known, however, is the terrible power of this weapon.  Usually crafted as an obsidian lens mounted on a gauntlet, variants have been seen on swords, suits of armor, and even the soulsteel and bone warstriders the Deathlords favor.  While simple enough in concept, the sheer amount of destruction they can wreak is difficult to comprehend, until one sees the fine, grey ashes left behind, the only traces of it's victims, slain in un-natural quiet.&lt;br /&gt;
&lt;br /&gt;
This artifact doubles the base damage done by Crypt Bolt, and increases again by half the number of motes drained by Essence Draining Blast (round down), as well as doubling the ranges of each.  It makes no noise when fired, and the ray seems to emit from the Void Focus.  It requires no repair, and any victims slain leave no ghosts.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  To add a void focus to another artifact, simply increase the value of that artifact by 2 dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Grasping Frost Talons&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel, Moonsilver, Starmetal, or Jade Tiger Claws&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed +0 Accuracy +2 Damage +5L/+7L* Defense +2 Rate: 6&amp;lt;br&amp;gt;&lt;br /&gt;
  Requires: Dex 2; Commitment: 6 (pair)&lt;br /&gt;
&lt;br /&gt;
A somewhat common, if the word can be used, artifact, grasping frost talons are often used by butal brawlers or by masters of a style of martial arts which favors the tiger claw.  They can be made of Black or Blue Jade, Moonsilver, Starmetal or Soulsteel, though they also require the purest unmelting ice from the Utter North.  They are never made of Orichalchum, as the harmonies involved are destructive.  (There are rumored to be orichalchum versions that use fire, instead of ice, but if there are, no extant copies remain from the first age).&lt;br /&gt;
&lt;br /&gt;
The Grasping Frost Talons act as Razor Claws, with a few differences.  For the cost of a single mote of essence, reflexively, they become empowered with the Bitter Cold of the furthest north.  They do an extra 2L levels of damage, due to the piercing cold of the nevermelting ice at their core.  Being with an especial immunity to cold, such as Ice spirits, ignore this damage, though normal environment negating charms will not suffice.  In addition, they transfer some of their lethal cold to the target of their attacks, partially freezing them.  Each sucessful attack that inflicts at least one level of damage gives the target a mobility penalty of -1.  This penalty lasts for a number of turns equal to the bearers essence, and is cumulative, though it may be negated by charms that remove mobility penalties, as usual.  In addition, any target that is killed with a blow from the Grasping Frost Talon is entirely frozen, and covered with ice, an erie ice statue of themselves.  The Talons may also be used to freeze water, to a depth of several inches, in a radius of the wielders essence in yards.  This last effect is prized by the Lunar Exalted, who often use it to erect makeshift ice bridges.  There is a hearthstone socket in each of the gauntlets, and both of the pair must be attuned to to function.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  In additon Dragonblooded Water Dragon Immaculate Stylists add 3 to the speed of Grasping Frost Talons, and 1 to their accuracy due to their extensive training and essence affinities.&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sunrise Edge&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Orichalcum Daiklave&lt;br /&gt;
  Speed +7 Accuracy +5 Damage +4L Defense +3 Rate: 6&lt;br /&gt;
  Requires: Str 2; Commitment: 6&lt;br /&gt;
&lt;br /&gt;
This blade was but one of many made by a Twilight Sorceror named Trav'n'kil during the height of the First Age.  He scorned the heavy blades which were en vogue at the time, and decried them for their lack of finesse.  When one of his competitors suggested that the Flickering Quicksilver Knives and elegant, slim bladed Daiklaves that he preferred were the limit of his ability to make artifacts, Trav'n'kil made this blade as a response.&lt;br /&gt;
&lt;br /&gt;
Sunrise Edge is Piercing.  In addition, a roll of a '10' on a damage die counts as two sucesses.  There are many versions of this blade made after the sucess of the first, the best made by Trav'n'kil, though his apprentices carried on after his death.  Jade versions are often named after the element (Flame Edge, Lightning Edge, etc) while Moonlight Edges once popular with Lunars, are now almost forgotten.  Starlit Edges are still favored by the Sidereal, often treasured and passed down through the bureau of destiny to worthy apprentices.  Perhaps most disturbing of all though, is the appearance of the Soul Edge in the hands of a few deathknights, which seems to have all the marks of Trav'n'kil's own personal craftsmanship.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Sunrise Edge has slots for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Insidious Armor Disease&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Adamant &amp;lt;nowiki&amp;gt;Sphere/Magical Material&amp;lt;/nowiki&amp;gt; Armor&lt;br /&gt;
Commitment: 5+ (involuntary)&lt;br /&gt;
&lt;br /&gt;
Once, prized by great heroes among the exalted, but always used carefully, now this artifact is almost forgotten.  It appears as a small orb of adamant, with a tiny amount of each magical material inside.  It dissolves instantly in alcohol (or, as some enterprising souls have discovered,any other poisons).  When the liquid and the orb enter the body, it immediately begins making drastic changes.  First, it siphons away 5 motes to attune itself, as it re-assembles next to the wearer's heart 5 rounds after consumed (1 mote per round).  The very next round, tendrils of the magical material most closely associated to the bearer burst from their skin, as the brilliant web of strands of the magical material enshroud the body, as the victim can do nothing but writhe in agony (only reflexive actions are allowed during that round).  This adds the user's essence to all his soak categories (including aggravated) and counts as armor in all respects (including an inability to stack with other armor).  It imposes a mobility and fatique penalty equal to half the amount of soak provided, and reduces movement by one yard for every two points of mobility penalty.  But the disease progresses.  Each day, the bear gains another point to each of his soak values (up to a total of 4 times his permanant essence) with concurrant increases in penalties.  Every additional two points o soak increases the attunement cost by 1 mote.  The bearer /does/ gain the magical material bonus for this armor.  Removing the armor is quite difficult.  The bearer suffers one unsoakable lethal die of damage for each point of soak he currenlty has, minus one for each sucesses on a dex+medicine roll by his doctor, a gruesome process that takes a day and requires a skilled surgeon, leaving the surgeon with the sphere again.  Should the sphere become unattuned, somehow, before it is removed, the beaer loses all Magical material bonuses, and all penalties /triple/ as the metal becomes almost unbearably heavy.  It is said that some who lost control of these armors can be found, though there is nothing now, to tell them apart from statues made of the five magical materials, unless they are cut open, and inside the hollow shell, the small and unassuming adamant orb will be found.  This is an external shapechanging effect, and tatooed Lunars spend one action to cough up the sphere after the five rounds have passed, still suffering the reflexive only round as they force the ball back up.  If used on a mortal, it will kill the mortal as razor edged shards of adamant slice through his body after five rounds, before contracting back into the ball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Razor&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Grand Daiklave&lt;br /&gt;
  Speed +10 Accuracy +3 Damage +10L Defense +0 Rate: 5&lt;br /&gt;
Requires: Str 3; Commitment: 10&lt;br /&gt;
&lt;br /&gt;
This grand daiklaive is barely there at all.  The long blade is incredibly thin, by daiklave standards, single edged and coming to an edge that is perfectly sharp.  Unlike most soulsteel, it is perfectly black, and utterly silent.  When swung, it cuts through air, flesh, bone and light, leaving a tracery of shadow behing each blow.  Anything the blade hits it /will/ cut.  The Void razor is considered piercing.  So sharp is it's blade that it counts '10's on damage dice twice for the purposes of damage. In addition, it ignores any and all Hardness, and if it is parried or soaked by mortal means, it does full damage to the interposing object, most likely ruining it utterly.    &lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Void Razor has slots for two hearthstones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Whisperblades&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Magical Material Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
  Speed +0 Accuracy +6 Damage +6L Defense +0 Rate: 8&lt;br /&gt;
  Commitment: 12 (pair)&lt;br /&gt;
&lt;br /&gt;
Unlike many weapons made of the five magical materials, whisperblades are hardly any larger than their normal counterparts, resembling long daggers, perhaps the size of shortswords.  They are thus often favored by assassins, and those who wish something less obstrusive than a grand diaklaive, for social situations.  They only function in pairs.  Each blade has a socket for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
In addition to their normal combat stats, these blades move with startling speed.  The wielder gains a second independent action with the [[WhisperBlades]], regardless of his other actions in a round.  This effect is not compatible with extra action charms, though it stacks with any other independent actions the wielder may have.  Unlike some independent actions, the blades independent action may not increase movement, or be used for any activity which does not directly involve the blades.  Whisperblades are found in all five magical materials, though starmetal versions are common, both because they are small, and use less starmetal, and because they are the signature weapons of charcoal march of spiders practictioners, who use their own formidable powers along with those of the blades to become truly fearsome foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Essence Claw&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Staff&lt;br /&gt;
  Speed +8 Accuracy +4 Damage +7L Defense +2 Rate: 3&lt;br /&gt;
  Commitment: 10 motes&lt;br /&gt;
  Activation: 20 motes&lt;br /&gt;
&lt;br /&gt;
This twisted rod of Soulsteel resembles nothing so much as a plain Soulsteel staff, when inactive, like some forgotten bone of a Behemoth (in which pursuit it may be used, though this is not it's true purpose).  When an Exalt spends 20 motes, and thrusts the Essence Claw into the Earth through the still beating heart of a sacrifice, the 'fingers' unfold from the claw, and reach for the heavens.  This initiates several effects:  Clouds crack and black lightning roils across the land as the light of the sun is blocked out for a radius of 1 mile/dot of permanant essense the weilder has.  &lt;br /&gt;
&lt;br /&gt;
Whenever living essence (Not that of Deathlords, Ghosts, or Abyssals) is spent within this radius the claw activates, rolling ten dice.  Each sucess rolled allows the tower to gain 2 motes, up to the total number spent on the charm.  These Motes are stored in the Rod, until used.  The Tower may store up to 50 motes of essence.  Whenever the tower gains more than 20 motes, it immediately spends 10 motes and creates a field of death energy around it 3 yards in radius.  This deals 3 dice of lethal damage to all living things within the area, and automatically kills all plant life within the area.  If the Essence Claw is already surrounded by an area of Death Energy, it instead adds three yards to the radius when it expends 10 motes (all living creatures within the full area take the damage, however, as it coruscates like black lightning from the Claw to the outer edge of the effect.  &lt;br /&gt;
&lt;br /&gt;
If the Essence Claw is attacked, it responds by targetting it's attacker with black coruscating lightning from the underworld.  This attack cannot be dodged or blocked without a perfect defense, and costs the Claw 2 of it's stored motes (and cannot be used if the claw has no stored motes) and may be used once per round.  The claw rolls 6 dice, with any sucesses as lethal damage, soakable only with the targets stamina.  For each actual health level inflicted, the Claw gains 1 mote of essence.  &lt;br /&gt;
&lt;br /&gt;
The Exalt attuned to the tower may alter this behavior in several ways.  He may change the threshhold for the Essence Claw's discharges, to as high as 50, or stop the discharges altogether.  By spending his dice action for the turn, he can manually target someone with the black lightning each round, as long as the Claw has essence remaining, or send out a pulse of the black death energy (essence allowing).  Finally, the exalt may share essence with the Claw.  He may contribute essence to the tower at any time, to add to it's pool.  In order to take essence from the tower, however, the Deathknight must spend a temporary willpower, as a simple action for the turn, and roll conviction.  He may withdraw 5 motes for each sucess, and drains the Essence Claw of twice as many motes.  On a botch, the Essence Claw targets the Deathknight with a bolt of Black Lightning and he gains a point of resonance, and loses a second point of temporary willpower, as the tower backfires.&lt;br /&gt;
&lt;br /&gt;
All the effects of the Claw extend to the original 1 mile/point of permanant essence limit only, and the zone of death energy, the ability to share essence, and control the Claw of it's bearer extend only to this range as well, at maximum.  Being Rooted in the Underworld, and composed of one of the Five Magical Materials, the Essence claw is almost impossible to destroy or uproot, though it /is/ possible.  If the claw is ever uprooted by it's wielder (A difficulty 5 Str + athletics roll) it folds back up, but releases all it's essence in one final Death Energy Field Pulse, draining it's essence stores dry.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  The essence claw has a slot for a single hearthstone, which the bearer can benfit from while within the control radius, so long as he remains attuned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Most Inevitable Armor of the Death Dragon&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;14L/14B,&amp;lt;/nowiki&amp;gt; Str +3, -0, 0 &amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment Cost:&amp;lt;/b&amp;gt; 10 motes&lt;br /&gt;
&lt;br /&gt;
This suit of armor is designed as a mockery of the suits of armor favored by Lookshy and some other dragonblooded by the Dread Wright, a deathlord with a somewhat ... unhinged sense of humor. Like them, it is a complicated and composite entity, made of several complex processes and mechanisms, which few, if any, understand in this age.  Made of bone, soulsteel, obsidian, and other, darker materials this suit of armor offers the following benefits:  All the normal benefits of dragon armor, (including a lens to focus the blasts of death enegy much like an elemental lens).  For 3 motes, the armor allows the wearer to call on the untiring energies of death itself, ignoring all wound penalties for a number of rounds equal to his essence.  This allows the wearer to fight normally while incapacitated until dead.  For 5 motes, the wearer may focus the entropic energies of the void into a blow.  This blow doubles damage on a single attack after it is rolled,  Against inanimate objects it ignores the soak such objects have unless the object is made of the five magical materials, or similarly tough first age materials (such as first age warships or skyships).&lt;br /&gt;
The most Inevitable Armor of the Death Dragon has no repair.  The Dread Wright is known to have at least a handful of these suits, which his deathknights and favored warghosts ocassionally wear.  Thus far, he has been content to leave them in reserve, responding to Dragon Armor or Warstriders with them, though of late, he has considered going on the offensive with them, and trying to blame Lookshy for the lightning fast and well executed raids these suits of armor can pull off.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
I tend to stat artifacts overly powerful (it's a problem I'm working out with my therapist), so I can't really comment on the new Sunrise Edge really. I like it, it sounds cool, and I want you to make an Artifact 4 and 5 version of it. That's about all I can say without setting back my progress so far though. -- [[GregLink]]&lt;br /&gt;
&lt;br /&gt;
That was a shaggy dog story to explain somebody's Abyssal character having Soul Edge in Exalted. I highly approve. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Well.  *blushes* I wish I was that clever.  Really, it's a hypothesis and plan ahead for if the game my [[VBoS]] stylist is in switches to Power Combat from Classic.  Currently, I use a Reaper Daiklave.  However, the combat style of the character is heavy to big plits, offensively, so I'd need a high rate weapon.  So I took the PC stats for the short diaklave, filed the serial numbers off, and made as long as a normal daiklave, and boosted defense by 1. (lvl 2 artifact).  But I hate making boring artifacts.  So.  I then decided to make it a level 3 artifact, and since I have a distressing habit of rolling far too many '10s' on damage rolls and nowhere else, well, the rest kind of flowed from there.  The Soul Edge was merely a very happy coincidence that I didn't realize until i was posting the final text up here.  Of course, then it was too awesome to leave out.  So. - [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
:A new lvl 4, for one of my players.  And for [[GregLink]]. - [[Scrollreader]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95512</id>
		<title>Artifacts/Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/Scrollreader&amp;diff=95512"/>
				<updated>2025-08-12T14:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Varang Sphere&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Activation:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
&lt;br /&gt;
This small sphere is a compicated array of spheres and geared hoops of the magical materials, mostly jade, with slight traces of the others, along it's complicated surface, filled with tiny and precise gears.  The entire sphere is small enough to be held in the palm of one hand easily.  When the exalt who is holding it spends two motes while concentrating on it, it attunes itself to the flows of ambient essence, as it whirls and ticks softly into a complicated configuration representing the current essence flows, and continuing, so long as these motes are commited.  Anyone with a little time to experiment with the sphere's use can look at the activated sphere to determine the time of day.  With a Wits + Lore roll (difficulty 3) and previous exposure to the area, the exalt can figure out their rough location and level of existence.  (ie, In the Labyrinth.  In the far South-East.  In a sanctum or Yu Shan.)  With an Occult+Intelligence Roll (diff 2 + desmense level), and some time to study the sphere, the exalt can discover the strength and boundaries of a desmense, and which aspect it inclines toward.  One further power the sphere has, though the user normally only discovers it after a painful lesson is this: When the sphere enters a Wyld Zone, or the bordermarches shift over it, it whirls chaotically, never finding rest until the sphere is back in solid reality again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Crown of (In)Competence&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; ([[Scrollreader]])&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Orichalcum &amp;amp; Starmetal Crown&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
&lt;br /&gt;
This artifact is a circlet made of orichalcum with a fine starmetal chain wrapped around it.  It instructs a new Solar in the ways of the world.  It is often given to Solars by the Cult of the Illuminated.  The Solar gets a 2 die bonus on all skills he has no dots in.  The wearer is at a +2 difficulty penalty to harm a Sidereal, or to strongly oppose a Sidereal's wishes.  This penalty is a result of following the mental urges of the crown, which are what inform the Solar's actions.  A quick-witted Solar may learn of this effect by making a diff 5 Wits+Lore roll in a scene in which this penalty exerts itself.  The bonus from the crown is lost if the crown is not worn; the penalty, however, lasts until the charcter is deattuned from the artifact.&lt;br /&gt;
&lt;br /&gt;
*This item grants no MM bonus, but stil forces non solars to spend twice the motes to attune to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stranglewire&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material Garrote&amp;lt;br&amp;gt;&lt;br /&gt;
Speed -5 Accuracy +5 Damage +3L Defense +0 Rate: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Str 2; Commitment: 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stranglewires are garrotes made for exalted assassins.  They appear to be almost impossibly thin strands of stiff magical material, until attuned, at which point they become flexible and can easily be rolled up and concealed.  Stranglewires are clinch enhancers, and piercing.  In addition, each of them is enchanted with further small magics.  For a reflexive expenditure of two motes of essence, their wielder may activate their function, to aid his efforts.  When so activated. the Stranglewire will actively bind itself tighter and tighter.  Victims of this function may not speak, or make any vocal noises, so long as the clinch lasts (regardless of who controls it).  In addition they lose one die from their clinch pool each consecutive round the Stranglewire's owner controls the clinch (cumulatively).  If the owner of the stranglewire loses control of the clinch, these penalties reset.  There are no slots for hearthstones in a stranglewire.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Focus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soulsteel Lens&amp;lt;br&amp;gt;&lt;br /&gt;
Accuracy +2&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 5 motes&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No one knows if this is a corruption of the Shogunate equipment used by the forces of Lookshy, or a variant of the original models from the First Age.  What is known, however, is the terrible power of this weapon.  Usually crafted as an obsidian lens mounted on a gauntlet, variants have been seen on swords, suits of armor, and even the soulsteel and bone warstriders the Deathlords favor.  While simple enough in concept, the sheer amount of destruction they can wreak is difficult to comprehend, until one sees the fine, grey ashes left behind, the only traces of it's victims, slain in un-natural quiet.&lt;br /&gt;
&lt;br /&gt;
This artifact doubles the base damage done by Crypt Bolt, and increases again by half the number of motes drained by Essence Draining Blast (round down), as well as doubling the ranges of each.  It makes no noise when fired, and the ray seems to emit from the Void Focus.  It requires no repair, and any victims slain leave no ghosts.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  To add a void focus to another artifact, simply increase the value of that artifact by 2 dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Grasping Frost Talons&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soulsteel, Moonsilver, Starmetal, or Jade Tiger Claws&amp;lt;br&amp;gt;&lt;br /&gt;
Speed +0 Accuracy +2 Damage +5L/+7L* Defense +2 Rate: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Dex 2; Commitment: 6 (pair)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A somewhat common, if the word can be used, artifact, grasping frost talons are often used by butal brawlers or by masters of a style of martial arts which favors the tiger claw.  They can be made of Black or Blue Jade, Moonsilver, Starmetal or Soulsteel, though they also require the purest unmelting ice from the Utter North.  They are never made of Orichalchum, as the harmonies involved are destructive.  (There are rumored to be orichalchum versions that use fire, instead of ice, but if there are, no extant copies remain from the first age).&lt;br /&gt;
&lt;br /&gt;
The Grasping Frost Talons act as Razor Claws, with a few differences.  For the cost of a single mote of essence, reflexively, they become empowered with the Bitter Cold of the furthest north.  They do an extra 2L levels of damage, due to the piercing cold of the nevermelting ice at their core.  Being with an especial immunity to cold, such as Ice spirits, ignore this damage, though normal environment negating charms will not suffice.  In addition, they transfer some of their lethal cold to the target of their attacks, partially freezing them.  Each sucessful attack that inflicts at least one level of damage gives the target a mobility penalty of -1.  This penalty lasts for a number of turns equal to the bearers essence, and is cumulative, though it may be negated by charms that remove mobility penalties, as usual.  In addition, any target that is killed with a blow from the Grasping Frost Talon is entirely frozen, and covered with ice, an erie ice statue of themselves.  The Talons may also be used to freeze water, to a depth of several inches, in a radius of the wielders essence in yards.  This last effect is prized by the Lunar Exalted, who often use it to erect makeshift ice bridges.  There is a hearthstone socket in each of the gauntlets, and both of the pair must be attuned to to function.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  In additon Dragonblooded Water Dragon Immaculate Stylists add 3 to the speed of Grasping Frost Talons, and 1 to their accuracy due to their extensive training and essence affinities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sunrise Edge&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Daiklave&amp;lt;br&amp;gt;&lt;br /&gt;
Speed +7 Accuracy +5 Damage +4L Defense +3 Rate: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Str 2; Commitment: 6&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This blade was but one of many made by a Twilight Sorceror named Trav'n'kil during the height of the First Age.  He scorned the heavy blades which were en vogue at the time, and decried them for their lack of finesse.  When one of his competitors suggested that the Flickering Quicksilver Knives and elegant, slim bladed Daiklaves that he preferred were the limit of his ability to make artifacts, Trav'n'kil made this blade as a response.&lt;br /&gt;
&lt;br /&gt;
Sunrise Edge is Piercing.  In addition, a roll of a '10' on a damage die counts as two sucesses.  There are many versions of this blade made after the sucess of the first, the best made by Trav'n'kil, though his apprentices carried on after his death.  Jade versions are often named after the element (Flame Edge, Lightning Edge, etc) while Moonlight Edges once popular with Lunars, are now almost forgotten.  Starlit Edges are still favored by the Sidereal, often treasured and passed down through the bureau of destiny to worthy apprentices.  Perhaps most disturbing of all though, is the appearance of the Soul Edge in the hands of a few deathknights, which seems to have all the marks of Trav'n'kil's own personal craftsmanship.&lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Sunrise Edge has slots for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Insidious Armor Disease&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant &amp;lt;nowiki&amp;gt;Sphere/Magical Material&amp;lt;/nowiki&amp;gt; Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 5+ (involuntary)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once, prized by great heroes among the exalted, but always used carefully, now this artifact is almost forgotten.  It appears as a small orb of adamant, with a tiny amount of each magical material inside.  It dissolves instantly in alcohol (or, as some enterprising souls have discovered,any other poisons).  When the liquid and the orb enter the body, it immediately begins making drastic changes.  First, it siphons away 5 motes to attune itself, as it re-assembles next to the wearer's heart 5 rounds after consumed (1 mote per round).  The very next round, tendrils of the magical material most closely associated to the bearer burst from their skin, as the brilliant web of strands of the magical material enshroud the body, as the victim can do nothing but writhe in agony (only reflexive actions are allowed during that round).  This adds the user's essence to all his soak categories (including aggravated) and counts as armor in all respects (including an inability to stack with other armor).  It imposes a mobility and fatique penalty equal to half the amount of soak provided, and reduces movement by one yard for every two points of mobility penalty.  But the disease progresses.  Each day, the bear gains another point to each of his soak values (up to a total of 4 times his permanant essence) with concurrant increases in penalties.  Every additional two points o soak increases the attunement cost by 1 mote.  The bearer /does/ gain the magical material bonus for this armor.  Removing the armor is quite difficult.  The bearer suffers one unsoakable lethal die of damage for each point of soak he currenlty has, minus one for each sucesses on a dex+medicine roll by his doctor, a gruesome process that takes a day and requires a skilled surgeon, leaving the surgeon with the sphere again.  Should the sphere become unattuned, somehow, before it is removed, the beaer loses all Magical material bonuses, and all penalties /triple/ as the metal becomes almost unbearably heavy.  It is said that some who lost control of these armors can be found, though there is nothing now, to tell them apart from statues made of the five magical materials, unless they are cut open, and inside the hollow shell, the small and unassuming adamant orb will be found.  This is an external shapechanging effect, and tatooed Lunars spend one action to cough up the sphere after the five rounds have passed, still suffering the reflexive only round as they force the ball back up.  If used on a mortal, it will kill the mortal as razor edged shards of adamant slice through his body after five rounds, before contracting back into the ball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Void Razor&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soulsteel Grand Daiklave&amp;lt;br&amp;gt;&lt;br /&gt;
Speed +10 Accuracy +3 Damage +10L Defense +0 Rate: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Str 3; Commitment: 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grand daiklaive is barely there at all.  The long blade is incredibly thin, by daiklave standards, single edged and coming to an edge that is perfectly sharp.  Unlike most soulsteel, it is perfectly black, and utterly silent.  When swung, it cuts through air, flesh, bone and light, leaving a tracery of shadow behing each blow.  Anything the blade hits it /will/ cut.  The Void razor is considered piercing.  So sharp is it's blade that it counts '10's on damage dice twice for the purposes of damage. In addition, it ignores any and all Hardness, and if it is parried or soaked by mortal means, it does full damage to the interposing object, most likely ruining it utterly.    &lt;br /&gt;
&lt;br /&gt;
*Magical material bonuses are not included in the stats above.  They are standard for weapons of that material.  Void Razor has slots for two hearthstones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Whisperblades&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
Speed +0 Accuracy +6 Damage +6L Defense +0 Rate: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 12 (pair)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike many weapons made of the five magical materials, whisperblades are hardly any larger than their normal counterparts, resembling long daggers, perhaps the size of shortswords.  They are thus often favored by assassins, and those who wish something less obstrusive than a grand diaklaive, for social situations.  They only function in pairs.  Each blade has a socket for a single hearthstone.&lt;br /&gt;
&lt;br /&gt;
In addition to their normal combat stats, these blades move with startling speed.  The wielder gains a second independent action with the [[WhisperBlades]], regardless of his other actions in a round.  This effect is not compatible with extra action charms, though it stacks with any other independent actions the wielder may have.  Unlike some independent actions, the blades independent action may not increase movement, or be used for any activity which does not directly involve the blades.  Whisperblades are found in all five magical materials, though starmetal versions are common, both because they are small, and use less starmetal, and because they are the signature weapons of charcoal march of spiders practictioners, who use their own formidable powers along with those of the blades to become truly fearsome foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Essence Claw&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Soulsteel Staff&amp;lt;br&amp;gt;&lt;br /&gt;
Speed +8 Accuracy +4 Damage +7L Defense +2 Rate: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 10 motes&lt;br /&gt;
Activation: 20 motes&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This twisted rod of Soulsteel resembles nothing so much as a plain Soulsteel staff, when inactive, like some forgotten bone of a Behemoth (in which pursuit it may be used, though this is not it's true purpose).  When an Exalt spends 20 motes, and thrusts the Essence Claw into the Earth through the still beating heart of a sacrifice, the 'fingers' unfold from the claw, and reach for the heavens.  This initiates several effects:  Clouds crack and black lightning roils across the land as the light of the sun is blocked out for a radius of 1 mile/dot of permanant essense the weilder has.  &lt;br /&gt;
&lt;br /&gt;
Whenever living essence (Not that of Deathlords, Ghosts, or Abyssals) is spent within this radius the claw activates, rolling ten dice.  Each sucess rolled allows the tower to gain 2 motes, up to the total number spent on the charm.  These Motes are stored in the Rod, until used.  The Tower may store up to 50 motes of essence.  Whenever the tower gains more than 20 motes, it immediately spends 10 motes and creates a field of death energy around it 3 yards in radius.  This deals 3 dice of lethal damage to all living things within the area, and automatically kills all plant life within the area.  If the Essence Claw is already surrounded by an area of Death Energy, it instead adds three yards to the radius when it expends 10 motes (all living creatures within the full area take the damage, however, as it coruscates like black lightning from the Claw to the outer edge of the effect.  &lt;br /&gt;
&lt;br /&gt;
If the Essence Claw is attacked, it responds by targetting it's attacker with black coruscating lightning from the underworld.  This attack cannot be dodged or blocked without a perfect defense, and costs the Claw 2 of it's stored motes (and cannot be used if the claw has no stored motes) and may be used once per round.  The claw rolls 6 dice, with any sucesses as lethal damage, soakable only with the targets stamina.  For each actual health level inflicted, the Claw gains 1 mote of essence.  &lt;br /&gt;
&lt;br /&gt;
The Exalt attuned to the tower may alter this behavior in several ways.  He may change the threshhold for the Essence Claw's discharges, to as high as 50, or stop the discharges altogether.  By spending his dice action for the turn, he can manually target someone with the black lightning each round, as long as the Claw has essence remaining, or send out a pulse of the black death energy (essence allowing).  Finally, the exalt may share essence with the Claw.  He may contribute essence to the tower at any time, to add to it's pool.  In order to take essence from the tower, however, the Deathknight must spend a temporary willpower, as a simple action for the turn, and roll conviction.  He may withdraw 5 motes for each sucess, and drains the Essence Claw of twice as many motes.  On a botch, the Essence Claw targets the Deathknight with a bolt of Black Lightning and he gains a point of resonance, and loses a second point of temporary willpower, as the tower backfires.&lt;br /&gt;
&lt;br /&gt;
All the effects of the Claw extend to the original 1 mile/point of permanant essence limit only, and the zone of death energy, the ability to share essence, and control the Claw of it's bearer extend only to this range as well, at maximum.  Being Rooted in the Underworld, and composed of one of the Five Magical Materials, the Essence claw is almost impossible to destroy or uproot, though it /is/ possible.  If the claw is ever uprooted by it's wielder (A difficulty 5 Str + athletics roll) it folds back up, but releases all it's essence in one final Death Energy Field Pulse, draining it's essence stores dry.&lt;br /&gt;
&lt;br /&gt;
*The Soulsteel Magical Material bonus is included in the stats above.  The essence claw has a slot for a single hearthstone, which the bearer can benfit from while within the control radius, so long as he remains attuned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Most Inevitable Armor of the Death Dragon&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;14L/14B,&amp;lt;/nowiki&amp;gt; Str +3, -0, 0 &amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment Cost:&amp;lt;/b&amp;gt; 10 motes&lt;br /&gt;
&lt;br /&gt;
This suit of armor is designed as a mockery of the suits of armor favored by Lookshy and some other dragonblooded by the Dread Wright, a deathlord with a somewhat ... unhinged sense of humor. Like them, it is a complicated and composite entity, made of several complex processes and mechanisms, which few, if any, understand in this age.  Made of bone, soulsteel, obsidian, and other, darker materials this suit of armor offers the following benefits:  All the normal benefits of dragon armor, (including a lens to focus the blasts of death enegy much like an elemental lens).  For 3 motes, the armor allows the wearer to call on the untiring energies of death itself, ignoring all wound penalties for a number of rounds equal to his essence.  This allows the wearer to fight normally while incapacitated until dead.  For 5 motes, the wearer may focus the entropic energies of the void into a blow.  This blow doubles damage on a single attack after it is rolled,  Against inanimate objects it ignores the soak such objects have unless the object is made of the five magical materials, or similarly tough first age materials (such as first age warships or skyships).&lt;br /&gt;
The most Inevitable Armor of the Death Dragon has no repair.  The Dread Wright is known to have at least a handful of these suits, which his deathknights and favored warghosts ocassionally wear.  Thus far, he has been content to leave them in reserve, responding to Dragon Armor or Warstriders with them, though of late, he has considered going on the offensive with them, and trying to blame Lookshy for the lightning fast and well executed raids these suits of armor can pull off.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
I tend to stat artifacts overly powerful (it's a problem I'm working out with my therapist), so I can't really comment on the new Sunrise Edge really. I like it, it sounds cool, and I want you to make an Artifact 4 and 5 version of it. That's about all I can say without setting back my progress so far though. -- [[GregLink]]&lt;br /&gt;
&lt;br /&gt;
That was a shaggy dog story to explain somebody's Abyssal character having Soul Edge in Exalted. I highly approve. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Well.  *blushes* I wish I was that clever.  Really, it's a hypothesis and plan ahead for if the game my [[VBoS]] stylist is in switches to Power Combat from Classic.  Currently, I use a Reaper Daiklave.  However, the combat style of the character is heavy to big plits, offensively, so I'd need a high rate weapon.  So I took the PC stats for the short diaklave, filed the serial numbers off, and made as long as a normal daiklave, and boosted defense by 1. (lvl 2 artifact).  But I hate making boring artifacts.  So.  I then decided to make it a level 3 artifact, and since I have a distressing habit of rolling far too many '10s' on damage rolls and nowhere else, well, the rest kind of flowed from there.  The Soul Edge was merely a very happy coincidence that I didn't realize until i was posting the final text up here.  Of course, then it was too awesome to leave out.  So. - [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
:A new lvl 4, for one of my players.  And for [[GregLink]]. - [[Scrollreader]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/ThousandWoundsGearStyle&amp;diff=95508</id>
		<title>MartialArts/ThousandWoundsGearStyle</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/ThousandWoundsGearStyle&amp;diff=95508"/>
				<updated>2025-02-02T12:29:00Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Corrected some incorrect plurals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thousand Wound Gear Style ==&lt;br /&gt;
&lt;br /&gt;
http://www.voidstate.com/perm/tree_thousandwoundsgear.jpg &lt;br /&gt;
&lt;br /&gt;
Thousand Wound Gear Style is compatible with armor, though adherents prefer to wear light, unhindering armor, when armored at all.  For the purposes of charms in this style, the martial artist treats attacks made with gyro chakrams and razor gears (their mundane equivalent) as unarmed attacks.  When used with these weapons, an Alchemical Exalted may add 1 to the rate of each weapon.  This is a Celestial-level Martial Art.&lt;br /&gt;
&lt;br /&gt;
 Razor Soul Understanding&lt;br /&gt;
 Cost:        None&lt;br /&gt;
 Type:        Permanent&lt;br /&gt;
 Duration:    Permanent&lt;br /&gt;
 Minimum MA:  2&lt;br /&gt;
 Minimum Ess: 1&lt;br /&gt;
 Prereqs:     None&lt;br /&gt;
&lt;br /&gt;
The first step to mastering one's weapons is to realize that there is no difference between oneself and the weapon.  They are the same, and the same elements resonate through both.  Upon achieving this mastery, the martial artist may control his weapon with but a thought: it responds as easily as his own limbs.  The martial artist may reflexively draw or sheath a form weapon with each hand for the expenditure of a single mote of Essence.  This does not count as a Charm use.  Learning to think of oneself as no different from the tools one uses is a de-humanizing process.  Martial artists who learn this Charm gain a single point of permanent Clarity.  This, other than odd machine dreams, is unlikely to have an effect unless the martial artist bears Alchemical Charms.&lt;br /&gt;
&lt;br /&gt;
 Cutting Shield Technique&lt;br /&gt;
 Cost:        4 motes&lt;br /&gt;
 Type:        Reflexive&lt;br /&gt;
 Duration:    One scene&lt;br /&gt;
 Minimum MA:  2&lt;br /&gt;
 Minimum Ess: 2&lt;br /&gt;
 Prereqs:     Razor Soul Undersanding&lt;br /&gt;
&lt;br /&gt;
The adept of the Thousand Wound Gear learns to defend himself actively, not passively, with Essence guiding him.  He strikes toward projected attack paths, forcing his opponent to divert.  The martial artist may parry lethal damage unarmed.  In addition, if he is armed with a form weapon, treat him as if bearing a target shield (or a thunderbolt shield, if he uses an artifact form weapon).&lt;br /&gt;
&lt;br /&gt;
 Gnashing Gear Teeth&lt;br /&gt;
 Cost:        2 motes&lt;br /&gt;
 Type:        Supplemental&lt;br /&gt;
 Duration:    Instant&lt;br /&gt;
 Minimum MA:  3&lt;br /&gt;
 Minimum Ess: 2&lt;br /&gt;
 Prereqs:     Razor Soul Undersanding&lt;br /&gt;
&lt;br /&gt;
One of the most terrifying things that can happen to an Autochthonian is to be caught between the teeth of a pair of gears.  The damage is tremendous, and the trauma of the gears' teeth is brutal.  The martial artist leans to channel this terrible destruction, as she brings her off hand into an attack on the opposite side from her primary attack.  To the target, caught between the two, the damage is similarly brutal.  Add half the damage bonus of the off-hand weapon to the base damage of this attack (including Strength).  If the martial artist is unarmed, add half her Strength score to base damage, but the attack does lethal damage.  This attack may be used as a ranged attack, in which case it uses two thrown weapons (but only one rate).&lt;br /&gt;
&lt;br /&gt;
 Thousand Wound Gear Form&lt;br /&gt;
 Cost:        6 motes&lt;br /&gt;
 Type:        Simple&lt;br /&gt;
 Duration:    One scene&lt;br /&gt;
 Minimum MA:  3&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Gnashing Gear Teeth, Cutting Shield Technique&lt;br /&gt;
 &lt;br /&gt;
The Exalt assumes the Thousand Wound Gear Form, his motions echoing those of a spinning gear.  He lashes out with arcs of perfect, efficient motion from a motionless core, whirling to meet any attack.  He meets each non-ranged attack against him with a reflexive counterattack, using only his Dexterity.  This follows all the normal rules for counterattacks.  In addition, as he whirls and spins, he can respond to an attack from behind as easily as to one from in front, and attacks from behind him gain no special benefit.  This is a Form-type Charm and immediately ends if the martial artist invokes another Form-type Charm.&lt;br /&gt;
&lt;br /&gt;
 Many Wound Meditation&lt;br /&gt;
 Cost:        6 motes&lt;br /&gt;
 Type:        Simple&lt;br /&gt;
 Duration:    One minute&lt;br /&gt;
 Minimum MA:  4&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Thousand Wounds Gear Form&lt;br /&gt;
&lt;br /&gt;
Over the course of a minute, the weapons or hands of the martial artist begin to whir and click softly, before dropping to silence.  Each weapon (or hand, if unarmed) is imbued with the martial artist's willingness to wound and to kill, his lethality of the moment focused on the foe of the future; only weapons held in the martial artist's hands are so affected, and he cannot hold more than one weapon in each hand during this meditation.  Even the lightest touch from a hand or weapon thus empowered is considered a lethal Martial Arts attack, and the martial artist cannot pull his blows.  The weapon (or hand) adds the martial artist's Martial Arts score to its accuracy, and his permanent Essence to its damage bonus.  This increased lethality is lost after the first successful attack (regardless of whether it does damage), or if the weapon leaves the martial artist's hand for more than a minute; other affected weapons or hands remain charged.  The martial artist may also activate this Charm again to remove the effects, a process sometimes known as &amp;quot;unwinding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Many-Toothed Maw&lt;br /&gt;
 Cost:        5 motes&lt;br /&gt;
 Type:        Supplemental&lt;br /&gt;
 Duration:    Instant&lt;br /&gt;
 Minimum MA:  4&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Many Wounds Meditation&lt;br /&gt;
&lt;br /&gt;
The many teeth of a gear not only destroy what gets in their way, but pull the victim further in, causing even more damage.  The martial artist may do the same.  If an attack supplemented by this Charm does damage, count the number of health levels inflicted (after they are rolled).  The victim suffers that many dice of additional unsoakable aggravated damage.&lt;br /&gt;
&lt;br /&gt;
 Razor Soul Wisdom&lt;br /&gt;
 Cost:        None&lt;br /&gt;
 Duration:    Permanent&lt;br /&gt;
 Minimum MA:  4&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Thousand Wounds Gear Form&lt;br /&gt;
&lt;br /&gt;
The martial artist's affinity with the deadly tools of his trade increases, as he becomes a tool of death himself.  If the martial artist currently has a gyro chakram in the air, he may reflexively spend 1 mote to treat a single attack or parry action as if he were holding the chakram. He may also reflexively, at no cost, direct a gyro chakram in the air to attack a different target on its next action.  Each of these effects may be used once per chakram per turn.  When using non-artifact form weapons or barehanded, this deadly affinity results in +2&amp;amp;nbsp;accuracy, but no other effects.  Martial artists who learn this Charm gain a single point of permanent Clarity.  This, other than odd machine dreams, is unlikely to have an effect unless the martial artist bears Alchemical Charms.&lt;br /&gt;
&lt;br /&gt;
 Two Gears as One&lt;br /&gt;
 Cost:        4 motes, 1 Willpower&lt;br /&gt;
 Type:        Supplemental&lt;br /&gt;
 Duration:    Instant&lt;br /&gt;
 Minimum MA:  5&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Razor Soul Wisdom&lt;br /&gt;
&lt;br /&gt;
One of the first lessons any member of the Populat learns is that many hands working on the same task are far more effective than several separate efforts.  The martial artist attacks with perfect harmony, the twin attacks meshing like gears to complement each other.  As a single action, he attacks the same target twice (using the same multiple-action penalty, if any, for both attacks, and counting twice against the weapon's rate).  If the target dodges the first of these attacks (successfully or not), the second attack becomes undodgeable; an attempt to parry the first attack makes the second attack unblockable.  A single perfect defense negates both attacks, but any other Charm can only defend against one of the two attacks per use.  This offensive requires two weapons when made at range, but can be carried out hand-to-hand with only one.&lt;br /&gt;
&lt;br /&gt;
 Spinning Cog Defense&lt;br /&gt;
 Cost:        4 motes&lt;br /&gt;
 Type:        Reflexive&lt;br /&gt;
 Duration:    Instant&lt;br /&gt;
 Minimum MA:  4&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Thousand Wounds Gear Form&lt;br /&gt;
&lt;br /&gt;
A well-made gear, no matter how far it turns or which way it faces, always has a tooth at the ready.  For the martial artist who has mastered this Charm, the same can be said.  He gains a full parry action, which starts at his full dice pool (and is independent of any non-parry actions taken during the round).  This charm may be invoked again to refresh the pool for this parry.  These parries do not count against the rate of the weapon.&lt;br /&gt;
&lt;br /&gt;
 Industrial Recyling Method&lt;br /&gt;
 Cost:        3 motes, 1 Willpower&lt;br /&gt;
 Type:        Reflexive&lt;br /&gt;
 Duration:    Instant&lt;br /&gt;
 Minimum MA:  4&lt;br /&gt;
 Minimum Ess: 3&lt;br /&gt;
 Prereqs:     Spinning Cog Defense&lt;br /&gt;
&lt;br /&gt;
Even parts made of imperishable materials wear out, and eventually meet their end crushed between massive gears and rollers, recycled into new shapes.  The martial artist channels this inevitable crushing power into her parry.  She brings two weapons (or both hands) together.  If she successfully parries, she has trapped the weapon; her player may roll Martial Arts&amp;amp;nbsp;+ the artifact rating of her weapon (or&amp;amp;nbsp;+1, when armed with normal weapons; if different bonuses would apply for each hand, use the lesser of the two).  The difficulty is&amp;amp;nbsp;1 for normal weapons, 3&amp;amp;nbsp;for exceptional or enchanted weapons, or&amp;amp;nbsp;5 for artifacts.  If this roll succeeds, the attacker's weapon is broken.  In order to use this against an artifact, an additional point of temporary Willpower must be spent, and the artifact is not broken, but rendered useless until the end of the scene.  Even if the weapon remains unbroken, the spinning teeth of the gears or the nimble hands of the martial artist may yet disarm the foe.  Unless the target succeeds at a Wits&amp;amp;nbsp;+ (relevant combat Ability) roll at a difficulty equal to the martial artist's permanent Essence, the weapon is snatched and thrown (martial artist's Essence)&amp;amp;nbsp;&amp;amp;times; 10&amp;amp;nbsp;yards in a random direction.  This Charm augments a parry, and does not provide one.&lt;br /&gt;
&lt;br /&gt;
 Thousand Razors Prana&lt;br /&gt;
 Cost:        7 motes, 1 Willpower&lt;br /&gt;
 Type:        Simple&lt;br /&gt;
 Duration:    One scene&lt;br /&gt;
 Minimum MA:  5&lt;br /&gt;
 Minimum Ess: 4&lt;br /&gt;
 Prereqs:     Many-Toothed Maw, Two Gears as One, Industrial Recycling Method&lt;br /&gt;
&lt;br /&gt;
A master of the Thousand Wound Gear Style moves with fluid and deadly accuracy, a whirlwind of death, a clockwork killer of the finest order, brutally efficient in his movements, reacting with superhuman speed.  Add his permanent Essence to the rate of any weapon he wields.  Subtract his permanent Essence from all multiple action penalties.  No more than a single non-combat action may benefit from this. (For example, this ability does not allow the martial artist to defuse a bomb any faster, though it does allow him to defuse a bomb as normal while effortlessly attacking and parrying.)  In addition, the martial artist may counter any ranged attacks against him with a ranged counter-attack using only his Dexterity.  This Charm gives the martial artist a point of temporary Clarity each time it is activated.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Three Themes: Efficiency, Maiming, Defense&lt;br /&gt;
&lt;br /&gt;
Made a few spelling/wording corrections. I like the preform charms, and they all seem reasonable in terms of balance. Perhaps the form should be MA 4? since I think most CMA forms are 4 or 5... The postform ideas also seem pretty sound and I'll comment more when they get some mechanices - [[Kraken]]&lt;br /&gt;
&lt;br /&gt;
Form charm seems fine at Ess 3 to me... a dex-only counter isn't brilliant you know. It scythes through mortals... but most exalts will shrug it off, and anyone with a persistant defence up will basically ignore it. (Note to [[DeathBySurfeit]] - can Seiyuri learn this at some point? It seems so... appropriate ^_^) &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Efficiency Branch Up.  Began Defensive branch, though I'll have to wait until I get home and get to my books for the mechanics on the weaponbreaker.  Still pondering something sufficiently evil for the 'maiming' aspect of this MA.  - [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
Neat. I'd look at the CB:Dawn Thrown charms for inspiration, perhapts a version that creates a Essence copy of the weapon, that flys around harrying an opponet, giving penalties. Possible a thrown counterattack(vs ranged attackers) would be cool. - [[FlowsLikeBits]]&lt;br /&gt;
&lt;br /&gt;
:Added a second clarity charm, also permanant.  Moved MWM to wounding, where it fit better.  Finished the mechanics on the second parry charm.  Fleshed out the pinnacle a bit.  Also, a weapon style bonus added.  Feedback! -[[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
I just wanted to point out that a Dex only counter can be extremely good for alchemicals.  That could, with a starting character be a 12 dice counter. That's maxed out though and I don't think it is really broken. It is fairly effective though.  [[Jaelra]]&lt;br /&gt;
&lt;br /&gt;
:Yep.  And that's why it's just about the only bennie in the form.  It also, oddly enough, works really well with Lunars, who can get 12+ dex in DBT as a starting char, too.  Another advantage for alchies with this form, much like DB free reflexives and the immaculate MA.  Still, I think there's potential here for non alchies, if they want it. - [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
This is cool stuff. - [[willows]]&lt;br /&gt;
:Heartily seconded. - [[Hulen]]&lt;br /&gt;
&lt;br /&gt;
One thematic question: how exactly does one ruin an artifact until the end of the scene? I mean, moonsilver daiklaves grow back, I can accept that, but orichalcum? Jade? I understand that you're trying to give the charm an effect against artifact weapons, since after a certain point most foes worth bothering with will have magical material weapons, but it's kind of strange. How does this work? - [[Seraph]]&lt;br /&gt;
:Tentative guess - the weapon's god, being more powerful than normal due to being the god of a great weapon of might and power, wielded by a powerful being, gets to work fixing it between scenes.  Or, for soulsteel, the tortured soul grows back.  Note that I'm guessing here. - [[Hulen]]&lt;br /&gt;
:I think there is a canon Charm or two with this effect; it might be a fan mechanic but it seems prevalent enough to be canon. Say it knocks the flow of Essence out of whack or something, thus disturbing the balance of attuned motes and making the weapon more unwieldly. No breaking involved; one of the few things harder than damaging a Magical Material is repairing it. _[[Wohksworth]]&lt;br /&gt;
&lt;br /&gt;
:Fixed some spelling errors, and generally tightened up the language a little, in preparation for the pdf.  Also addressed the issue Seraph brought up.  Thanks to everybody who voted fr this, and for the other fine MA for the PDF.  I was suprised to see how popular this was!  - [[Scrollreader]]&amp;lt;i&amp;gt;Who wants to know if he missed anything else, before this goes to press.&amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
I like this a lot.  Definitely stealing it.  I have one question, though: Is it really necessary to give Alchemicals who max out on this style +2 permanent Clarity? That's a &amp;lt;i&amp;gt;lot&amp;lt;/i&amp;gt;, and it seems balanced without that penalty.  Or did you just mean non-Alchemical Exalts? And what about non-Exalts who, through some &amp;amp;uuml;ber-madness, manage to achieve the Bulb of the Perfected Lotus? Do they also gain Clarity? --[[MF]]&lt;br /&gt;
&lt;br /&gt;
Yeah, it's meant for /anyone/ to gain clarity.  Partially this is to offset the effect of some of the permanant effects that let you spend essence and not have it count as a charm.  Partially this is because it's 11 charms in depth, and it's pretty potent at what it does.  And partially it fits the flavor.  many alchemical MA would certainly not have clarity.  Like the animal styles, or the like.  But this style is all about making you into a 'clockwork killer' which is in the alchemicals book, a term associated with high clarity.  You can take this style, and still be normal, though.  2 pts of clarity is not enough to impose any penalties, on it's own, so all you need to worry about is being nice to people for a scene after you use the pinnacle charm.  Of course, if you have this style, and tentacles, and crab legs, then yeah, you'll bite some clarity.  But then, if you're going that inhuman, well, you're going to get it anyway.  - [[Scrollreader]] - &amp;lt;i&amp;gt;Who finds the ideal of a Sidereal Sifu with clarity to be amusing, and entirely fitting&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay, I see your point on the Clarity issue. More questions:&lt;br /&gt;
*Does the reflexive counterattack from Thousand Wounds Gear Form apply only to Melee attacks (in which case Melee should be capitalized), or to all hand-to-hand (i.e., non-ranged) attacks?&lt;br /&gt;
**&amp;lt;i&amp;gt;All non-ranged&amp;lt;/i&amp;gt;&lt;br /&gt;
*On Many Wounds Meditation, does the bonus apply only once per invocation, or once per hand? That is, after the Charm user makes an attack with one hand, does his other hand still have a supercharged attack ready? And what if he has a bandolier of a half-dozen gyro chakrams?&lt;br /&gt;
**&amp;lt;i&amp;gt;Each hand.  As he has to hold the weapon to imbue it, this means a limit of 1 gyrochakram per hand.  Possibly more than two, for alchemicals or lunars&amp;lt;/i&amp;gt;&lt;br /&gt;
*Why is the damage inflicted by Many-Toothed Maw unsoakable? That's, I mean, wow--especially for a 4/3 Charm.  Maybe the minimum damage rule is enough? Especially in Power Combat.&lt;br /&gt;
**&amp;lt;i&amp;gt;I can't see a situation is which this is even as issue.  As it counts only damage /sucesses/ and then rolls them for damage.  In order to require more than the minimum damage rule, you could have to have more than 12L after soak to roll, in order to beat 3 level of damage.&amp;lt;/i&amp;gt;&lt;br /&gt;
*Do the two attacks from Two Gears as One have to be against the same target? Why do they count twice against Rate for ranged attacks, but only once for hand-to-hand attacks? Does the defense against the first attack have to succeed in order to empower the second attack, or does even an attempt to dodge (for example) make the other attack undodgeable? Why is it especially weak against perfect defenses--or did you mean &amp;quot;defenses that trump applicability&amp;quot;?&lt;br /&gt;
**&amp;lt;i&amp;gt;It should take two rate for either type of attack.  But it /is/ still a single (if complex) attack, so a single perfect defense would negate it.  And no, you don't have to suceed, the attempt is enough.&amp;lt;/i&amp;gt;&lt;br /&gt;
*Why do normal weapons give +1 instead of +0 on the roll for Industrial Recycling Method?&lt;br /&gt;
**&amp;lt;i&amp;gt;Because +0 is reserved for barehandedness.&amp;lt;/i&amp;gt; -- [[Scrollreader]]&lt;br /&gt;
Also, I applied my l33t m4d copy-editing s|&amp;lt;illz. --[[MF]]&lt;br /&gt;
&lt;br /&gt;
Applied l33t m4d copy-editing s|&amp;lt;illz again to integrate [[Scrollreader]]'s responses to my last set of questions into the main text.&lt;br /&gt;
*You still haven't clarified whether Two Gears as One affects only a single target, or can be split between two targets.  ( would guess the former, but why guess when I can ask?)&lt;br /&gt;
**&amp;lt;i&amp;gt;Single target.  Otherwise it'd be entirely too mean.  I throw an attack at you, and if you dodge, your buddy cannot!  Mwahahahaha! (I think I'll save that kind of villany for SMA)&amp;lt;/i&amp;gt;&lt;br /&gt;
*What happens if someone uses Industrial Recycling Method with a weapon in one hand, and the other empty? Best bonus? Worst? Average rounding down (or up)?&lt;br /&gt;
**&amp;lt;i&amp;gt;Worst.  The rules might not support it, but damn it, there should be some benefits to dual wielding.  Besides, with the Razor Soul charms, you only have yourself to blame, if you can't get your hands on two weapons.&amp;lt;/i&amp;gt;&lt;br /&gt;
You know I'm only asking all these questions because I love this style and want to use it in my game, right?--[[MF]]&lt;br /&gt;
**&amp;lt;i&amp;gt;So you say.  So you say ...&amp;lt;/i&amp;gt; [[Scrollreader]]&amp;lt;i&amp;gt;Who likes feedback, honest&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edited text to reflect [[Scrollreader]]'s responses to my last batch of questions.  No more questions come to mind right now, so I'm going to go stat out a Moonsilver Caste kung-fu commando or two...yay! --[[MF]]&lt;br /&gt;
&lt;br /&gt;
:Stametal is better than your silly moonsilver. -- [[Scrollreader]]&lt;br /&gt;
&lt;br /&gt;
I have copied the text as it stands now for the MA PDF. Email me if there are any more changes, OK? - [[Voidstate]]&lt;br /&gt;
&lt;br /&gt;
Fantastic style, well done! Just got a couple of queries:&lt;br /&gt;
1) How come this style, unlike most other celestial level styles, is compatable with armour?&lt;br /&gt;
2) Are Razor Gears simply another name for Chakrams, or are they a weapon of your making? If so, any chance of stats?&lt;br /&gt;
3) It states in Many Wound Meditation that &amp;quot;the martial artist may also activate this Charm again to remove the effects, a process known as 'unwinding'.&amp;quot; Does this mean spending 6 motes to do so?&lt;br /&gt;
Erm, think that's it, Cheers ~[[FornClakes]].&lt;br /&gt;
&lt;br /&gt;
I believe that Razor Gears is meant in reference to the Gyroscopic Chakrams listed in the Alchies book pg 189. I could be wrong though.&lt;br /&gt;
/ Also, Voidstate? can I get a copy of that pdf? or you could just post it up on your site, which ever is easier. Oh and while I have your attention.. Alchie sheets would just be excellent. :D - [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
: I think you're looking for the 25 Lotus Petals document, which is on Voidstate's website. It's a list of 25 Wiki-made MA's, all compiled to make your ST cry. - [[GregLink]] ( http://www.voidstate.com/rpg/25LotusPetals-ExaltedWikiMartialArtsV1-2.pdf )&lt;br /&gt;
&lt;br /&gt;
:: Nope, that one has the old MA styles, I was speaking to this one, Thousand Wounds Gear Style, which wasnt included, as it's too new for that file. Unless I'm mistaken and Voidstate has updated it... which he has so I'm a flamin' idiot.. doh! I'll shut up now.. - [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
: Razor gears are simply the non-artifact versions of gyroscopic chakrams.  They use the stats for windfire wheels in hth, and chakrams when thrown.  It's compatible with armor, because it's designed that way.  Much like the five immaculate styles.  And it really fits the alchemical vibe.  none the less, I don't see a practictioner in very heavy armor, as it's such a fluid, moving style.   And yes, it costs mosts to unwind.  Once you use MWM, you've turned your lightest touch into a lethal attack.  Without essence, you're likely to break doors and people you touch. - [[Scrollreader]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/LivingWeaponStyle&amp;diff=95231</id>
		<title>MartialArts/LivingWeaponStyle</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/LivingWeaponStyle&amp;diff=95231"/>
				<updated>2020-09-02T01:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Added another charm.  As a CMA it really needs at least 10, and it speedbumps the form a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Living Weapon Style ==&lt;br /&gt;
&lt;br /&gt;
* back to [[Scrollreader]]&lt;br /&gt;
* back to [[MartialArts]].&lt;br /&gt;
* back to [[CelestialMartialArts]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Living Weapon Style is an Unarmored and Unarmed style only.  It may never be used when wielding a weapon or when wearing armor or a shield.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Bronze Body Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
The character strengthens their body with essence.  For the remainder of the scene, they may use double their stamina when calculating their bashing soak, may soak lethal damage with their whole stamina score, and may even soak aggravated damage with half their stamina. &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Steel-Hand Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Bronze Body Technique&lt;br /&gt;
&lt;br /&gt;
The martial artist learns to use essence to make a limb into a weapon, if only for a moment.  Add the martial artist's martial arts score to either the accuracy or defense of his blow for a single attack or parry.  This makes an attack do lethal damage, and allows a parry so enhanced to parry lethal damage without a stunt.  Dice added cannot be used to create an action.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Iron Spear Attack&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Bronze Body Technique&lt;br /&gt;
&lt;br /&gt;
The martial artist puts his entire body into a lunging strike.  Add his Martial Arts to his initiative for this round, and he takes no penalties for attacking a foe on horseback or higher ground.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Living Weapon Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Steel-Hand Strike, Iron Spear Attack&lt;br /&gt;
&lt;br /&gt;
The martial artist assumes the Living Weapon form, flesh made into a weapon of his own devising.  For the remainder of the scene he adds his martial arts score to his bashing, lethal, and aggravated soak.  He gains a hardness equal to his permanant essence score.  His punches and kicks do lethal damage, and he may pary lethal damage without a stunt.  In addition, the martial artist may always act as is he was armed or unarmed as is beneficial to his barehanded attacks or parries, even during the same action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example&amp;lt;/i&amp;gt; Crimson Sun, a Gold Faction sidereal, finds himself battling a behemoth in the depest south.  Anyone who strikes the behemoth barehanded takes fire damage, but Crimson Sun may act as if he was armed, in this respect.  Anyone who strikes the bemehoth with a weapon risks the weapon catching on fire.  Wisely deciding not to ignite his hands, Crimson Sun decides to act for that purpose as if he was unarmed.  Now all he has to worry about is the behemoth itself.  When it attacks, he uses Impeding the Flow three times, as his hands deflect the blows of the mighty behemoth.  Of course, he'll run out of essence before the behemoth runs out of health levels ....&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shield-Body Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Living Weapon Form&lt;br /&gt;
&lt;br /&gt;
The martial artist infuses himself with essence flows, toughening his flesh to be as hard as a shield, and intercepting blows.  For the remainder of the scene, add the permanant essence of the matial artist to the difficulty to attack him.  If the martial artist is under the effects of the Transcendent Weapon Warrior (see below) add the appropriate magical materials bonus for a thunderbolt shield.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Invincible Armor-Self&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 WP&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Shield-Body Defense&lt;br /&gt;
&lt;br /&gt;
The martial artist becomes an unbreakable weapon, even if only for a moment.  For one attack, he gains hardness equal to his soak.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Body Arsenal Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Turn&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Living Weapon Form&lt;br /&gt;
&lt;br /&gt;
The character learns to use his body as a multitude of weapons.  Fists pound like hammers, fingers tear like arrows, arms snare like garrotes.  Each time he invokes this charm, he may choose one of the following: his unarmed attacks become piercing, he may use his unarmed bonuses from this style in a clinch, or he increases the damage of his unarmed attacks by his martial arts but doubles the soak of armor against these attacks.  Despite it's non-instant duration, this charm may be comboed.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;10,000 Armaments Approach&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Living Weapon Form&lt;br /&gt;
&lt;br /&gt;
Though an army may have a thousand swords, the martial artist has still more, as each and every part of his body can be a deadly weapon, from his hair to his toenails, and when he is attacked, he is always ready for his foe.  When he activates this charm, he recives a parry at his full dex + martial arts.  If he sucessfully parries an attack (before the sucesses from a dodge, if any are counted) he may make a free counterattack at his full dex + martial arts.  He may parry a counterattack, though he may never counter attack against one.  &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Trancendent Weapon Warrior&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 WP&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Invincible Armor Self, Body Arsenal Method, 10,000 Armaments Approach&lt;br /&gt;
&lt;br /&gt;
The martial artist finally assumes the ultimate technique of the style, his body now a weapon with a direct link through his anima, a living artifact.  The martial artist gains a number of points equal to double his MA, which he may assign to speed, accuracy, damage, rate, defense, or soak.  A point devoted to soak grants 1 pt to all his soak values.  Each time he invokes this charm, he may assign the bonuses accordingly, though a new version replaces, and does not stack with an extant version.  In addition, the martial artist Acts as if (including the magical material bonuses) he was striking or parrying with a weapon, and wearing a set of armor made of the material to which he most easily attunes.  Further, this supernatural afinity with one of the five magical materials means he cannot be broken.  While he may still be damaged, he cannot lose limbs, eyes, organs, or any other part of his body, without an attack capable of destroying one of the five magical materials.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/LivingWeaponStyleComments|Old Comments]]&lt;br /&gt;
&lt;br /&gt;
Removed all the flat dice adders, and removed some of the charms that lost focus.  Streamlined it back to the original concept some more, and fine tuned some charms.  Hopefully now my very first MA can stand next to my newer ones and not be so ashamed of itself. - [[Scrollreader]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95230</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95230"/>
				<updated>2020-09-02T01:07:07Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any desmesne, manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart's Fire Forging Stone&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you design, build, or repair something and channel a virtue, convert all virtue dice into automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone is treated for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refined Panoply Gemstone&lt;br /&gt;
Varies **&lt;br /&gt;
&lt;br /&gt;
Double the five magical materials bonus for the artifact this stone is set into.  The aspect of the manse must match the material of the artifact (including the appropriate element for the various colors of Jade).  This has no effect if set into something which does not grant a bonus based on the five magical materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of Unfettered Grasp&lt;br /&gt;
Solar ***&lt;br /&gt;
&lt;br /&gt;
Hearthstone bearer is not limited by any requirements of a Twilight ability (Craft, Investigation, Linguistics, Lore or Occult).  This stone does not reduce any difficulties or add dice for these abilities.  It simply allows for any action that falls under these abilities to be performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Houserules&amp;diff=95229</id>
		<title>Scrollreader/Houserules</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Houserules&amp;diff=95229"/>
				<updated>2020-09-02T00:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;House Rules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the house rules I use in my games.&lt;br /&gt;
&lt;br /&gt;
==== Character Creation ====&lt;br /&gt;
&lt;br /&gt;
The Past Lives Merit is summarily disallowed.  All other merits or flaws will be reviewed on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lunars&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Lunars pick one Attribute to be Favored, in addition to Caste Attributes.  Casteless get two, but must subsume one of them in Caste Attributes if ever tattooed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Abyssals&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord.  (Your friendly ST)&lt;br /&gt;
&lt;br /&gt;
==== Rules Changes ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Poison:&amp;lt;/i&amp;gt; Mortals test as per the rules in the Core book.  Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Joy In Adversity Stance&amp;lt;/i&amp;gt;&lt;br /&gt;
:Does not work with non-rolled defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Craft Skills&amp;lt;/i&amp;gt;&lt;br /&gt;
:Craft has been revised to work like Linguistics.  For each dot in Craft, pick one of the Crafts below.&lt;br /&gt;
&lt;br /&gt;
:Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Swordsmithing +3).&lt;br /&gt;
&lt;br /&gt;
:Occult Crafts: Craft: Magitech requires Air and Fire.  Craft: Biotech requires Wood and Water.  Craft: Fate requires either Air or Wood.  Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a Ghost.  Occult Crafts generally require a significant amount of Lore or a tutor to learn.  Mundane Crafts can be used to make Simple Artifacts.&lt;br /&gt;
&lt;br /&gt;
:Craft:War does not exist.  Replace any references to it with appropriate Specialties or other abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Linguistics&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You may manage a related language for a scene by making a Linguistics check.  Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc). For the cost of a specialty, you may learn a single tribal language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Dual Wielding&amp;lt;/i&amp;gt;&lt;br /&gt;
:When weilding matched weapons, you may add half the rate of the off-hand weapon to the rate of the primary weapon.  When wielding mis-matched weapons, the benefit is the varying stats of the weapons, and there is no aditional benefit.  Without a merit, charm, or other abiliy, the normal penalties from the core book apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Stunts&amp;lt;/i&amp;gt;&lt;br /&gt;
:All stunts gain essence as of Power Combat.  And give essence in combat, regardless of if they suceed or fail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Virtue Channeling&amp;lt;/i&amp;gt;&lt;br /&gt;
:Like Stunts, virtue channels apply to all applicable described actions in a round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;FINISH HIM!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;  &lt;br /&gt;
:No single blow may drop a PC, or important NPC below incapacitated.  In order to kill them, you have to stike them again, and intentionally kill them.&lt;br /&gt;
&lt;br /&gt;
=== Setting Changes ===&lt;br /&gt;
:Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can).  Mortal thaumaturgy works on WP and sacrifice.  It's still possible to raise essence, but you have no access to an essence pool.&lt;br /&gt;
&lt;br /&gt;
:There are a whole lot fewer Mountain Folk.  The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
:&amp;lt;i&amp;gt;Comments Welcomed. &amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95228</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95228"/>
				<updated>2020-09-02T00:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart's Fire Forging Stone&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you design, build, or repair something and channel a virtue, convert all virtue dice into automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone is treated for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refined Panoply Gemstone&lt;br /&gt;
Varies **&lt;br /&gt;
&lt;br /&gt;
Double the five magical materials bonus for the artifact this stone is set into.  The aspect of the manse must match the material of the artifact (including the appropriate element for the various colors of Jade).  This has no effect if set into something which does not grant a bonus based on the five magical materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of Unfettered Grasp&lt;br /&gt;
Solar ***&lt;br /&gt;
&lt;br /&gt;
Hearthstone bearer is not limited by any requirements of a Twilight ability (Craft, Investigation, Linguistics, Lore or Occult).  This stone does not reduce any difficulties or add dice for these abilities.  It simply allows for any action that falls under these abilities to be performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Houserules&amp;diff=95227</id>
		<title>Scrollreader/Houserules</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Houserules&amp;diff=95227"/>
				<updated>2020-09-01T18:04:48Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;House Rules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the house rules I use in my games.&lt;br /&gt;
&lt;br /&gt;
==== Character Creation ====&lt;br /&gt;
&lt;br /&gt;
The Past Lives Merit is summarily disallowed.  All other merits or flaws will be reviewed on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lunars&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Lunars pick one Attribute to be Favored, in addition to Caste Attributes.  Casteless get two, but must subsume one of them in Caste Attributes if ever tattooed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Abyssals&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord.  (Your friendly ST)&lt;br /&gt;
&lt;br /&gt;
==== Rules Changes ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Poison:&amp;lt;/i&amp;gt; Mortals test as per the rules in the Core book.  Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Joy In Adversity Stance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:Does not work with non-rolled defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Craft Skills&amp;lt;/i&amp;gt;&lt;br /&gt;
:Craft has been revised to work like Linguistics.  For each dot in Craft, pick one of the Crafts below.  You may gain additional crafts for the cost of a Specialty.&lt;br /&gt;
&lt;br /&gt;
:Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Blacksmithing +3).&lt;br /&gt;
&lt;br /&gt;
:Occult Crafts: Craft: Magitech requires Air and Fire.  Craft: Biotech requires Wood and Water.  Craft: Fate requires either Air or Wood.  Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a Ghost.  Craft: Fire can be used to make Simple Artifacts.&lt;br /&gt;
&lt;br /&gt;
:Craft:War does not exist.  Replace any references to it with appropriate Specialties or other abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Linguistics&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Characters wishing to purchase additional languages only may pay the cost of a specialization to do so.  This means there is no limit on the total number of languages spoken.  Tribal languages taken in this fashion or by purchasing Linguistics grant a number of tribal tongues equal to your Linguistics.  You may manage a related language for a scene by making a Linguistics check.  Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Dual Wielding&amp;lt;/i&amp;gt;&lt;br /&gt;
:When weilding matched weapons, you may add half the rate of the off-hand weapon to the rate of the primary weapon.  When wielding mis-matched weapons, the benefit is the varying stats of the weapons, and there is no aditional benefit.  Without a merit, charm, or other abiliy, the normal penalties from the core book apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Stunts&amp;lt;/i&amp;gt;&lt;br /&gt;
:All stunts gain essence as of Power Combat.  And give essence in combat, regardless of if they suceed or fail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Virtue Channeling&amp;lt;/i&amp;gt;&lt;br /&gt;
:Like Stunts, virtue channels apply to all applicable described actions in a round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;FINISH HIM!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;  &lt;br /&gt;
:No single blow may drop a PC, or important NPC below incapacitated.  In order to kill them, you have to stike them again, and intentionally kill them.&lt;br /&gt;
&lt;br /&gt;
=== Setting Changes ===&lt;br /&gt;
:Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can).  Mortal thaumaturgy works on WP and sacrifice.  It's still possible to raise essence, but you have no access to an essence pool.&lt;br /&gt;
&lt;br /&gt;
:There are a whole lot fewer Mountain Folk.  The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
:&amp;lt;i&amp;gt;Comments Welcomed. &amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheBackBurner&amp;diff=95226</id>
		<title>Scrollreader/TheBackBurner</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheBackBurner&amp;diff=95226"/>
				<updated>2020-09-01T17:45:33Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt; The Back Burner. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are just some ideas that I've been toying with.  Feel free to borrow them, and fold spindle and mutilate.  I don't have them in concrete form yet, and I might like what you do better.  :P&lt;br /&gt;
&lt;br /&gt;
#Abyssal Dual Wielding Style.  Because hey, they just don't have enough Melee charms.  Well, okay, maybe they do.  But the sheer cool value of this is immense.&lt;br /&gt;
#Amethyst Web of Entanglement Style (Sidereal MA) - Starting out with with clinches, and then into more esoteric bindings and burdens.&lt;br /&gt;
#The Prophet of Black Miracles (A Repentant Deathlord)&lt;br /&gt;
#:[[Scrollreader/WhatToDoAboutWar]]&lt;br /&gt;
#:[[Scrollreader/FirstAgeLunars]]&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
I really like the Amethyst web idea. It has a sort of a grab you and hold you art at first, followed by attaching ill-Fate and misfortune to you sort of feel in my head. - [[Paincake]]&lt;br /&gt;
: I second the motion of awesome. - [[Han'ya]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader&amp;diff=95225</id>
		<title>Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader&amp;diff=95225"/>
				<updated>2020-09-01T17:44:33Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/TheBackBurner]] - Ideas in need of implementation.  If you like one, feel free to take it, and expand upon it.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/TheFivefoldDeck]] - Cards for gambling and divination in Creation&lt;br /&gt;
:[[Scrollreader/Houserules]] - What I do differently, in my games.&lt;br /&gt;
:[[Scrollreader/Charms]] - A few new charms I use.  &lt;br /&gt;
:[[Scrollreader/Characters]] - The Exalted in my games.&lt;br /&gt;
:[[Scrollreader/Artifacts]] - Stuff.  And stuff.&lt;br /&gt;
:[[Scrollreader/Hearthstones]] - Other Stuff&lt;br /&gt;
:[[Scrollreader/NewStuff]] - Stuff that is in progress, or newly created.&lt;br /&gt;
&lt;br /&gt;
===== Comments ======&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95224</id>
		<title>Scrollreader/TheFivefoldDeck</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95224"/>
				<updated>2020-08-31T22:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cards in Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Created in the early first age, by an Eclipse Caste known as Clever Monkey, the Fivefold Method of Understanding Creation Deck is meant to both represent fundamental truths of Creation and to be an engaging and useful set of cards for games of all kinds.  &lt;br /&gt;
&lt;br /&gt;
Some, particularly those who believe deeply in the efficacy of the Fivefold Deck in Cartomancy believe that it is the equivalent of of the Salinian Working, an attempt to democratize the reading of Fate.  Critics, particularly among the Fivescore Fellowship, point out that this is no more or less accurate than other mortal divinations, such as entrail reading or Varangian astrology, and that any claims to the contrary (such as the remarkable resemblance of the Empress card in First Age decks to the Scarlet Empress during her Creation-Wide address) are both conveniently made after the fact, and may even involve an intentional invocation of the qualities of the cards by the person in question, due to how widespread the deck has become.  Even the crankiest of Sidereal Exalts will admit, however, that the deck is quite useful for gambling and manipulating mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Fivefold Method of Understanding Creation Deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly called the Fivefold Deck.  Almost all decks of cards currently used in creation and the underworld are based on the Fivefold Deck.  A Fivefold Deck  consists of 67 cards when complete.  There are five suits, each with 13 cards, and two additional cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The five suits are multifaceted.  The original deck used general suits, each with their own five associations.  This is now uncommon except in ancient decks that predate the Usurpation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Warrior - Associated with The Dawn Caste, The Full Moon, Battles, Fire, and the Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Holy - Associated with The Zenith Caste, The Waxing Moon, Endings, Wood, and the Soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Savant - Associated with The Twilight Caste, The New Moon, Secrets, Air, and the Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Scoundrel - Associated with The Night Caste, The Waning Moon, Serenity, Water, and the Cup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Envoy - Associated with the Eclipse Caste, The Half Moon, Journeys, Earth, and the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Suit consists of the following cards:&lt;br /&gt;
(Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
Maiden (Ace)&lt;br /&gt;
&lt;br /&gt;
2-10&lt;br /&gt;
&lt;br /&gt;
The Court Cards: Knight, Exalt, and Ruler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also two additional cards.  The Wyld, and the Void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gambling - Maidens (Aces) may be, depending on the game or even sometimes the order of play, either the servant of all other cards of their suit (the lowest), or the master of it (the highest).  The Wyld and the Void are not used in many games, but when they are the Wyld may be treated as if it was any rank or suit for the purposes of sets.  The Void, when played (or drawn in some variants) will instantly end a hand or game.  Depending on the variation, this either returns all bets to owners, or puts all bets into the pot for the next hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oracular - There are many means of laying out and reading the cards, with significance placed on their order and if they are Ascendant (upright), or Fallen (upside down).  Almost all practices assign special meaning to the cards of the Five Courts, The Maidens, the Wyld and the Void, making the 22 Perfected &amp;amp; Divine Arcana.  In some decks used primarily for making readings, these cards, while sharing some thematic links to their suits, are not even blazoned with the suit, but rather art which illustrates the oracular associations covers the cards.  The 45 cards of the Humble &amp;amp; Earthly Arcana are assigned meanings based on their suit and number, and are often illustrated as well, usually in a numerative sense (ie a Four of Cups will usually have four cups somewhere prominent in the art, though the figure bearing them may also have illustrations important to the meaning of the card)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Illustrative or Oracular names of the Perfected and Divine Arcana (Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ruler of Warriors - Sol Invictus (Glory)&lt;br /&gt;
&lt;br /&gt;
Ruler of the Holy - Gaia (Creation)&lt;br /&gt;
&lt;br /&gt;
Ruler of Savants - Autochthon (The Maimed)&lt;br /&gt;
&lt;br /&gt;
Ruler of Scoundrels - Luna (The Fool)&lt;br /&gt;
&lt;br /&gt;
Ruler of Envoys - The Yozi (The Demon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exalt of Warriors - Prowess&lt;br /&gt;
&lt;br /&gt;
Exalt of the Holy - The Highest Priest&lt;br /&gt;
&lt;br /&gt;
Exalt of Savants - The Sorceror&lt;br /&gt;
&lt;br /&gt;
Exalt of Scoundrels - The Advisor&lt;br /&gt;
&lt;br /&gt;
Exalt of Envoys - The Empress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knight of Warriors - Fire&lt;br /&gt;
&lt;br /&gt;
Knight of the Holy - Wood&lt;br /&gt;
&lt;br /&gt;
Knight of Savants - Air&lt;br /&gt;
&lt;br /&gt;
Knight of Scoundrels - Water&lt;br /&gt;
&lt;br /&gt;
Knight of Envoys - Earth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Void - (Death)&lt;br /&gt;
&lt;br /&gt;
The Wyld - (Mutation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modern Decks-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Most Beneficent Dragons (Dragon Deck) - Dating from the Shogunate, this uses the element associations as the suits, so one would see a five of flames rather than a five of warriors.  The Humble &amp;amp; Earthly array are usually not illustrated at all, simply bearing a number of clearly visible symbols of the appropriate suit in a pleasing geometric arrangement, and a number in the corner of an appropriate color.  In the Realm &amp;amp; Lookshy, this is true of the Perfected &amp;amp; Divine Arcana as well, but older decks, heretical decks, and those designed for the Exalted have illustrations for the Court Cards and the Aces.  The Dragon Deck is primarily used for gambling, as oracular use is heretical to the precepts of the Immaculate Order.  Particularly popular in the Realm and the Scavenger Lands, though soldiers and the formerly vast reach of the Shogunate mean this is the most commonly used of the decks.  Almost always uses the rank names, rather than the proper names of the Perfected and Divine Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Auspicious Deck of the Ascending Heavens (Yu-Shan deck) - In common use in Heaven (and also Great Forks) this deck refers to suits by the name of the appropriate maiden.  Almost always illustrated as well as blazoned with a Maiden's Symbol and a number in the corner.  Still uses the original card names.  Employees of the Bureau of Destiny are not, despite rumors, required to play 'Maidens High'.  But most of them do anyway, just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of Illustrated Virtue &amp;amp; Unsurpassed Wisdom (Wisdom Deck) - Common throughout the South of creation.  Suits are Swords, Souls, Rings, Cups and Staves, and every card is illustrated.  Primarily used for Oracular purposes, but sometimes to gamble (although it is generally considered safer to gamble with a Dragon deck in many places).  The Fair Folk of every corner of creation also seem to prefer this set, gambling recklessly with it, though lacking souls they sometimes rename that suit.  Uses the modern names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Unceasing Calendar of the Underworld (Deck of the Dead) - Considered by the superstitious to bring only bad luck and ill-fate, this deck uses the original suit names and can be used interchangeably for oracular play or gambling.  It is used in Sijan (though it is considered somewhat uncouth for the living to gamble with this deck), Skullstone, and throughout the underworld. While it keeps the suits of the original deck, the illustrations are of a much darker cast, and interpretations tend to be more fatalistic.  Generally uses the modern names, though a few very old grave good versions are originals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Dreaming Moon &amp;amp; Stars (Dreaming Deck) - This deck, primarily used by the Haslanti, though also found among shamans of the North and some No-Moons, uses the moon-signs as suits.  When a rare reading takes place, it is almost always as a religious ritual, often to explain or puzzle through a particularly troubling or confusing dream.  Haslanti also use the cards as a meditation focus, to try to steer their dreams, and sometimes carry a single card with them as an anchor or a totem if they find it particularly meaningful.  Only the young and reckless gamble with a Dreaming Deck in the Haslanti League, or else those who are desperate to change their fate.  Dreaming Decks use the modern names among the Haslanti, though barbarian shaman and No-Moon decks tend to be more individualized or even unique.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader&amp;diff=95223</id>
		<title>Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader&amp;diff=95223"/>
				<updated>2020-08-31T19:50:46Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/TheBackBurner]] - Ideas in need of implementation.  If you like one, feel free to take it, and expand upon it.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/TheFivefoldDeck]] - Cards for gambling and divination in Creation&lt;br /&gt;
:[[Scrollreader/Houserules]] - What I do differently, in my games.&lt;br /&gt;
:[[Scrollreader/Charms]] - A few new charms I use.  &lt;br /&gt;
:[[Scrollreader/Characters]] - The Exalted in my games.&lt;br /&gt;
:[[Scrollreader/Artifacts]] - Stuff.  And stuff.&lt;br /&gt;
:[[Scrollreader/Hearthstones]] - Other Stuff&lt;br /&gt;
:[[Scrollreader/NewStuff]] - Stuff that is in progress, or newly created.&lt;br /&gt;
:[[Scrollreader/WhatToDoAboutWar]] - I'd like to put War in my 1st edition game.  But not mail and steel.  &lt;br /&gt;
&lt;br /&gt;
===== Comments ======&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95222</id>
		<title>Scrollreader/TheFivefoldDeck</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95222"/>
				<updated>2020-08-31T19:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cards in Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Created in the first age, yada yada.  Backstory goes here.  An Eclipse made it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Fivefold Method of Understanding Creation Deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly called the Fivefold Deck.  Almost all decks of cards currently used in creation and the underworld are based on the Fivefold Deck.  A Fivefold Deck  consists of 67 cards when complete.  There are five suits, each with 13 cards, and two additional cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The five suits are multifaceted.  The original deck used general suits, each with their own five associations.  This is now uncommon except in ancient decks that predate the Usurpation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Warrior - Associated with The Dawn Caste, The Full Moon, Battles, Fire, and the Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Holy - Associated with The Zenith Caste, The Waxing Moon, Endings, Wood, and the Soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Savant - Associated with The Twilight Caste, The New Moon, Secrets, Air, and the Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Scoundrel - Associated with The Night Caste, The Waning Moon, Serenity, Water, and the Cup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Envoy - Associated with the Eclipse Caste, The Half Moon, Journeys, Earth, and the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Suit consists of the following cards:&lt;br /&gt;
(Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
Maiden (Ace)&lt;br /&gt;
&lt;br /&gt;
2-10&lt;br /&gt;
&lt;br /&gt;
The Court Cards: Knight, Exalt, and Ruler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also two additional cards.  The Wyld, and the Void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gambling - Maidens (Aces) may be, depending on the game or even sometimes the order of play, either the servant of all other cards of their suit (the lowest), or the master of it (the highest).  The Wyld and the Void are not used in many games, but when they are the Wyld may be treated as if it was any rank or suit for the purposes of sets.  The Void, when played (or drawn in some variants) will instantly end a hand or game.  Depending on the variation, this either returns all bets to owners, or puts all bets into the pot for the next hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oracular - There are many means of laying out and reading the cards, with significance placed on their order and if they are Ascendant (upright), or Fallen (upside down).  Almost all practices assign special meaning to the cards of the Five Courts, The Maidens, the Wyld and the Void, making the 22 Perfected &amp;amp; Divine Arcana.  In some decks used primarily for making readings, these cards, while sharing some thematic links to their suits, are not even blazoned with the suit, but rather art which illustrates the oracular associations covers the cards.  The 45 cards of the Humble &amp;amp; Earthly Arcana are assigned meanings based on their suit and number, and are often illustrated as well, usually in a numerative sense (ie a Four of Cups will usually have four cups somewhere prominent in the art, though the figure bearing them may also have illustrations important to the meaning of the card)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Illustrative or Oracular names of the Perfected and Divine Arcana (Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ruler of Warriors - Sol Invictus (Glory)&lt;br /&gt;
&lt;br /&gt;
Ruler of the Holy - Gaia (Creation)&lt;br /&gt;
&lt;br /&gt;
Ruler of Savants - Autochthon (The Maimed)&lt;br /&gt;
&lt;br /&gt;
Ruler of Scoundrels - Luna (The Fool)&lt;br /&gt;
&lt;br /&gt;
Ruler of Envoys - Malfeas (The Demon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exalt of Warriors - Prowess&lt;br /&gt;
&lt;br /&gt;
Exalt of the Holy - The Highest Priest&lt;br /&gt;
&lt;br /&gt;
Exalt of Savants - The Sorceror&lt;br /&gt;
&lt;br /&gt;
Exalt of Scoundrels - The Advisor&lt;br /&gt;
&lt;br /&gt;
Exalt of Envoys - The Empress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knight of Warriors - Fire&lt;br /&gt;
&lt;br /&gt;
Knight of the Holy - Wood&lt;br /&gt;
&lt;br /&gt;
Knight of Savants - Air&lt;br /&gt;
&lt;br /&gt;
Knight of Scoundrels - Water&lt;br /&gt;
&lt;br /&gt;
Knight of Envoys - Earth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Void - (Death)&lt;br /&gt;
&lt;br /&gt;
The Wyld - (Mutation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modern Decks-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Most Beneficent Dragons (Dragon Deck) - Dating from the Shogunate, this uses the element associations as the suits, so one would see a five of flames rather than a five of warriors.  The Humble &amp;amp; Earthly array are usually not illustrated at all, simply bearing a number of clearly visible symbols of the appropriate suit in a pleasing geometric arrangement, and a number in the corner of an appropriate color.  In the Realm &amp;amp; Lookshy, this is true of the Perfected &amp;amp; Divine Arcana as well, but older decks, heretical decks, and those designed for the Exalted have illustrations for the Court Cards and the Aces.  The Dragon Deck is primarily used for gambling, as oracular use is heretical to the precepts of the Immaculate Order.  Particularly popular in the Realm and the Scavenger Lands, though soldiers and the formerly vast reach of the Shogunate mean this is the most commonly used of the decks.  Almost always uses the rank names, rather than the proper names of the Perfected and Divine Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Auspicious Deck of the Ascending Heavens (Yu-Shan deck) - In common use in Heaven (and also Great Forks) this deck refers to suits by the name of the appropriate maiden.  Almost always illustrated as well as blazoned with a Maiden's Symbol and a number in the corner.  Still uses the original card names.  Employees of the Bureau of Destiny are not, despite rumors, required to play 'Maidens High'.  But most of them do anyway, just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of Illustrated Virtue &amp;amp; Unsurpassed Wisdom (Wisdom Deck) - Common throughout the South of creation.  Suits are Swords, Souls, Rings, Cups and Staves, and every card is illustrated.  Primarily used for Oracular purposes, but sometimes to gamble (although it is generally considered safer to gamble with a Dragon deck in many places).  The Fair Folk of every corner of creation also seem to prefer this set, gambling recklessly with it, though lacking souls they sometimes rename that suit.  Uses the modern names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Unceasing Calendar of the Underworld (Deck of the Dead) - Considered by the superstitious to bring only bad luck and ill-fate, this deck uses the original suit names and can be used interchangeably for oracular play or gambling.  It is used in Sijan (though it is considered somewhat uncouth for the living to gamble with this deck), Skullstone, and throughout the underworld. While it keeps the suits of the original deck, the illustrations are of a much darker cast, and interpretations tend to be more fatalistic.  Generally uses the modern names, though a few very old grave good versions are originals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Dreaming Moon &amp;amp; Stars (Dreaming Deck) - This deck, primarily used by the Haslanti, though also found among shamans of the North and some No-Moons, uses the moon-signs as suits.  When a rare reading takes place, it is almost always as a religious ritual, often to explain or puzzle through a particularly troubling or confusing dream.  Haslanti also use the cards as a meditation focus, to try to steer their dreams, and sometimes carry a single card with them as an anchor or a totem if they find it particularly meaningful.  Only the young and reckless gamble with a Dreaming Deck in the Haslanti League, or else those who are desperate to change their fate.  Dreaming Decks use the modern names among the Haslanti, though barbarian shaman and No-Moon decks tend to be more individualized or even unique.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95221</id>
		<title>Scrollreader/TheFivefoldDeck</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95221"/>
				<updated>2020-08-31T19:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cards in Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Created in the first age, yada yada.  Backstory goes here.  An Eclipse made it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Fivefold Method of Understanding Creation Deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly called the Fivefold Deck.  Almost all decks of cards currently used in creation and the underworld are based on the Fivefold Deck.  A Fivefold Deck  consists of 67 cards when complete.  There are five suits, each with 13 cards, and two additional cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The five suits are multifaceted.  The original deck used general suits, each with their own five associations.  This is now uncommon except in ancient decks that predate the Usurpation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Warrior - Associated with The Dawn Caste, The Full Moon, Battles, Fire, and the Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Holy - Associated with The Zenith Caste, The Waxing Moon, Endings, Wood, and the Soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Savant - Associated with The Twilight Caste, The New Moon, Secrets, Air, and the Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Scoundrel - Associated with The Night Caste, The Waning Moon, Serenity, Water, and the Cup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Envoy - Associated with the Eclipse Caste, The Half Moon, Journeys, Earth, and the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Suit consists of the following cards:&lt;br /&gt;
(Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
Maiden (Ace)&lt;br /&gt;
&lt;br /&gt;
2-10&lt;br /&gt;
&lt;br /&gt;
The Court Cards: Element (Knight), Exalt (Hero), and Ruler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also two additional cards.  The Wyld, and the Void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gambling - Maidens (Aces) may be, depending on the game or even sometimes the order of play, either the servant of all other cards of their suit (the lowest), or the master of it (the highest).  The Wyld and the Void are not used in many games, but when they are the Wyld may be treated as if it was any rank or suit for the purposes of sets.  The Void, when played (or drawn in some variants) will instantly end a hand or game.  Depending on the variation, this either returns all bets to owners, or puts all bets into the pot for the next hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oracular - There are many means of laying out and reading the cards, with significance placed on their order and if they are Ascendant (upright), or Fallen (upside down).  Almost all practices assign special meaning to the cards of the Five Courts, The Maidens, the Wyld and the Void, making the 22 Perfected &amp;amp; Divine Arcana.  In some decks used primarily for making readings, these cards, while sharing some thematic links to their suits, are not even blazoned with the suit, but rather art which illustrates the oracular associations covers the cards.  The 45 cards of the Humble &amp;amp; Earthly Arcana are assigned meanings based on their suit and number, and are often illustrated as well, usually in a numerative sense (ie a Four of Cups will usually have four cups somewhere prominent in the art, though the figure bearing them may also have illustrations important to the meaning of the card)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Illustrative or Oracular names of the Perfected and Divine Arcana (Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ruler of Warriors - Sol Invictus (Glory)&lt;br /&gt;
&lt;br /&gt;
Ruler of the Holy - Gaia (Creation)&lt;br /&gt;
&lt;br /&gt;
Ruler of Savants - Autochthon (The Maimed)&lt;br /&gt;
&lt;br /&gt;
Ruler of Scoundrels - Luna (The Fool)&lt;br /&gt;
&lt;br /&gt;
Ruler of Envoys - Malfeas (The Demon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exalt of Warriors - Prowess&lt;br /&gt;
&lt;br /&gt;
Exalt of the Holy - The Highest Priest&lt;br /&gt;
&lt;br /&gt;
Exalt of Savants - The Sorceror&lt;br /&gt;
&lt;br /&gt;
Exalt of Scoundrels - The Advisor&lt;br /&gt;
&lt;br /&gt;
Exalt of Envoys - The Empress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knight of Warriors - Fire&lt;br /&gt;
&lt;br /&gt;
Knight of the Holy - Wood&lt;br /&gt;
&lt;br /&gt;
Knight of Savants - Air&lt;br /&gt;
&lt;br /&gt;
Knight of Scoundrels - Water&lt;br /&gt;
&lt;br /&gt;
Knight of Envoys - Earth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Void - (Death)&lt;br /&gt;
&lt;br /&gt;
The Wyld - (Mutation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modern Decks-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Most Beneficent Dragons (Dragon Deck) - Dating from the Shogunate, this uses the element associations as the suits, so one would see a five of flames rather than a five of warriors.  The Humble &amp;amp; Earthly array are usually not illustrated at all, simply bearing a number of clearly visible symbols of the appropriate suit in a pleasing geometric arrangement, and a number in the corner of an appropriate color.  In the Realm &amp;amp; Lookshy, this is true of the Perfected &amp;amp; Divine Arcana as well, but older decks, heretical decks, and those designed for the Exalted have illustrations for the Court Cards and the Aces.  The Dragon Deck is primarily used for gambling, as oracular use is heretical to the precepts of the Immaculate Order.  Particularly popular in the Realm and the Scavenger Lands, though soldiers and the formerly vast reach of the Shogunate mean this is the most commonly used of the decks.  Almost always uses the rank names, rather than the proper names of the Perfected and Divine Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Auspicious Deck of the Ascending Heavens (Yu-Shan deck) - In common use in Heaven (and also Great Forks) this deck refers to suits by the name of the appropriate maiden.  Almost always illustrated as well as blazoned with a Maiden's Symbol and a number in the corner.  Still uses the original card names.  Employees of the Bureau of Destiny are not, despite rumors, required to play 'Maidens High'.  But most of them do anyway, just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of Illustrated Virtue &amp;amp; Unsurpassed Wisdom (Wisdom Deck) - Common throughout the South of creation.  Suits are Swords, Souls, Rings, Cups and Staves, and every card is illustrated.  Primarily used for Oracular purposes, but sometimes to gamble (although it is generally considered safer to gamble with a Dragon deck in many places).  The Fair Folk of every corner of creation also seem to prefer this set, gambling recklessly with it, though lacking souls they sometimes rename that suit.  Uses the modern names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Unceasing Calendar of the Underworld (Deck of the Dead) - Considered by the superstitious to bring only bad luck and ill-fate, this deck uses the original suit names and can be used interchangeably for oracular play or gambling.  It is used in Sijan (though it is considered somewhat uncouth for the living to gamble with this deck), Skullstone, and throughout the underworld. While it keeps the suits of the original deck, the illustrations are of a much darker cast, and interpretations tend to be more fatalistic.  Generally uses the modern names, though a few very old grave good versions are originals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Dreaming Moon &amp;amp; Stars (Dreaming Deck) - This deck, primarily used by the Haslanti, though also found among shamans of the North and some No-Moons, uses the moon-signs as suits.  When a rare reading takes place, it is almost always as a religious ritual, often to explain or puzzle through a particularly troubling or confusing dream.  Haslanti also use the cards as a meditation focus, to try to steer their dreams, and sometimes carry a single card with them as an anchor or a totem if they find it particularly meaningful.  Only the young and reckless gamble with a Dreaming Deck in the Haslanti League, or else those who are desperate to change their fate.  Dreaming Decks use the modern names among the Haslanti, though barbarian shaman and No-Moon decks tend to be more individualized or even unique.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95220</id>
		<title>Scrollreader/TheFivefoldDeck</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95220"/>
				<updated>2020-08-31T19:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cards in Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Created in the first age, yada yada.  Backstory goes here.  An Eclipse made it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Fivefold Method of Understanding Creation Deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly called the Fivefold Deck.  Almost all decks of cards currently used in creation and the underworld are based on the Fivefold Deck.  A Fivefold Deck  consists of 67 cards when complete.  There are five suits, each with 13 cards, and two additional cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The five suits are multifaceted.  The original deck used general suits, each with their own five associations.  This is now uncommon except in ancient decks that predate the Usurpation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Warrior - Associated with The Dawn Caste, The Full Moon, Battles, Fire, and the Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Holy - Associated with The Zenith Caste, The Waxing Moon, Endings, Wood, and the Soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Savant - Associated with The Twilight Caste, The New Moon, Secrets, Air, and the Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Scoundrel - Associated with The Night Caste, The Waning Moon, Serenity, Water, and the Cup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Envoy - Associated with the Eclipse Caste, The Half Moon, Journeys, Earth, and the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Suit consists of the following cards:&lt;br /&gt;
(Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
Maiden (Ace)&lt;br /&gt;
&lt;br /&gt;
2-10&lt;br /&gt;
&lt;br /&gt;
The Court Cards: Element (Knight), Exalt (Hero), and Ruler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also two additional cards.  The Wyld, and the Void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gambling - Maidens (Aces) may be, depending on the game or even sometimes the order of play, either the servant of all other cards of their suit (the lowest), or the master of it (the highest).  The Wyld and the Void are not used in many games, but when they are the Wyld may be treated as if it was any rank or suit for the purposes of sets.  The Void, when played (or drawn in some variants) will instantly end a hand or game.  Depending on the variation, this either returns all bets to owners, or puts all bets into the pot for the next hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oracular - There are many means of laying out and reading the cards, with significance placed on their order and if they are Ascendant (upright), or Fallen (upside down).  Almost all practices assign special meaning to the cards of the Five Courts, The Maidens, the Wyld and the Void, making the 22 Perfected &amp;amp; Divine Arcana.  In some decks used primarily for making readings, these cards, while sharing some thematic links to their suits, are not even blazoned with the suit, but rather art which illustrates the oracular associations covers the cards.  The 45 cards of the Humble &amp;amp; Earthly Arcana are assigned meanings based on their suit and number, and are often illustrated as well, usually in a numerative sense (ie a Four of Cups will usually have four cups somewhere prominent in the art, though the figure bearing them may also have illustrations important to the meaning of the card)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Illustrative or Oracular names of the Perfected and Divine Arcana (Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ruler of Warriors - Sol Invictus (Glory)&lt;br /&gt;
Ruler of the Holy - Gaia (Creation)&lt;br /&gt;
Ruler of Savants - Autochthon (The Maimed)&lt;br /&gt;
Ruler of Scoundrels - Luna (The Fool)&lt;br /&gt;
Ruler of Envoys - Malfeas (The Demon)&lt;br /&gt;
&lt;br /&gt;
Exalt of Warriors - Prowess&lt;br /&gt;
Exalt of the Holy - The Highest Priest&lt;br /&gt;
Exalt of Savants - The Sorceror&lt;br /&gt;
Exalt of Scoundrels - The Advisor&lt;br /&gt;
Exalt of Envoys - The Empress&lt;br /&gt;
&lt;br /&gt;
Knight of Warriors - Fire&lt;br /&gt;
Knight of the Holy - Wood&lt;br /&gt;
Knight of Savants - Air&lt;br /&gt;
Knight of Scoundrels - Water&lt;br /&gt;
Knight of Envoys - Earth&lt;br /&gt;
&lt;br /&gt;
The Void - (Death)&lt;br /&gt;
The Wyld - (Mutation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modern Decks-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Most Beneficent Dragons (Dragon Deck) - Dating from the Shogunate, this uses the element associations as the suits, so one would see a five of flames rather than a five of warriors.  The Humble &amp;amp; Earthly array are usually not illustrated at all, simply bearing a number of clearly visible symbols of the appropriate suit in a pleasing geometric arrangement, and a number in the corner of an appropriate color.  In the Realm &amp;amp; Lookshy, this is true of the Perfected &amp;amp; Divine Arcana as well, but older decks, heretical decks, and those designed for the Exalted have illustrations for the Court Cards and the Aces.  The Dragon Deck is primarily used for gambling, as oracular use is heretical to the precepts of the Immaculate Order.  Particularly popular in the Realm and the Scavenger Lands, though soldiers and the formerly vast reach of the Shogunate mean this is the most commonly used of the decks.  Almost always uses the rank names, rather than the proper names of the Perfected and Divine Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Auspicious Deck of the Ascending Heavens (Yu-Shan deck) - In common use in Heaven (and also Great Forks) this deck refers to suits by the name of the appropriate maiden.  Almost always illustrated as well as blazoned with a Maiden's Symbol and a number in the corner.  Still uses the original card names.  Employees of the Bureau of Destiny are not, despite rumors, required to play 'Maidens High'.  But most of them do anyway, just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of Illustrated Virtue &amp;amp; Unsurpassed Wisdom (Wisdom Deck) - Common throughout the South of creation.  Suits are Swords, Souls, Rings, Cups and Staves, and every card is illustrated.  Primarily used for Oracular purposes, but sometimes to gamble (although it is generally considered safer to gamble with a Dragon deck in many places).  The Fair Folk of every corner of creation also seem to prefer this set, gambling recklessly with it, though lacking souls they sometimes rename that suit.  Uses the modern names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Unceasing Calendar of the Underworld (Deck of the Dead) - Considered by the superstitious to bring only bad luck and ill-fate, this deck uses the original suit names and can be used interchangeably for oracular play or gambling.  It is used in Sijan (though it is considered somewhat uncouth for the living to gamble with this deck), Skullstone, and throughout the underworld. While it keeps the suits of the original deck, the illustrations are of a much darker cast, and interpretations tend to be more fatalistic.  Generally uses the modern names, though a few very old grave good versions are originals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Dreaming Moon &amp;amp; Stars (Dreaming Deck) - This deck, primarily used by the Haslanti, though also found among shamans of the North and some No-Moons, uses the moon-signs as suits.  When a rare reading takes place, it is almost always as a religious ritual, often to explain or puzzle through a particularly troubling or confusing dream.  Haslanti also use the cards as a meditation focus, to try to steer their dreams, and sometimes carry a single card with them as an anchor or a totem if they find it particularly meaningful.  Only the young and reckless gamble with a Dreaming Deck in the Haslanti League, or else those who are desperate to change their fate.  Dreaming Decks use the modern names among the Haslanti, though barbarian shaman and No-Moon decks tend to be more individualized or even unique.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95219</id>
		<title>Scrollreader/TheFivefoldDeck</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/TheFivefoldDeck&amp;diff=95219"/>
				<updated>2020-08-31T17:53:34Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: So I got bored and wrote up stuff about playing cards and tarot in Exalted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cards in Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Created in the first age, yada yada.  Backstory goes here.  An Eclipse made it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Fivefold Method of Understanding Creation Deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly called the Fivefold Deck.  Almost all decks of cards currently used in creation and the underworld are based on the Fivefold Deck.  A Fivefold Deck  consists of 67 cards when complete.  There are five suits, each with 13 cards, and two additional cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The five suits are multifaceted.  The original deck used general suits, each with their own five associations.  This is now uncommon except in ancient decks that predate the Usurpation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Warrior - Associated with The Dawn Caste, The Full Moon, Battles, Fire, and the Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Holy - Associated with The Zenith Caste, The Waxing Moon, Endings, Wood, and the Soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Savant - Associated with The Twilight Caste, The New Moon, Secrets, Air, and the Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Scoundrel - Associated with The Night Caste, The Waning Moon, Serenity, Water, and the Cup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Suit of the Envoy - Associated with the Eclipse Caste, The Half Moon, Journeys, Earth, and the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Suit consists of the following cards:&lt;br /&gt;
(Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
Maiden (Ace)&lt;br /&gt;
&lt;br /&gt;
2-10&lt;br /&gt;
&lt;br /&gt;
The Court Cards: Element (Knight), Exalt (Hero), and Ruler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also two additional cards.  The Wyld, and the Void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gambling - Maidens (Aces) may be, depending on the game or even sometimes the order of play, either the servant of all other cards of their suit (the lowest), or the master of it (the highest).  The Wyld and the Void are not used in many games, but when they are the Wyld may be treated as if it was any rank or suit for the purposes of sets.  The Void, when played (or drawn in some variants) will instantly end a hand or game.  Depending on the variation, this either returns all bets to owners, or puts all bets into the pot for the next hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oracular - There are many means of laying out and reading the cards, with significance placed on their order and if they are Ascendant (upright), or Fallen (upside down).  Almost all practices assign special meaning to the cards of the Five Courts, The Maidens, the Wyld and the Void, making the 22 Perfected &amp;amp; Divine Arcana.  In some decks used primarily for making readings, these cards, while sharing some thematic links to their suits, are not even blazoned with the suit, but rather art which illustrates the oracular associations covers the cards.  The 45 cards of the Humble &amp;amp; Earthly Arcana are assigned meanings based on their suit and number, and are often illustrated as well, usually in a numerative sense (ie a Four of Cups will usually have four cups somewhere prominent in the art, though the figure bearing them may also have illustrations important to the meaning of the card)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Illustrative or Oracular names of the Perfected and Divine Arcana (Modern names are in parentheses where they differ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ruler of Warriors - Sol Invictus (Glory)&lt;br /&gt;
Ruler of the Holy - Gaia (Creation)&lt;br /&gt;
Ruler of Savants - Autochthon (The Maimed)&lt;br /&gt;
Ruler of Scoundrels - Luna (The Fool)&lt;br /&gt;
Ruler of Envoys - Malfeas (The Demon)&lt;br /&gt;
&lt;br /&gt;
Exalt of Warriors - Prowess&lt;br /&gt;
Exalt of the Holy - The Highest Priest&lt;br /&gt;
Exalt of Savants - The Sorceror&lt;br /&gt;
Exalt of Scoundrels - The Advisor&lt;br /&gt;
Exalt of Envoys - The Empress&lt;br /&gt;
&lt;br /&gt;
Knight of Warriors - Fire&lt;br /&gt;
Knight of the Holy - Wood&lt;br /&gt;
Knight of Savants - Air&lt;br /&gt;
Knight of Scoundrels - Water&lt;br /&gt;
Knight of Envoys - Earth&lt;br /&gt;
&lt;br /&gt;
The Void - (Death)&lt;br /&gt;
The Wyld - (Mutation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modern Decks-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Most Beneficent Dragons (Dragon Deck) - Dating from the Shogunate, this uses the element associations as the suits, so one would see a five of flames rather than a five of warriors.  The Humble &amp;amp; Earthly array are usually not illustrated at all, simply bearing a number of clearly visible symbols of the appropriate suit in a pleasing geometric arrangement, and a number in the corner of an appropriate color.  In the Realm &amp;amp; Lookshy, this is true of the Perfected &amp;amp; Divine Arcana as well, but older decks, heretical decks, and those designed for the Exalted have illustrations for the Court Cards and the Aces.  The Dragon Deck is primarily used for gambling, as oracular use is heretical to the precepts of the Immaculate Order.  Particularly popular in the Realm and the Scavenger Lands, though soldiers and the formerly vast reach of the Shogunate mean this is the most commonly used of the decks.  Almost always uses the rank names, rather than the proper names of the Perfected and Divine Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Auspicious Deck of the Ascending Heavens (Yu-Shan deck) - In common use in Heaven (and also Great Forks) this deck refers to suits by the name of the appropriate maiden.  Almost always illustrated as well as blazoned with a Maiden's Symbol and a number in the corner.  Still uses the original card names.  Employees of the Bureau of Destiny are not, despite rumors, required to play 'Maidens High'.  But most of them do anyway, just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of Illustrated Virtue &amp;amp; Unsurpassed Wisdom (Wisdom Deck) - Common throughout the South of creation.  Suits are Swords, Souls, Rings, Cups and Staves, and every card is illustrated.  Primarily used for Oracular purposes, but sometimes to gamble (although it is generally considered safer to gamble with a Dragon deck in many places).  The Fair Folk of every corner of creation also seem to prefer this set, gambling recklessly with it, though lacking souls they sometimes rename that suit.  Uses the modern names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Deck of the Unceasing Calendar of the Underworld (Deck of the Dead) - Considered by the superstitious to bring only bad luck and ill-fate, this deck uses the original suit names and can be used interchangeably for oracular play or gambling.  It is used in Sijan (though it is considered somewhat uncouth for the living to gamble with this deck), Skullstone, and throughout the underworld. While it keeps the suits of the original deck, the illustrations are of a much darker cast, and interpretations tend to be more fatalistic.  Generally uses the modern names, though a few very old grave good versions are originals.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95218</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95218"/>
				<updated>2020-08-28T20:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart's Fire Forging Stone&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you design, build, or repair something and channel a virtue, convert all virtue dice into automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone is treated for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refined Panoply Gemstone&lt;br /&gt;
Varies **&lt;br /&gt;
&lt;br /&gt;
Double the five magical materials bonus for the artifact this stone is set into.  The aspect of the manse must match the material of the artifact (including the appropriate element for the various colors of Jade).  This has no effect if set into something which does not grant a bonus based on the five magical materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of Unfettered Grasp&lt;br /&gt;
Solar ***&lt;br /&gt;
&lt;br /&gt;
Hearthstone bearer is not limited by any requirements of a Twilight ability (Craft, Investigation, Linguistics, Lore or Occult).  This stone does not reduce any difficulties or add dice for these abilities.  It simply allows for any action that falls under these abilities to be performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95217</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95217"/>
				<updated>2020-08-28T20:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Added new Hearthstones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart's Fire Forging Stone&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you design, build, or repair something and channel a virtue, convert all virtue dice into automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone is treated for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refined Panoply Gemstone&lt;br /&gt;
Varies **&lt;br /&gt;
&lt;br /&gt;
Double the five magical materials bonus for the artifact this stone is set into.  The aspect of the manse must match the material of the artifact (including the appropriate element for the various colors of Jade).  This has no effect if set into something which does not grant a bonus based on the five magical materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of Unfettered Grasp&lt;br /&gt;
Solar ***&lt;br /&gt;
&lt;br /&gt;
Hearthstone bearer is not limited by any requirements of a Twilight ability (Craft, Investigation, Linguistics, Lore or Occult).  This stone does not reduce any difficulties or add dice for these abilities.  It simply allows for any action that falls under these abilities to be performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95216</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95216"/>
				<updated>2020-08-26T03:08:03Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart's Fire Forging Stone&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you design, build, or repair something and channel a virtue, convert all virtue dice into automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone supplies essence for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95215</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95215"/>
				<updated>2020-08-25T13:08:39Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heartfire Builder's Gem&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you channel a virtue to design or build something, treat all dice gained as automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone supplies essence for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95214</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=95214"/>
				<updated>2020-08-25T13:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Added some new Hearthstones, cleaned up a couple others.  If anybody is still here, comments welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TERRESTRIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
Threefold Heart of the World&lt;br /&gt;
Earth *****&lt;br /&gt;
Treat your Craft, Lore, and Occult abilities as three higher for all purposes (dice, requirements, etc) for building, disrupting or modifying manses and desmesnes.&lt;br /&gt;
You may always see dragon lines, and determine the nature and powers of any manse or hearthstone you can see without a roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement or by doubling the rate at which maintenance is required.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
Heartfire Builder's Gem&lt;br /&gt;
Fire *&lt;br /&gt;
&lt;br /&gt;
When you channel a virtue to design or build something, treat all dice gained as automatic successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CELESTIAL HEARTHSTONES OF ARTIFICE&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone supplies essence for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
Crystal of the Cuckoo's Essence&lt;br /&gt;
Lunar **&lt;br /&gt;
You may gain any of the magical materials bonuses of an artifact you attune to at no extra cost (though you must still make any rolls required).  Artifacts with more stringent attunement requirements such as the Rings of Being or the Daiklaive of Conquest are still not able to be attuned if the bearer does not meet the requirements.&lt;br /&gt;
&lt;br /&gt;
Sleight of Essence Pearl&lt;br /&gt;
Sidereal ***&lt;br /&gt;
Instantly attune to an artifact you can touch or a manse you are within with the normal cost or roll for a scene, even if it is already attuned.  This gives an instinctive grasp of qualities such as use of powers.  This does not break any others' previous attunement, though they may or may not be aware of the bearer's access.  Roll Wits+Larceny for the bearer, and Perception+Occult for the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL HEARTHSTONES&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their (original) stamina.&lt;br /&gt;
&lt;br /&gt;
Stone of the Symmetrical Worlds&lt;br /&gt;
Abyssal *****&lt;br /&gt;
Bearer is treated as if he was always in a Shadowland for the purposes of charms, spells, and regaining essence.  The living use the Shadowland during the day table, and the dead at night to regain essence.  Additionally, the stone's owner is immediately aware of the boundaries of a Shadowland he can see, and may choose to exit a Shadowland into either Creation or the Underworld at will.  This stone does not work if it is in Yu-Shan, Malfeas, Autochthonia or any other spiritual domain besides the Underworld.  It works just fine in Creation and in the Wyld, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=90965</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=90965"/>
				<updated>2014-01-20T09:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looksy's Hearthstones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone supplies essence for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Hearthstones&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;br /&gt;
&lt;br /&gt;
War is an added ability.  With charms which are relevant to war.  See[[Scrollreader/WhatToDoAboutWar]] for some ideas.  There is no martial arts ability.  Brawl equal to the MA rating is required to learn MA styles, and some styles may require other abilities.  (Snake and Tiger require only brawl, Mantis and [[VBoS]] may require Melee, etc)&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=90963</id>
		<title>Scrollreader/NewStuff</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/NewStuff&amp;diff=90963"/>
				<updated>2014-01-20T09:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Recosted and reworked  hearthstones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looksy's Hearthstones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Renewal Gem&lt;br /&gt;
Wood ****&lt;br /&gt;
&lt;br /&gt;
This hearthstone is shaped like an unopened bud of brilliant green.  When left in contact with a nonliving item, that item will 'heal' any damage it has sustained.  Rips in clothing mend, scars on wooden furniture vanish, and chips of stone or metal will fill in.  This 'healing' does not work on items made from the five magical materials.  However, if the Renewal Gem is used to power an artifact (as a level 3 hearthstone) the artifact will cease to require maintainence until attunement is lost, or the stone is removed, as reagents that wear down or run out grow back just as quickly.  This does not affect malfunctions from prior missed maintainence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
System Flow Stone&lt;br /&gt;
Water ***&lt;br /&gt;
&lt;br /&gt;
When this Hearthstone is used to power an artifact (as a level two hearthstone) it allows power reserves to be fluidly reassigned.  The bearer may boost the effectiveness of an enhancement tied to maintainence (*) by half by turning off another such enhancement.  This can be done multiple times, but no effect may be more than doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired Technician's Gem (Jury-Rigging Rock) &lt;br /&gt;
Air **&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need it to work /now/.   The hearthstone bearer may repair a mundane item or artifact (or perform maintainence on one) with a single dramatic action (Or with a miscellaneous action with an appropriate stunt).  This costs no resources, and does not penalize the bearer for a lack of tools or materials (or the poor quality of same), but do not otherwise decrease the difficulty.  Repairs last only for a single scene.  Maintainence counts as being fulfilled as normal, though only half the normal time passes until the next maintainence is needed.  Each use of this hearthstone on an item /cumulatively/ increases the difficulty to repair or maintain it by 1 until it is properly maintained and restored (normal tools and cost, five times the time required).  As such, some users continue to use this stone until the item is beyond their ability to restore.&lt;br /&gt;
&lt;br /&gt;
Perfected Stone&lt;br /&gt;
Solar *+&lt;br /&gt;
&lt;br /&gt;
This hearthstone supplies essence for all purposes as if it were a hearthstone of double its actual level.  (occupying the Manse does not provide any more essence than usual, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Hearthstones&lt;br /&gt;
&lt;br /&gt;
Iron Body Stone&lt;br /&gt;
Earth ***&lt;br /&gt;
&lt;br /&gt;
This hearthstone doubles the bearer's stamina for the purposes of calculating inherent bashing and lethal soak.  They even gain an aggravated soak of 1/2 their stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test House Rules:&lt;br /&gt;
&lt;br /&gt;
Craft works like linguistics, in that each dot allows you to pick a type of craft (in the same way that linguistics lets you pick a language).  Types of craft include the five divisions of mortal crafting, fatecrafting, magitech, artifice, moliation, etc.&lt;br /&gt;
&lt;br /&gt;
Merits are availiable which add additional types of crafts or additional languages before essence 6.&lt;br /&gt;
&lt;br /&gt;
War is an added ability.  With charms which are relevant to war.  See[[Scrollreader/WhatToDoAboutWar]] for some ideas.  There is no martial arts ability.  Brawl equal to the MA rating is required to learn MA styles, and some styles may require other abilities.  (Snake and Tiger require only brawl, Mantis and [[VBoS]] may require Melee, etc)&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=LunarDefensive/Scrollreader&amp;diff=86625</id>
		<title>LunarDefensive/Scrollreader</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=LunarDefensive/Scrollreader&amp;diff=86625"/>
				<updated>2011-07-28T17:36:48Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Soul-Body Armoring Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Stamina:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Armor-Forming Technique&lt;br /&gt;
&lt;br /&gt;
All Lunars have a mastery of their own bodies that allows them to soften the impact of blows and develop formidable natural armor.  This charm expands that ability, allowing the Lunar to reshape their essence as well, preventing even powerful foes from taking advantage of their advanced essence when fighting the Lunar.&amp;lt;br&amp;gt;&lt;br /&gt;
This charm allows a Lunar to subtract half their own Essence  (rounding up) from an opponent's Essence when determining how many damage dice to roll on attacks that do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; defeat the Lunar's soak.  (minimum of one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example:  Raging Wildfire, an experienced Immaculate of Hessiah attacks the anathema Silver Turtle.  Silver Turtle has this charm engaged, when Raging Wildfire manages to slip a short daiklaive past the Lunar's defenses.  The amount of damage done is less than Silver Turtles soak, and so Raging Wildfire would normally roll his essence (4 dice) in damage.  Silver Turtle subtracts half his own essence, however, leaving the Immaculate with only two damage die.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Characters&amp;diff=86467</id>
		<title>Scrollreader/Characters</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Characters&amp;diff=86467"/>
				<updated>2011-07-13T22:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MY CHARACTERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/5Pillars|Five Pillars of Understanding Wisdom]]&lt;br /&gt;
A former immaculate, seeking harmony between childhood memories and those of the first age.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/7|Seven Wisdom's Student]]&lt;br /&gt;
A wandering swordsman, with a desire for righteousness in all things.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/3|Three Times a Widow]]&lt;br /&gt;
A daring woman, who bravely ventures in front of firedust cannons ... yet hides behind a mask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
CHARACTERS IN MY GAMES&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/DaughterofSilk%26Steel#Daughter_of_Silk_.26_Steel]]&lt;br /&gt;
Conflicted Day Caste on the Run&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Characters&amp;diff=86465</id>
		<title>Scrollreader/Characters</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/Characters&amp;diff=86465"/>
				<updated>2011-07-13T22:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:[[Scrollreader/5Pillars|Five Pillars of Understanding Wisdom]]&lt;br /&gt;
A former immaculate, seeking harmony between childhood memories and those of the first age.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/7|Seven Wisdom's Student]]&lt;br /&gt;
A wandering swordsman, with a desire for righteousness in all things.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/3|Three Times a Widow]]&lt;br /&gt;
A daring woman, who bravely ventures in front of firedust cannons ... yet hides behind a mask.&lt;br /&gt;
&lt;br /&gt;
:[[Scrollreader/DaughterofSilk%26Steel#Daughter_of_Silk_.26_Steel]]&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86459</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86459"/>
				<updated>2011-07-13T01:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: /* Daughter of Silk &amp;amp; Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (formerly Copper Lily)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Serpents (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch            Ref - 3 m                 Automatically balance, however weak or fragile the surface for the scene.&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form             Ref - 1 m/2 dice          Remove dice from an opponent's attack, minimum 0.&lt;br /&gt;
     Uncanny Impulse Evasion          Ref - 2 m                 Dodge an unseen attack with Dex only.&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique                                          Extra Health Levels (-1, -2, -2).&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude    Sup - 1 m/die             Add dice to single Investigation task for a scene. &lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade                    Sup - 1 m/die             Add dice to a Melee attack.&lt;br /&gt;
     Blade Summoning Gesture          Sim - 1 m                 Bring blade to hand from in view.&lt;br /&gt;
     Void Sheath Technique            Sim - 1 m                 Hide one weapon Elsewhere indefinately.&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty         Sim - 6 m                 Add Ess to one on one interactions or intimidation attempts for 1 hour.&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style        Ref - 3 m                 Avoid unintentional offense, and know local manners for a scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Posessions&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Soul Edge (Razor Daiklaive)                                    Jewel of the Flying Heart&lt;br /&gt;
 The Dead Bride's Dress (Silken Armor)&lt;br /&gt;
 Embrace of the Grave (Soulsteel Chain Shirt)&lt;br /&gt;
 The Inevitable Arms (Soulsteel Hearthstone Bracers)            Stone of the Hunted&lt;br /&gt;
 Skinmount Amulet                                               Sphere of the Rebellious Dog&lt;br /&gt;
&lt;br /&gt;
 Exceptional Straight Sword (Chiaroscuro Glass)&lt;br /&gt;
 Exceptional Firewand Pistols (Brace)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 17  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 18&lt;br /&gt;
 Soak: 13L/11B   (7L/7B vs Piercing)&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86457</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86457"/>
				<updated>2011-07-12T23:39:46Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: /* Daughter of Silk &amp;amp; Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (formerly Copper Lily)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Serpents (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form&lt;br /&gt;
     Uncanny Impulse Evasion&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude&lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade&lt;br /&gt;
     Blade Summoning Gesture&lt;br /&gt;
     Void Sheath Technique&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Posessions&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Soul Edge (Razor Daiklaive)                                    Jewel of the Flying Heart&lt;br /&gt;
 The Dead Bride's Dress (Silken Armor)&lt;br /&gt;
 Embrace of the Grave (Soulsteel Chain Shirt)&lt;br /&gt;
 The Inevitable Arms (Soulsteel Hearthstone Bracers)            Stone of the Hunted&lt;br /&gt;
 Skinmount Amulet                                               Sphere of the Rebellious Dog&lt;br /&gt;
&lt;br /&gt;
 Exceptional Straight Sword (Chiaroscuro Glass)&lt;br /&gt;
 Exceptional Firewand Pistols (Brace)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 17  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 18&lt;br /&gt;
 Soak: 13L/11B   (7L/7B vs Piercing)&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86455</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86455"/>
				<updated>2011-07-12T23:24:52Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: /* Daughter of Silk &amp;amp; Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Serpents (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form&lt;br /&gt;
     Uncanny Impulse Evasion&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude&lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade&lt;br /&gt;
     Blade Summoning Gesture&lt;br /&gt;
     Void Sheath Technique&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Posessions&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Soul Edge (Razor Daiklaive)                                    Jewel of the Flying Heart&lt;br /&gt;
 The Dead Bride's Dress (Silken Armor)&lt;br /&gt;
 Embrace of the Grave (Soulsteel Chain Shirt)&lt;br /&gt;
 The Inevitable Arms (Soulsteel Hearthstone Bracers)            Stone of the Hunted&lt;br /&gt;
 Skinmount Amulet                                               Sphere of the Rebellious Dog&lt;br /&gt;
&lt;br /&gt;
 Exceptional Straight Sword (Chiaroscuro Glass)&lt;br /&gt;
 Exceptional Firewand Pistols (Brace)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 17  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 18&lt;br /&gt;
 Soak: 13L/11B   (7L/7B vs Piercing)&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86453</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86453"/>
				<updated>2011-07-12T23:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: /* Daughter of Silk &amp;amp; Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Serpents (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form&lt;br /&gt;
     Uncanny Impulse Evasion&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude&lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade&lt;br /&gt;
     Blade Summoning Gesture&lt;br /&gt;
     Void Sheath Technique&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Posessions&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Soul Edge (Razor Daiklaive)                                    Jewel of the Flying Heart&lt;br /&gt;
 The Dead Bride's Dress (Silken Armor)&lt;br /&gt;
 Embrace of the Grave (Soulsteel Chain Shirt)&lt;br /&gt;
 The Inevitable Arms (Soulsteel Hearthstone Bracers)            Stone of the Hunted&lt;br /&gt;
 Skinmount Amulet                                               Sphere of the Rebellious Dog&lt;br /&gt;
&lt;br /&gt;
 Exceptional Straight Sword (Chiaroscuro Glass)&lt;br /&gt;
 Exceptional Firewand Pistols (Brace)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 16  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 16&lt;br /&gt;
 Soak: 13L/11B   (7L/7B vs Piercing)&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86451</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86451"/>
				<updated>2011-07-12T23:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Vipers (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form&lt;br /&gt;
     Uncanny Impulse Evasion&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude&lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade&lt;br /&gt;
     Blade Summoning Gesture&lt;br /&gt;
     Void Sheath Technique&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Posessions&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Soul Edge (Razor Daiklaive)                                    Jewel of the Flying Heart&lt;br /&gt;
 The Dead Bride's Dress (Silken Armor)&lt;br /&gt;
 Embrace of the Grave (Soulsteel Chain Shirt)&lt;br /&gt;
 The Inevitable Arms (Soulsteel Hearthstone Bracers)            Stone of the Hunted&lt;br /&gt;
 Skinmount Amulet                                               Sphere of the Rebellious Dog&lt;br /&gt;
&lt;br /&gt;
 Exceptional Straight Sword (Chiaroscuro Glass)&lt;br /&gt;
 Exceptional Firewand Pistols (Brace)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 16  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 16&lt;br /&gt;
 Soak: 13L/11B   (7L/7B vs Piercing)&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86449</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86449"/>
				<updated>2011-07-12T22:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties:&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 Nest of Vipers (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Athletics&lt;br /&gt;
     Raiton's Nimble Perch&lt;br /&gt;
 Dodge&lt;br /&gt;
     Flitting Shadow Form&lt;br /&gt;
     Uncanny Impulse Evasion&lt;br /&gt;
 Endurance&lt;br /&gt;
     Ox-Body Technique&lt;br /&gt;
 Investigation&lt;br /&gt;
     Excellent Inquisitor Attitude&lt;br /&gt;
 Melee&lt;br /&gt;
     Furious Blade&lt;br /&gt;
     Blade Summoning Gesture&lt;br /&gt;
     Void Sheath Technique&lt;br /&gt;
 Presence&lt;br /&gt;
     Elegant Tyrant's Majesty&lt;br /&gt;
 Socialize&lt;br /&gt;
     Exquisite Etiquette Style&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Darting Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Cheat Sheet&amp;lt;/b&amp;gt;&lt;br /&gt;
 Soul Edge                                       Init: +15  Rate: 6                  Attacks @ Acc: 16  Dam: 7L     Parries @ Def: 13&lt;br /&gt;
 Chairoscuro Glass Straight Sword                Init: +12  Rate: 3                  Attacks @ Acc: 14  Dam: 7L     Parries @ Def: 12&lt;br /&gt;
 Exceptional Firewand Pistols (2)                Init: +08  Rate: 1/2                Attacks @ Acc: 11  Dam: 10L  Range: 10&lt;br /&gt;
 Dodge                                           Init: +08 or by weapon              Dodges @ Def: 16&lt;br /&gt;
 Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86437</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86437"/>
				<updated>2011-07-12T03:52:15Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [XX...]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [XX...]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties: To Be Named&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]                 (Sphere of the Revolutionary Dog)&lt;br /&gt;
 Manse            [X....]                 Windcarved Spire (Jewel of the Flying Heart)&lt;br /&gt;
 Artifact         [XXXXX]                 Soul Edge, Silken Armor, Soulsteel Chain Shirt, Soulsteel Hearthstone Bracers, Skinmount Amulet&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]                 Combo + 2 Favored Abilities&lt;br /&gt;
 Underworld Manse [X....]                 The Bone Forest (Stone of the Hunted)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combos&amp;lt;/b&amp;gt;&lt;br /&gt;
Steel Shade Stance - Flitting Shadow Form + Furious Blade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86433</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86433"/>
				<updated>2011-07-11T05:35:20Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [X....]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [X....]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties: To Be Named&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (13)13  Peripheral: (17)37  Commited: 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]&lt;br /&gt;
 Manse            [X....]&lt;br /&gt;
 Artifact         [XXXXX]&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]&lt;br /&gt;
 Underworld Manse [X....]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86431</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86431"/>
				<updated>2011-07-11T05:31:49Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [X....]     Archery      [XXX..]&lt;br /&gt;
 Awareness     [X....]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]     Medicine     [X....]&lt;br /&gt;
&lt;br /&gt;
 Specialties: To Be Named&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (--)--  Peripheral: (--)--  Commited: -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]&lt;br /&gt;
 Manse            [X....]&lt;br /&gt;
 Artifact         [XXXXX]&lt;br /&gt;
 Resources        [XXX..]&lt;br /&gt;
 Liege            [XX...]&lt;br /&gt;
 Underworld Manse [X....]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86429</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86429"/>
				<updated>2011-07-11T05:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [X....]     Archery      [XX...]&lt;br /&gt;
 Awareness     [X....]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]&lt;br /&gt;
&lt;br /&gt;
 Specialties: To Be Named&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (--)--  Peripheral: (--)--  Commited: -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]&lt;br /&gt;
 Manse            [X....]&lt;br /&gt;
 Artifact         [XXXXX]&lt;br /&gt;
 Resources        [XX...]&lt;br /&gt;
 Liege            [XX...]&lt;br /&gt;
 Underworld Manse [X....]&lt;br /&gt;
 Familiar         [XXX..]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86409</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86409"/>
				<updated>2011-07-10T05:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Placeholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXX..]     Investigation [X....]     Archery      [XX...]&lt;br /&gt;
 Awareness     [X....]     Melee         [XXXXX]     Endurance    [XX...]&lt;br /&gt;
 Dodge         [XXXXX]     Presence      [XXX..]     Linguistics  [XX...]&lt;br /&gt;
 Larceny       [.....]     Resistance    [X....]     Lore         [XX...]&lt;br /&gt;
 Stealth       [XX...]     Socialize     [XX...]&lt;br /&gt;
&lt;br /&gt;
 Specialties: To Be Named&lt;br /&gt;
 Languages: Flametongue, Riverspeak, Old Realm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [X....]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XXX..]     Conviction   [XXXX.] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXXXX...]&lt;br /&gt;
 Resonance     [..........]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Essence       [XX...]    Personal: (--)--  Peripheral: (--)--  Commited: -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Past Lives (1)&lt;br /&gt;
 Selective Conception (1)&lt;br /&gt;
 Ambidexterous (1)&lt;br /&gt;
 Hidden Manse (1)&lt;br /&gt;
 Eternal Vow (3)&lt;br /&gt;
 Amnesia (-1)&lt;br /&gt;
 Secrets (-2)&lt;br /&gt;
 Nightmares (-3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse            [XXX..]&lt;br /&gt;
 Manse            [X....]&lt;br /&gt;
 Artifact         [XXXXX]&lt;br /&gt;
 Resources        [XX...]&lt;br /&gt;
 Liege            [XX...]&lt;br /&gt;
 Underworld Manse [XXX..]&lt;br /&gt;
 Familiar         [XXX..]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86407</id>
		<title>Scrollreader/DaughterofSilk&amp;Steel</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Scrollreader/DaughterofSilk%26Steel&amp;diff=86407"/>
				<updated>2011-07-10T03:54:54Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: Created page with '== Daughter of Silk &amp;amp; Steel ==  &amp;lt;tt&amp;gt; &amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Dayt&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Parag…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Daughter of Silk &amp;amp; Steel ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Daughter of Silk &amp;amp; Steel (Real Name Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Dayt&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; &amp;amp;nbsp;Paragon (Solar)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Anima:&amp;lt;/b&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;Pleaceholder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Misguided Maiden of Mayhem&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;XP&amp;lt;/b&amp;gt; &amp;lt;nowiki&amp;gt;Left/Total:&amp;lt;/nowiki&amp;gt; 00/00&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes&amp;lt;/b&amp;gt;&lt;br /&gt;
:Strength &amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Charisma &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Perception &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Dexterity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;nbsp;&amp;amp;nbsp; Manipulation &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Intelligence &amp;amp;bull;&amp;amp;bull;ooo&lt;br /&gt;
:Stamina &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Appearance &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo &amp;amp;nbsp;&amp;amp;nbsp;Wits &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;oo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities&amp;lt;/b&amp;gt;&lt;br /&gt;
     (Caste)                   (Favored)                (Other)&lt;br /&gt;
 Athletics     [XXXXX]     Performance  [XXX..]     Lore         [X....]&lt;br /&gt;
 Awareness     [XXX..]     Presence     [XXX..]     Medicine     [X....]&lt;br /&gt;
 Dodge         [XXXXX]     Socialize    [XXXX.]     &lt;br /&gt;
 Larceny       [XXX..]     Martial Arts [XXXXX]     &lt;br /&gt;
 Stealth       [XXX..]     Investigation[XXX..]&lt;br /&gt;
&lt;br /&gt;
 Specialties: Larceny (Disguises +2)&lt;br /&gt;
 Languages: Rivertongue&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues and Essence&amp;lt;/b&amp;gt;&lt;br /&gt;
 Compassion    [XXX..]     Temperance   [XX...] &lt;br /&gt;
 Valor         [XX...]     Conviction   [XX...] &lt;br /&gt;
&lt;br /&gt;
 Willpower     [XXXXX.....]&lt;br /&gt;
 Limit         [..........]&lt;br /&gt;
&lt;br /&gt;
 Limit Break: Red Rage of Compassion (Unable to relive the suffering of innocents)&lt;br /&gt;
&lt;br /&gt;
 Essence       [XXX..]    Personal: (14)14  Peripheral: (35)33  Commited: 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;Merits/Flaws&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Hidden Manse&lt;br /&gt;
 Secret&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Manse         [XX...]&lt;br /&gt;
 Artifact      [XX...]&lt;br /&gt;
 Resources     [XXX..]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms&amp;lt;/b&amp;gt;&lt;br /&gt;
 Athletics&lt;br /&gt;
    Graceful Crane Stance - 3 m, Reflexive (Scene)&lt;br /&gt;
 Dodge&lt;br /&gt;
    Reed in the Wind - 1 m/2 dice, Reflexive (Instant)&lt;br /&gt;
    Shadow Over Water - 2m, Reflexive (Instant)&lt;br /&gt;
    Reflex Sidestep Technique - 2 m, Reflexive (Instant)&lt;br /&gt;
    Seven Shadow Evasion - 6m, Reflexive (Instant)&lt;br /&gt;
 Investigation&lt;br /&gt;
    Ten Magistrate Eyes - 3m, Supplemental (Scene)&lt;br /&gt;
 Martial Arts&lt;br /&gt;
    Image of Death Technique - 2 m, Simple (24 Hours)&lt;br /&gt;
    Wall Climbing Technique - 1 m, Reflexive (One Turn)&lt;br /&gt;
    Distracting Finger Gesture - 2 m, Reflexive (Instant)&lt;br /&gt;
    Ebon Shadow Form - 5 m, Simple (Scene)&lt;br /&gt;
 Performance&lt;br /&gt;
    Masterful Performance Exercise - 2 m/sucess, Supplemental (Instant)&lt;br /&gt;
    Respect Commanding Attitude - 5 m, Simple (Scene)&lt;br /&gt;
 Socialize&lt;br /&gt;
    Mastery of Small Manners - 3m, Reflexive (Scene)&lt;br /&gt;
    Wise Eyed Courtier Method - 3m, Simple (Instant)&lt;br /&gt;
    Graceful Deflection Technique - 4m, Reflexive (Instant)&lt;br /&gt;
    Distracting Banter Method - 8m, Simple (Scene)&lt;br /&gt;
 Stealth&lt;br /&gt;
    Easily Overlooked Presence Method - 3m, Simple (Scene)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Equipment&amp;lt;/b&amp;gt;&lt;br /&gt;
 Exceptional Fighting Chains&lt;br /&gt;
    Spd +3, Acc +0, Dam +2L, Defense +3, Rate 4&lt;br /&gt;
 Ivory Player's Mask&lt;br /&gt;
 Oricalchum Hearthstone Amulet&lt;br /&gt;
 Stone of Empty Knife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Expanded Backgrounds&amp;lt;/b&amp;gt;&lt;br /&gt;
 Manse &amp;amp;bull;&amp;amp;bull;  &amp;lt;b&amp;gt;The Manse of Steel and Shadows&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Located under her estate, this small manse contains food and supplies for several days, along with several beds.  No other living creature knows it's location, howwever, not even the dragonblooded who own the land.&lt;br /&gt;
&lt;br /&gt;
 Artifacts &amp;amp;bull;&amp;amp;bull;  &amp;lt;b&amp;gt;Hearthstone Amulet, Players Mask&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Both of these artifacts were found by Three Times a Widow as she wandered the estate after the death of her 'husband', deep inside the Manse of Steel and Shadows, underground.&lt;br /&gt;
  &lt;br /&gt;
 Resources &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;  &amp;lt;b&amp;gt;Substantial Worth&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Three Times a Widow (or Melena) as the patrician wife of a deceased dragonblooded runs a large profitable farm near the city of Greyfalls.  She sends a share back to House Ragara each harvest, but it leaves her with a comfortable portion for herself.  Technically though, they own the land, and she does not.  Still, she runs it well and hosts the visiting familt members who don't have more luxurious accomodations.  So it's unlikely they'd replace her.  Unless her secret got out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;XP LOG&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 Man to 2                          04 XP&lt;br /&gt;
 Man to 3                          08 XP&lt;br /&gt;
 Int to 2                          04 XP&lt;br /&gt;
 Int to 3                          08 XP&lt;br /&gt;
 Essence to 3                      16 XP&lt;br /&gt;
 Wise Eyed Courtier Method         08 XP&lt;br /&gt;
 Graceful Deflection Technique     08 XP&lt;br /&gt;
 Distracting Banter Method         08 XP&lt;br /&gt;
 Image of Death Technique          08 XP&lt;br /&gt;
 Wall Climbing Technique           08 XP&lt;br /&gt;
 Distracting Finger-Gesture Attack 08 XP&lt;br /&gt;
 Ebon Shadow Form                  08 XP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=TheMyriadOfShades/BloodyWickedLady&amp;diff=86391</id>
		<title>TheMyriadOfShades/BloodyWickedLady</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=TheMyriadOfShades/BloodyWickedLady&amp;diff=86391"/>
				<updated>2011-07-09T00:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Scrollreader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Bloody, Wicked Lady =&lt;br /&gt;
&lt;br /&gt;
* Back to [[TheMyriadOfShades]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Title:&amp;lt;/b&amp;gt; The Bloody, Wicked Lady &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Caste:&amp;lt;/b&amp;gt; Moonshadow &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nature:&amp;lt;/b&amp;gt; Hedonist &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Concept:&amp;lt;/b&amp;gt; Murderous Troublemaker&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Deathlord:&amp;lt;/b&amp;gt; The Bishop of the Chalcedony Thurible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Experience:&amp;lt;/b&amp;gt; 205&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attributes:&amp;lt;/b&amp;gt;&amp;lt;tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength 3, Dexterity 4, Stamina 3&lt;br /&gt;
Charisma 3, Manipulation 4, Appearance 3&lt;br /&gt;
Perception 2, Intelligence 5, Wits 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abilities:&amp;lt;/b&amp;gt;&amp;lt;tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Brawl&amp;lt;/b&amp;gt; 4, Endurance 3, &amp;lt;b&amp;gt;Presence&amp;lt;/b&amp;gt; 4, &amp;lt;b&amp;gt;Resistance&amp;lt;/b&amp;gt; 4, Survival 3, &amp;lt;b&amp;gt;Investigation&amp;lt;/b&amp;gt; 3, &amp;lt;b&amp;gt;Larceny&amp;lt;/b&amp;gt; 4, &amp;lt;b&amp;gt;Bureaucracy&amp;lt;/b&amp;gt; 4, &amp;lt;b&amp;gt;Linguistics&amp;lt;/b&amp;gt; 5, &amp;lt;b&amp;gt;Ride&amp;lt;/b&amp;gt; 3, &amp;lt;b&amp;gt;Socialize&amp;lt;/b&amp;gt; 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Backgrounds:&amp;lt;/b&amp;gt; Abyssal Command 1, Artifact 2, Familiar 3 (Blackwing), Influence 1, Liege 3, Resources 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Virtues:&amp;lt;/b&amp;gt;&amp;lt;tt&amp;gt;&lt;br /&gt;
Compassion 2, Conviction 4, Temperance 1, Valor 3&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Willpower:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
&amp;lt;b&amp;gt;Health:&amp;lt;/b&amp;gt; -0 / -1 / -1 / -1 / -1 / -2 / -2 / -2 / -2 / -2 / -2 / -4 / Incapacitated &lt;br /&gt;
&amp;lt;b&amp;gt;Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
&amp;lt;b&amp;gt;Essence pool:&amp;lt;/b&amp;gt; 16/38/20 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charms:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Brawl&amp;lt;/b&amp;gt;&lt;br /&gt;
Dead Man's Grasp, Rapacious Lamprey Technique, Inescapable Iron Grip, Owl Seizes Mouse &lt;br /&gt;
*&amp;lt;b&amp;gt;Endurance&amp;lt;/b&amp;gt;&lt;br /&gt;
Ox-Body Technique x2 (2x -1, 4x -2), Pain-Eating Focus, Insensible Corpse Technique (permanent) &lt;br /&gt;
*&amp;lt;b&amp;gt;Presence&amp;lt;/b&amp;gt;&lt;br /&gt;
Elegant Tyrant's Majesty, Soul-Flaying Gaze&lt;br /&gt;
*&amp;lt;b&amp;gt;Resistance&amp;lt;/b&amp;gt;&lt;br /&gt;
Spirit-Hardened Frame, Ivory Blossom Carapace, Bone Arsenal Method&lt;br /&gt;
*&amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt;&lt;br /&gt;
Essence Engorgement Technique x2&lt;br /&gt;
*&amp;lt;b&amp;gt;Investigation&amp;lt;/b&amp;gt;&lt;br /&gt;
Excellent Inquisitor Attitude&lt;br /&gt;
*&amp;lt;b&amp;gt;Larceny&amp;lt;/b&amp;gt;&lt;br /&gt;
Cunning Criminal Style, Theft of Face&lt;br /&gt;
*&amp;lt;b&amp;gt;Bureaucracy&amp;lt;/b&amp;gt;&lt;br /&gt;
Authority-Eroding Technique, Argument-Slaying Remark&lt;br /&gt;
*&amp;lt;b&amp;gt;Linguistics&amp;lt;/b&amp;gt;&lt;br /&gt;
Language-Absorbing Technique, Peerless Fluency Style, Theft of Words, Confusion of Tongues&lt;br /&gt;
*&amp;lt;b&amp;gt;Socialize&amp;lt;/b&amp;gt;&lt;br /&gt;
Passion-Unveiling Glance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Equipment:&amp;lt;/b&amp;gt; Travelling gear, sturdy clothing, ornate soulsteel-backed mirror (The Truthful Reflection), soulsteel earrings (Bells of Weakness)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat:&amp;lt;/b&amp;gt;\&lt;br /&gt;
&amp;lt;b&amp;gt;Base initiative&amp;lt;/b&amp;gt;: 8\&lt;br /&gt;
&amp;lt;b&amp;gt;Soak&amp;lt;/b&amp;gt;: 3B/1L/0A (with Ivory Blossom Carapace and Bone Arsenal Method, 14B/12L/11A)\&lt;br /&gt;
&amp;lt;b&amp;gt;Dodge&amp;lt;/b&amp;gt;: 4 (3 with soak Charms up)\&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks&amp;lt;/b&amp;gt;:\&lt;br /&gt;
Fist: Spd 8, Acc 9, Dmg 3B, Def 10, Rate 5\\&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Character Description ==&lt;br /&gt;
&lt;br /&gt;
In the Northwest, the children tell stories of The Bloody Wicked Lady, a small and evil woman of Western features. They shiver at the thought of how she enjoys ruining the lives of others, in order to teach them rather directly that life is pointless and can only end in evil. She has disgraced some, embarrassing them in the deepest ways in front of all who knew them, driving them to suicide. Others she takes a more direct hand with, killing their families before scarring their chest with her title in Old Realm with a long, sharp bone claw, and leaving them to despair in their wreck of an existence.&lt;br /&gt;
&lt;br /&gt;
Many of her victims, their lives ruined in various manners, both bloody and civil, become adherents to the Shining Path, members of a faction that worship her as an enlightened goddess, teaching humanity, forcefully if neccessary, that they must face the loss of all they hold dear. Their holy symbol is the scars on their chests, given by the goddess herself.&lt;br /&gt;
&lt;br /&gt;
The Bloody Wicked Lady herself is less an adherent to the Shining Path and the worship of her Deathlord, and more the woman who was murdered in revenge for a horrible shame she intentionally caused to her family. She is furious at the world for the nature of her death, and authentically enjoys picking apart humanity, with sharp words or a sharper set of fangs, bit by bit until they're either dead or until they abandon themselves to the worship of the death she did not give them. Time will tell if this game will satisfy her forever.&lt;br /&gt;
&lt;br /&gt;
The Bishop of the Chalcedony Thurible is concerned at her lack of faith in the Shining Path, but her extreme effectiveness in driving her victims to accept it has garnered her much favor from him. She is among his senior lieutenants, and is often sent off on missions to randomly terrorize and ruin entire towns.&lt;br /&gt;
&lt;br /&gt;
She prefers to avoid combat with armed and prepared opponents, but if forced, she prefers to sprout layer upon layer of protective bone spines. She is a bully and prankster of professional degree, and her schemes often involve her orchestrating betrayals and the like. She is a plague on the living world.&lt;br /&gt;
&lt;br /&gt;
== Expanded Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
=== Abyssal Command &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A small, decidated number of warrior monks on the Shining Path are allowed the honor of fighting to further their mistress' cause.&lt;br /&gt;
&lt;br /&gt;
=== Allies &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Bloody Wicked Lady is seen at times to travel with her favorite pet, Spike. Their relationship goes back a long way, to their First Age marriage, when they reigned bloodily as joint despots over a large kingdom in the Northwest of Creation. Both were killed during the Usurptation, and only the Lunar spark reincarnated, every time seeking out a host with a taste for wanton violence and leading to a long line of Lunars who were eventually rejected by the Silver Society. Spike is the latest incarnation in this line, and has found his wife again, although now, as the Bloody Wicked Lady, her taste for destruction has taken on the grandest ambitions.&lt;br /&gt;
&lt;br /&gt;
One of the Urrach-Ya, Lunars held in disgrace by their peers, Spike revels in butchering those weaker than him. For him, hunting and killing are the games of heroes, ever-destined to battle and destroy. He holds himself in high esteem and is deeply loyal to the Bloody, Wicked Lady, who loves him with all the care of a princess for her favorite hunting hound.&lt;br /&gt;
&lt;br /&gt;
The lovers avoid killing one another by taking perodic breaks from one another, and as such, Spike is often adventuring on his own and is sometimes unreachable by the Wicked Lady, but he always finds his way back to her in time.&lt;br /&gt;
&lt;br /&gt;
Nearly a century old, Spike is a dangerous Full Moon Lunar killer beast who is obsessed with the ways of death and has learned the deadly ways of the ghosts and dead. Normally a large-shouldered, 7-foot man with prominent claws where his nails should be, when going to battle (even against unworthy opponents) he shifts into a 10-foot tall, half-wolverine battle form with razor-sharp spine hairs, applying a mixture of the Hungry Ghost Style and his natural physical prowess to glut in power from the death of his enemies at his ghostly moonsilver talons.&lt;br /&gt;
&lt;br /&gt;
=== Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
In her belongings the Bloody Wicked Lady carries the Truthful Reflection, an ornate soulsteel-backed mirror. When she shows someone their reflection in the mirror (those who wish may close their eyes and avoiding meeting the mirror's gaze, but suffer all penalties for blindness) and spends 10 motes, they see their many reflections over the many possible years of their life, watching their face decay from youth to the most frightening of cadavers, and the magic of the mirror saps their wllls.&lt;br /&gt;
&lt;br /&gt;
Only those with well-anchored spirits can resist the magic of the mirror. The victim rolls his Willpower at a difficulty of (6-his highest Virtue). Those who fail the roll lose all their temporary Willpower. Those who botch the roll are rendered unconscious.&lt;br /&gt;
&lt;br /&gt;
She also wears a set of soulsteel earrings (2 mote commitment). She may, with a simple success on a Perception+Socialize check, identify the lowest Virtue rating of anyone who speaks with her.&lt;br /&gt;
&lt;br /&gt;
=== Familiar &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Bloody, Wicked Lady's second-favorite pet is Blackwing, a hybroc she raised from birth after killing its mother. When she is in Creation, she tracks Blackwing down and the hybroc willingly does its trainer's bidding, usually to transport her safely across the Northwestern tundra and occasionally to help her hunt for food in a pinch.&lt;br /&gt;
&lt;br /&gt;
=== Influence &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Those who are interested to know will eventually discover that the Bloody, Wicked Lady acts on the behalf of the Bishop of the Chalcedony Thurible, and so those who are intrested in respecting him respect the Wicked Lady.&lt;br /&gt;
&lt;br /&gt;
=== Liege &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Bloody, Wicked Lady gets results and terrifies the living, starting horrific legends that spread the fear and worship of death far across the land. Her master is pleased, and rewards her generously.&lt;br /&gt;
&lt;br /&gt;
=== Resources &amp;lt;b&amp;gt;&amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Bloody, Wicked Lady generally finds herself able to steal or otherwise take whatever resources she needs, and as such only travels with a moderate budget for minor expenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Scrollreader</name></author>	</entry>

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