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		<summary type="html">&lt;p&gt;Wordman: Add link to Wushu for Exalted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I built a hack to the Exalted setting at [[ExaltedPrime]]. This has since expanded into a more detailed private hack called ''Exaltation Prime'', but many of the details have spilled into my public [https://divnull.com/blog/tags/anima-prime/ tinkering with Anima Prime].&lt;br /&gt;
&lt;br /&gt;
=== Godbound ===&lt;br /&gt;
&lt;br /&gt;
Though it is largely an &amp;quot;old school&amp;quot; style game, [https://www.drivethrurpg.com/product/185960/Godbound-A-Game-of-Divine-Heroes-Deluxe-Edition?src=hottest_filtered Godbound] functions a lot like ''Exatled'' with the serial numbers filed off, particularly the deluxe version (there is also a free version). It might not handle lunars particularly well.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Cortex Prime ===&lt;br /&gt;
&lt;br /&gt;
Jeremy Puckett has created an implementation of ''Exalted'' using the ''Cortex Prime'' system, called [https://www.patreon.com/posts/exalted-blood-23833507 Blood and Fire]. Cortex Prime is a flexible system with predecessors that were particularly good at managing ensemble play. Unlike a lot of ''Exalted'' hacks, it contains support for all the different types of exalted. It also distills magic down into a manageable number of effect-based powers. Even supports warstriders.&lt;br /&gt;
&lt;br /&gt;
=== Tenra Bansho Zero ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/111713/Tenra-Bansho-Zero-Heaven-and-Earth-Edition Tenra Bansho Zero]'s self-described &amp;quot;hyper Asian&amp;quot;, cinematic approach works pretty well as for ''Exalted'', if you already have an idea of the type of story you are after and are all on the same page.&lt;br /&gt;
&lt;br /&gt;
=== Cypher ===&lt;br /&gt;
&lt;br /&gt;
The [https://www.montecookgames.com/welcome-to-gods-of-the-fall/ Gods of the Fall] implementation of the ''Cypher'' system lends itself towards ''Exalted'', geared towards characters that are rising godlings.&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== Fate Core ===&lt;br /&gt;
&lt;br /&gt;
A number of people have remarked that the Fate Core supplement [http://www.evilhat.com/home/fate-worlds-and-adventures/ Venture City Stories] has some good techniques for running Exalted with the system. Similar statements are made about the [http://fate-srd.com/fate-system-toolkit/six-viziers Six Viziers] magic system in the toolkit.&lt;br /&gt;
&lt;br /&gt;
Some more directed conversions also exist:&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/11G1iEwP5mW5FfKSn36J0u-pXnb9RXgPOaI1ssEhSNmY The Scroll of Mechanical Elegance]&lt;br /&gt;
* [https://docs.google.com/document/d/1CgaAzSc7KWg0RZz76w52A1CY5i-5A2I0Cp3RhJdZGBQ this work in progress]&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at [[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
A more recent conversion is [https://grimtokens.garden/Articles/Character+Creation+Challenge/2026/27+-+Wushu+for+Exalted Wushu For Exalted].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. Others have recommended just using the fantasy and super companions, with the &amp;quot;rising stars&amp;quot; power option. Or maybe [https://www.peginc.com/product-category/rifts/ Savage Rifts].&lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
=== Weapons of the Gods ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/3212/Weapons-of-the-Gods Weapons of the Gods] appears to be an over-the-top wuxia game, based on a comic series.&lt;br /&gt;
&lt;br /&gt;
=== World of Darkness ===&lt;br /&gt;
&lt;br /&gt;
[https://holdenshearer.wordpress.com/powered-by-the-dark/ Exalted vs. The World of Darkness] is Holden Shearer's conversion for &amp;quot;offering story and rules for playing the Exalted within the ''World of Darkness''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
He also created a very move-heavy PbtA version, [https://holdenshearer.wordpress.com/2020/11/07/exvwod-apocalypse-edition/ Exalted vs. The World of Darkness: Apocalypse Edition], which could also work for playing in the Exalted setting, minus the World of Darkness bits.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Qwixalted ===&lt;br /&gt;
&lt;br /&gt;
[http://aakin.net/wiki/doku.php?id=qwixalted Qwixalted] started as an expansion of the first edition quickstart rules, and become something else.&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
===  Exaltalypse ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1EaRe_Gn93ZomMGiL2o360Xl2BFvVIjCej4I7IIXAgYI Exaltalypse] offers a PbtA take, with a small number of thematic playbooks, customized by type of exalt.&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Exalted Reincarnated ===&lt;br /&gt;
&lt;br /&gt;
[[Exalted Reincarnated][https://exaltedreincarnated.org/]] aims to redesign Third Edition as a less complex and more streamlined system.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95492</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95492"/>
				<updated>2022-05-06T21:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added some new(ish) attempts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I built a hack to the Exalted setting at [[ExaltedPrime]]. This has since expanded into a more detailed private hack called ''Exaltation Prime'', but many of the details have spilled into my public [https://divnull.com/blog/tags/anima-prime/ tinkering with Anima Prime].&lt;br /&gt;
&lt;br /&gt;
=== Godbound ===&lt;br /&gt;
&lt;br /&gt;
Though it is largely an &amp;quot;old school&amp;quot; style game, [https://www.drivethrurpg.com/product/185960/Godbound-A-Game-of-Divine-Heroes-Deluxe-Edition?src=hottest_filtered Godbound] functions a lot like ''Exatled'' with the serial numbers filed off, particularly the deluxe version (there is also a free version). It might not handle lunars particularly well.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Cortex Prime ===&lt;br /&gt;
&lt;br /&gt;
Jeremy Puckett has created an implementation of ''Exalted'' using the ''Cortex Prime'' system, called [https://www.patreon.com/posts/exalted-blood-23833507 Blood and Fire]. Cortex Prime is a flexible system with predecessors that were particularly good at managing ensemble play. Unlike a lot of ''Exalted'' hacks, it contains support for all the different types of exalted. It also distills magic down into a manageable number of effect-based powers. Even supports warstriders.&lt;br /&gt;
&lt;br /&gt;
=== Tenra Bansho Zero ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/111713/Tenra-Bansho-Zero-Heaven-and-Earth-Edition Tenra Bansho Zero]'s self-described &amp;quot;hyper Asian&amp;quot;, cinematic approach works pretty well as for ''Exalted'', if you already have an idea of the type of story you are after and are all on the same page.&lt;br /&gt;
&lt;br /&gt;
=== Cypher ===&lt;br /&gt;
&lt;br /&gt;
The [https://www.montecookgames.com/welcome-to-gods-of-the-fall/ Gods of the Fall] implementation of the ''Cypher'' system lends itself towards ''Exalted'', geared towards characters that are rising godlings.&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== Fate Core ===&lt;br /&gt;
&lt;br /&gt;
A number of people have remarked that the Fate Core supplement [http://www.evilhat.com/home/fate-worlds-and-adventures/ Venture City Stories] has some good techniques for running Exalted with the system. Similar statements are made about the [http://fate-srd.com/fate-system-toolkit/six-viziers Six Viziers] magic system in the toolkit.&lt;br /&gt;
&lt;br /&gt;
Some more directed conversions also exist:&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/11G1iEwP5mW5FfKSn36J0u-pXnb9RXgPOaI1ssEhSNmY The Scroll of Mechanical Elegance]&lt;br /&gt;
* [https://docs.google.com/document/d/1CgaAzSc7KWg0RZz76w52A1CY5i-5A2I0Cp3RhJdZGBQ this work in progress]&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. Others have recommended just using the fantasy and super companions, with the &amp;quot;rising stars&amp;quot; power option. Or maybe [https://www.peginc.com/product-category/rifts/ Savage Rifts].&lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
=== Weapons of the Gods ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/3212/Weapons-of-the-Gods Weapons of the Gods] appears to be an over-the-top wuxia game, based on a comic series.&lt;br /&gt;
&lt;br /&gt;
=== World of Darkness ===&lt;br /&gt;
&lt;br /&gt;
[https://holdenshearer.wordpress.com/powered-by-the-dark/ Exalted vs. The World of Darkness] is Holden Shearer's conversion for &amp;quot;offering story and rules for playing the Exalted within the ''World of Darkness''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
He also created a very move-heavy PbtA version, [https://holdenshearer.wordpress.com/2020/11/07/exvwod-apocalypse-edition/ Exalted vs. The World of Darkness: Apocalypse Edition], which could also work for playing in the Exalted setting, minus the World of Darkness bits.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Qwixalted ===&lt;br /&gt;
&lt;br /&gt;
[http://aakin.net/wiki/doku.php?id=qwixalted Qwixalted] started as an expansion of the first edition quickstart rules, and become something else.&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
===  Exaltalypse ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1EaRe_Gn93ZomMGiL2o360Xl2BFvVIjCej4I7IIXAgYI Exaltalypse] offers a PbtA take, with a small number of thematic playbooks, customized by type of exalt.&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Exalted Reincarnated ===&lt;br /&gt;
&lt;br /&gt;
[[Exalted Reincarnated][https://exaltedreincarnated.org/]] aims to redesign Third Edition as a less complex and more streamlined system.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/ReferenceStandard&amp;diff=95491</id>
		<title>Wordman/ReferenceStandard</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/ReferenceStandard&amp;diff=95491"/>
				<updated>2022-04-30T16:36:51Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Integrated suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Exalted Reference Standard (ERS) defines a system for referencing Exalted products. The idea is to provide a method for web authors and internet posters to cite references to Exalted books in web sites, net.books, posts and even databases and other software in a way that is:&lt;br /&gt;
&lt;br /&gt;
* Unobtrusive. References should be as short as possible so they do not distract from the main text and take as little screen space as possible.&lt;br /&gt;
* Unified. Everyone using the system should use the same system, eliminating confusion.&lt;br /&gt;
* Flexible. References should be able to specify a page in a book, but also have the ability to site exact paragraphs and page ranges. &lt;br /&gt;
&lt;br /&gt;
While this sounds a bit anal, the ERS was born from a need to fit page references into tables with very narrow columns. It suits this purpose very well, compressing a lot of information into a small space. I've used this system for a long time, mostly encoding page numbers into XML files and character sheets.&lt;br /&gt;
&lt;br /&gt;
It should be mentioned that this system is not endorsed by White Wolf in any way.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Each Exalted product is given a four-letter code. This code is used to indicate the book being referenced. This code is followed by a &amp;quot;.&amp;quot;, then by a page number or a page range. If a single page is specified, it can also be followed with a comma and a column number. This can optionally be followed by another column and a paragraph number. The resulting syntax is as follows:&lt;br /&gt;
&lt;br /&gt;
  {code}.{page}[-{end page} | ,{column}[,{paragraph}] ]&lt;br /&gt;
&lt;br /&gt;
This is easier to understand by looking at a view examples:&lt;br /&gt;
&lt;br /&gt;
||Code||Meaning||&lt;br /&gt;
||ex2e.189||''Exalted Second Edition Core Book'', page 189.||&lt;br /&gt;
||ex2e.189-192||''Exalted Second Edition Core Book'', pages 189 through 192.||&lt;br /&gt;
||ex2e.189,2||''Exalted Second Edition Core Book'', page 189, column 2.||&lt;br /&gt;
||ex2e.189,2,3||''Exalted Second Edition Core Book'', page 189, column 2, paragraph 3.||&lt;br /&gt;
&lt;br /&gt;
In practice, column and paragraph references are used very rarely, bordering on never.&lt;br /&gt;
&lt;br /&gt;
Sidebars on pages are counted as columns that always come ''after'' columns of standard text. So, a reference like &amp;lt;code&amp;gt;ex2e.189,3&amp;lt;/code&amp;gt; would refer to the sidebar on page 189 of the 2E core book labeled &amp;quot;Charm Concept: Elsewhere&amp;quot;. Sidebars are counted starting at the top left, then going down, then going across.&lt;br /&gt;
&lt;br /&gt;
When a paragraph is specified, heading or section lines are ignored, as are statistic lines. Only ''full'' paragraphs are counted. That is, a paragraph is only &amp;quot;in a column&amp;quot; when its first letter is in that column. So, the &amp;lt;code&amp;gt;ex2e.189,3&amp;lt;/code&amp;gt; reference above refers to the paragraph that begins &amp;quot;Essence multiplies the force...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== First Edition Codes ==&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;abys&amp;lt;/code&amp;gt; - ''The Abyssals''&lt;br /&gt;
:&amp;lt;code&amp;gt;ab_a&amp;lt;/code&amp;gt; - ''Aspect Book: Air''&lt;br /&gt;
:&amp;lt;code&amp;gt;ab_e&amp;lt;/code&amp;gt; - ''Aspect Book: Earth''&lt;br /&gt;
:&amp;lt;code&amp;gt;ab_f&amp;lt;/code&amp;gt; - ''Aspect Book: Fire''&lt;br /&gt;
:&amp;lt;code&amp;gt;ab_v&amp;lt;/code&amp;gt; - ''Aspect Book: Water''&lt;br /&gt;
:&amp;lt;code&amp;gt;ab_w&amp;lt;/code&amp;gt; - ''Aspect Book: Wood''&lt;br /&gt;
:&amp;lt;code&amp;gt;auto&amp;lt;/code&amp;gt; - ''The Autochthonians''&lt;br /&gt;
:&amp;lt;code&amp;gt;bstn&amp;lt;/code&amp;gt; - ''Bastions of the North''&lt;br /&gt;
:&amp;lt;code&amp;gt;bone&amp;lt;/code&amp;gt; - ''Bone &amp;amp; Ebony''&lt;br /&gt;
:&amp;lt;code&amp;gt;botc&amp;lt;/code&amp;gt; - ''The Book of Three Circles''&lt;br /&gt;
:&amp;lt;code&amp;gt;bull&amp;lt;/code&amp;gt; - ''Houses of the Bull God''&lt;br /&gt;
:&amp;lt;code&amp;gt;cb_d&amp;lt;/code&amp;gt; - ''Caste Book: Dawn''&lt;br /&gt;
:&amp;lt;code&amp;gt;cb_e&amp;lt;/code&amp;gt; - ''Caste Book: Eclipse''&lt;br /&gt;
:&amp;lt;code&amp;gt;cb_n&amp;lt;/code&amp;gt; - ''Caste Book: Night''&lt;br /&gt;
:&amp;lt;code&amp;gt;cb_t&amp;lt;/code&amp;gt; - ''Caste Book: Twilight''&lt;br /&gt;
:&amp;lt;code&amp;gt;cb_z&amp;lt;/code&amp;gt; - ''Caste Book: Zenith''&lt;br /&gt;
:&amp;lt;code&amp;gt;coin&amp;lt;/code&amp;gt; - ''Manacle and Coin''&lt;br /&gt;
:&amp;lt;code&amp;gt;comp&amp;lt;/code&amp;gt; - ''Storyteller’s Companion''&lt;br /&gt;
:&amp;lt;code&amp;gt;core&amp;lt;/code&amp;gt; - ''Exalted Core Rules''&lt;br /&gt;
:&amp;lt;code&amp;gt;crea&amp;lt;/code&amp;gt; - ''Creatures of the Wyld''&lt;br /&gt;
:&amp;lt;code&amp;gt;cult&amp;lt;/code&amp;gt; - ''Cult of the Illuminated''&lt;br /&gt;
:&amp;lt;code&amp;gt;dbld&amp;lt;/code&amp;gt; - ''Dragon-Blooded''&lt;br /&gt;
:&amp;lt;code&amp;gt;fair&amp;lt;/code&amp;gt; - ''Fair Folk''&lt;br /&gt;
:&amp;lt;code&amp;gt;halt&amp;lt;/code&amp;gt; - ''Kingdom of Halta''&lt;br /&gt;
:&amp;lt;code&amp;gt;game&amp;lt;/code&amp;gt; - ''Games of Divinity''&lt;br /&gt;
:&amp;lt;code&amp;gt;luna&amp;lt;/code&amp;gt; - ''Lunars''&lt;br /&gt;
:&amp;lt;code&amp;gt;outc&amp;lt;/code&amp;gt; - ''Outcastes''&lt;br /&gt;
:&amp;lt;code&amp;gt;play&amp;lt;/code&amp;gt; - ''Player's Guide''&lt;br /&gt;
:&amp;lt;code&amp;gt;ruin&amp;lt;/code&amp;gt; - ''Ruins of Rathess''&lt;br /&gt;
:&amp;lt;code&amp;gt;seas&amp;lt;/code&amp;gt; - ''Savage Seas''&lt;br /&gt;
:&amp;lt;code&amp;gt;salt&amp;lt;/code&amp;gt; - ''Blood and Salt''&lt;br /&gt;
:&amp;lt;code&amp;gt;scav&amp;lt;/code&amp;gt; - ''The Scavenger Lands''&lt;br /&gt;
:&amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt; - ''Sidereals''&lt;br /&gt;
:&amp;lt;code&amp;gt;svnt&amp;lt;/code&amp;gt; - ''Savant &amp;amp; Sorcerer''&lt;br /&gt;
:&amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt; - ''Time of Tumult''&lt;br /&gt;
&lt;br /&gt;
== Second Edition Codes ==&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;1kca&amp;lt;/code&amp;gt; - ''The Thousand Correct Actions of the Upright Soldier''&lt;br /&gt;
:&amp;lt;code&amp;gt;blck&amp;lt;/code&amp;gt; - ''Books of Sorcery II: Black Treatise''&lt;br /&gt;
:&amp;lt;code&amp;gt;ex2e&amp;lt;/code&amp;gt; - ''Exalted Second Edition''&lt;br /&gt;
:&amp;lt;code&amp;gt;exab&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Abyssals''&lt;br /&gt;
:&amp;lt;code&amp;gt;exal&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Alchemicals''&lt;br /&gt;
:&amp;lt;code&amp;gt;exdb&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Dragon Blooded''&lt;br /&gt;
:&amp;lt;code&amp;gt;exin&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Infernals''&lt;br /&gt;
:&amp;lt;code&amp;gt;exlu&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Lunars''&lt;br /&gt;
:&amp;lt;code&amp;gt;exsd&amp;lt;/code&amp;gt; - ''The Manual of Exalted Power: Sidereals''&lt;br /&gt;
:&amp;lt;code&amp;gt;gmhs&amp;lt;/code&amp;gt; - ''Glories of the Most High: Unconquered Sun''&lt;br /&gt;
:&amp;lt;code&amp;gt;gmhl&amp;lt;/code&amp;gt; - ''Glories of the Most High: Luna''&lt;br /&gt;
:&amp;lt;code&amp;gt;gmhm&amp;lt;/code&amp;gt; - ''Glories of the Most High: Maidens''&lt;br /&gt;
:&amp;lt;code&amp;gt;hero&amp;lt;/code&amp;gt; - ''Scroll of Heroes''&lt;br /&gt;
:&amp;lt;code&amp;gt;ilot&amp;lt;/code&amp;gt; - ''Imperfect Lotus''&lt;br /&gt;
:&amp;lt;code&amp;gt;isle&amp;lt;/code&amp;gt; - ''Compass of Celestial Directions I: The Blessed Isle''&lt;br /&gt;
:&amp;lt;code&amp;gt;king&amp;lt;/code&amp;gt; - ''Scroll of Kings''&lt;br /&gt;
:&amp;lt;code&amp;gt;land&amp;lt;/code&amp;gt; - ''Dreams of the First Age: Lands of Creation''&lt;br /&gt;
:&amp;lt;code&amp;gt;lord&amp;lt;/code&amp;gt; - ''Dreams of the First Age: Lords of Creation''&lt;br /&gt;
:&amp;lt;code&amp;gt;lost&amp;lt;/code&amp;gt; - ''Lost Arts of the Dead''&lt;br /&gt;
:&amp;lt;code&amp;gt;malf&amp;lt;/code&amp;gt; - ''Compass of Celestial Directions V: Malfeas''&lt;br /&gt;
:&amp;lt;code&amp;gt;masq&amp;lt;/code&amp;gt; - ''Graceful Wicked Masques: The Fair Folk''&lt;br /&gt;
:&amp;lt;code&amp;gt;meru&amp;lt;/code&amp;gt; - ''Dreams of the First Age: Meru''&lt;br /&gt;
:&amp;lt;code&amp;gt;monk&amp;lt;/code&amp;gt; - ''Scroll of the Monk''&lt;br /&gt;
:&amp;lt;code&amp;gt;npcs&amp;lt;/code&amp;gt; - ''Scroll of Exalts''&lt;br /&gt;
:&amp;lt;code&amp;gt;ocdx&amp;lt;/code&amp;gt; - ''Books of Sorcery III: Oadenol’s Codex''&lt;br /&gt;
:&amp;lt;code&amp;gt;rgd1&amp;lt;/code&amp;gt; - ''Books of Sorcery IV: Roll of Glorious Divinity I''&lt;br /&gt;
:&amp;lt;code&amp;gt;rgd2&amp;lt;/code&amp;gt; - ''Books of Sorcery V: Roll of Glorious Divinity II''&lt;br /&gt;
:&amp;lt;code&amp;gt;sfrd&amp;lt;/code&amp;gt; - ''Scroll of Fallen Races: Dragon Kings''&lt;br /&gt;
:&amp;lt;code&amp;gt;sfrm&amp;lt;/code&amp;gt; - ''Scroll of Fallen Races: Mountain Folk''&lt;br /&gt;
:&amp;lt;code&amp;gt;sesc&amp;lt;/code&amp;gt; - ''Second Edition Storyteller’s Companion''&lt;br /&gt;
:&amp;lt;code&amp;gt;tdea&amp;lt;/code&amp;gt; - ''Compass of Terrestrial Directions III: The East''&lt;br /&gt;
:&amp;lt;code&amp;gt;tdno&amp;lt;/code&amp;gt; - ''Compass of Terrestrial Directions IV: The North''&lt;br /&gt;
:&amp;lt;code&amp;gt;tdsl&amp;lt;/code&amp;gt; - ''Compass of Terrestrial Directions I: The Scavenger Lands''&lt;br /&gt;
:&amp;lt;code&amp;gt;tdso&amp;lt;/code&amp;gt; - ''Compass of Terrestrial Directions IV: The South''&lt;br /&gt;
:&amp;lt;code&amp;gt;tdwe&amp;lt;/code&amp;gt; - ''Compass of Terrestrial Directions II: The West''&lt;br /&gt;
:&amp;lt;code&amp;gt;undr&amp;lt;/code&amp;gt; - ''Compass of Celestial Directions IV: Underworld''&lt;br /&gt;
:&amp;lt;code&amp;gt;whit&amp;lt;/code&amp;gt; - ''Books of Sorcery II: White Treatise''&lt;br /&gt;
:&amp;lt;code&amp;gt;wola&amp;lt;/code&amp;gt; - ''Books of Sorcery I: Wonders of the Lost Age''&lt;br /&gt;
:&amp;lt;code&amp;gt;wyld&amp;lt;/code&amp;gt; - ''Compass of Celestial Directions II: The Wyld''&lt;br /&gt;
:&amp;lt;code&amp;gt;yush&amp;lt;/code&amp;gt; - ''Compass of Celestial Directions III: Yu-Shan''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I'd like to propose adding:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;gmhs&amp;lt;/code&amp;gt; - ''Glories of the Most High: Unconquered Sun''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;gmhl&amp;lt;/code&amp;gt; - ''Glories of the Most High: Luna''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;gmhm&amp;lt;/code&amp;gt; - ''Glories of the Most High: Maidens''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ttca&amp;lt;/code&amp;gt; - ''The Thousand Correct Actions of the Upright Soldier'' (or perhaps &amp;lt;code&amp;gt;1kca&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
If there are already existing abbreviations elsewhere (or they're here and I'm missing them somehow) please disregard! &lt;br /&gt;
&lt;br /&gt;
- [[Siha]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/IncrementalArtifacts&amp;diff=95490</id>
		<title>Wordman/IncrementalArtifacts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/IncrementalArtifacts&amp;diff=95490"/>
				<updated>2022-04-30T16:29:33Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The game Earthdawn makes use of system for growing the power of magical items along with the progression of those that hold them, but in such a way that the items can be used to drive plot as well. I've been using this for a while in Exalted, and thought I'd write it down. Similar ideas have been discussed in pages like [[DaveFayram/ArtifactSealing]], [[Discussions/IncrementalArtifacts]] and [[BillGarrett/LegendForged]]. This one is somewhat different from them, in that it is more detailed and focuses more on plot.''&lt;br /&gt;
&lt;br /&gt;
Some artifacts do not reveal all of their power at once, but manifest new abilities slowly as their user becomes more familiar with them. Often, a user might not be sophisticated enough with magical forces or other types of experience to understand how to activate certain powers, or even to know they are there. The artifact itself might be hiding abilities until the user is worthy of them. Whatever the reason, incremental artifacts like this provide a way of adding more interesting artifacts to your game earlier, and having them grow in power as your players do. Storytellers may also want to use incremental artifacts to explain something like a vanilla orichalcum daiklave. Many think it unlikely that solars would bother creating such basic artifacts out of orichcalcum, but creating sword that appears to be a vanilla orichalcum daiklave ''at first'', but reveals more power as the user grows can make this more &amp;quot;realistic&amp;quot;. (Consider also, however, that dragon kings also attune to orichalcum, so the plain old daiklave isn't as far-fetched as you might expect.)&lt;br /&gt;
&lt;br /&gt;
The powers of incremental artifacts come in stages. Each stage contains two types of requirements that must be met before the power of that stage is &amp;quot;unlocked&amp;quot; and available to the user. The first type of requirement is a mechanical one: the user must have particular traits at a certain level, such as a specific Essence rating, ability rating, knowledge of a particular charm or ritual, and so on. The second, more important, type is a plot requirement: the user must discover some story element or answer some question to gain enough understanding to use the powers available in that stage. These elements are often related to the life of maker of the artifact or the history of the artifact itself. The requirements for the first stage of nearly all incremental artifacts is the same: mechanically, the user must attune to the artifact and, as a matter of plot, must possess the artifact to start with.&lt;br /&gt;
&lt;br /&gt;
For each stage for which the requirements are met, the user knows the powers granted. The user also knows if there is another stage beyond. If there is, the user often gets feelings or visions that let him know what the requirements for that stage are, but the powers that will be revealed at that stage remain a mystery until they are unlocked. Further, only the next stage can be &amp;quot;felt&amp;quot;. The user has no way of knowing how many stages there are, or what they might reveal.&lt;br /&gt;
&lt;br /&gt;
Stages must always be unlocked in order. What often happens, therefore, is that a user may work a while to meet the requirements of the next stage, but when they do they may find that they already have the requirements for the next stage or even the next, and they get a sort of cascade of new effects all at once. Note that this also means, when designing incremental artifacts, that requirements need to be laid out somewhat intelligently. As an obvious example, in an artifact with six stages, if the first one has a mechanical requirement of Essence 4, later stages shouldn't require Essence 3, as that would be a pointless requirement since the user is guaranteed to already meet it.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
&lt;br /&gt;
There are three basic styles of incremental artifacts: intentional, incidental and controlled. These styles are mechanically identical, but have much different flavor. In particular, their plot requirements tend to behave differently and lead to stories that have different feels.&lt;br /&gt;
&lt;br /&gt;
An ''intentional incremental artifact'' contains stages that were put in place on purpose, usually when the artifact was initially designed, but possibly after as well. This might have been done to secure an artifact from use by anyone other than the designer, particularly if the item isn't a personal object. Artifacts that were created for use by someone other than the creator might also have incremental features. It's also possible that artifacts laid to rest in solar tombs might have been dangerous enough to have some kind of controls worked into them, in case the defenses in the tomb itself fail; since they would be added after the fact, though, they might be vulnerable to bypass with countermagic or some other means.&lt;br /&gt;
&lt;br /&gt;
For some designers, creating artifacts, particularly those of great power, is a very personal experience, forging a connection between the artifact and the forger. This bond is sometimes so strong that it creates an ''incidental incremental artifact''. Such artifacts were not intended to contain incremental stages, but now require knowledge of and sympathy with with the artifact's creator to unlock. In most cases, the original artificer never realizes this has happened, as he already meets all the requirements for the artifact. Plot requirements for incidental artifacts almost always are based on gaining knowledge of the creator, even so far as reproducing experiences that made the creator who he or she was. Some rare artifacts of this style may even require the same soul-shard as the original creator for part of its plot requirements (though it is recommended that some abilities be reachable without it).&lt;br /&gt;
&lt;br /&gt;
Rarest of all, the artifact may be intelligent (or [[SummonTech|inhabited by a something intelligent]]) and have some degree of control over how its own powers are used. Such ''controlled incremental artifacts'' often need to be convinced the user is worthy of its power. This style is slightly more likely in soulsteel  artifacts -- where one or more souls managed to hold themselves together better than others -- and in starmetal items, where the metal may retain some residual consciousness of the spirit from which it is formed. In both of these cases, the entity is likely to be a little grumpy, but personalities will cover the whole spectrum. Generally the plot requirements of these items will be based around fulfilling the inhabiting entity's Motivation.&lt;br /&gt;
&lt;br /&gt;
== Rating Incremental Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Defining a rating for an incremental artifact is tricky, and depends a lot on why you want the rating in the first place. In most cases, it only really matters at character creation, when players are spending points to buy artifacts. It is highly recommended that the players have no idea what the incremental stages of the artifact even are during this process. The approach to use depends a lot on the campaign, the maturity of the players and on the particular artifact (and on the artifact's plot requirements). Some possible options are:&lt;br /&gt;
&lt;br /&gt;
* Avoidance. Simply don't allow purchase of incremental artifacts at character creation.&lt;br /&gt;
* Minimized. Let players buy incremental artifacts at the rating of the highest stage for which their characters meet the requirements. The drawback here is that it may be unfair to players that don't buy incremental artifacts as they are getting &amp;quot;less for the same points&amp;quot;.&lt;br /&gt;
* Maximized. Let players buy incremental artifacts at the rating of the highest stage the artifact has. The drawback here is that it may be unfair to players that buy incremental artifacts as they are getting &amp;quot;less for the same points&amp;quot; at first.&lt;br /&gt;
* Amortized. As &amp;quot;minimized&amp;quot;, but add one to the rating.&lt;br /&gt;
* Compromised. As &amp;quot;maximized&amp;quot;, but subtract one from the rating.&lt;br /&gt;
* Authoritative. Just guess a &amp;quot;that sounds about right&amp;quot; rating, based on the powers, the difficulty of meeting the requirements, etc.&lt;br /&gt;
&lt;br /&gt;
One other wrinkle here is armor, which is canonically overpriced in the first place. You could easily justify this higher cost with the promise of incremental features.&lt;br /&gt;
&lt;br /&gt;
== Commitment Cost ==&lt;br /&gt;
&lt;br /&gt;
The commitment cost of attuning to incremental artifacts almost always increases as more stages are uncovered, but generally starts fairly low. Note that, while the powers of the artifact are staged, the commitment cost is not. The user cannot just turn stages on and off. Once a stage is unlocked, he needs to pay the entire commitment cost, even if he doesn't particularly want that stage's powers. For this reason, many incremental artifacts are built using a combination of commitment and activation costs, where some stages contain powers that require an activation, but don't alter the commitment.&lt;br /&gt;
&lt;br /&gt;
If the artifact provides a material bonus, gaining access to the bonus works just like in regular artifacts: if you have to force attunement, you must pay twice the commitment cost.&lt;br /&gt;
&lt;br /&gt;
== Example: Ophidian Kata Rings ==&lt;br /&gt;
&lt;br /&gt;
This example  illustrates not only how incremental artifacts work in general, but also three specific techniques for designing them. In the first place, they provide a sample of an intentionally incremental artifact. Secondly, they show how existing artifacts can be manipulated and extended to be incremental (this particular artifact is mostly as an incremental version of orichalcum perfected kata bracers [ab_e.80, ocdx.42]). Thirdly, they encourage character growth into directions that might not otherwise be taken (in this case, the martial artist who uses these must learn Craft in order to do so).&lt;br /&gt;
&lt;br /&gt;
Appearing as ornate, orichalcum snakes eating their tails, this matched set of five ciclets are worn on the wrists, ankles and neck. When attuned, the snakes animate briefly into a perfect fit and will do the same should the user want to move or remove them. The neck ring contains a hearthstone socket. The rings function only as a set, providing no benefits if worn otherwise.&lt;br /&gt;
&lt;br /&gt;
The rings contain great power, but this is not immediately evident. The artificer who created the rings constructed them for a young solar he had never met, as a favor to a circle mate. Not confident in his circle mate's ability to properly train this young solar and concerned that too much power too quickly would derail the boy even further, the artificer installed a series of locks into the artifact. These locks required the student to learn certain things before they released and granted additional abilities. Most of this knowledge is, in itself, fairly innocuous, but the artificer hoped that seeking it would provide a journey to the boy that would teach him well.&lt;br /&gt;
&lt;br /&gt;
Initially attuning the bands requires a commitment of three motes and provides a [[Wordman/OphidianVision|vision]] of the item's past. The rings augment martial arts forms, briefly trailing faint lines of essence and making a barely audible noise appropriate to the form (hissing for snake, rustling leaves for wood dragon, etc.) as the form is activated. The progression of the item is based on knowledge of crafting in general and of the maker of the item in particular.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plot Requirement !! Mechanical Requirement !! Rating !! Attunement !! Unlocked Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Must possess the artifact || Attunement || &amp;amp;bull;&amp;amp;bull; || 3 || When martial arts form is active:&amp;lt;br&amp;gt;Unarmed attacks do bashing or lethal&amp;lt;br&amp;gt;Parry lethal barehanded&amp;lt;br&amp;gt;+2B/+1L/+1A soak&amp;lt;br&amp;gt;Material bonus: MA attacks that damage creatures of darkness deal (Essence)A, soaked normally.&lt;br /&gt;
|-&lt;br /&gt;
| Determine the name of, and enter, the city where rings were forged (Rathess) || Craft (Fire) 2 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 5 || When martial arts form is activated, choose to add Essence to accuracy, damage ''or'' defense of unarmed martial arts attacks. This bonus remains while the form is active. To change the bonus, the form must be dropped and reactivated. Should user be able to cast more than one form at a time (a rare, but possible, event), only one bonus can apply at a time, but can be changed when each new form is activated, lasting while any of the forms remain active.&lt;br /&gt;
|-&lt;br /&gt;
| Learn name of ring's maker (Pale Dusk) || Essence 3 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 8 || Like previous, but instead add Essence to accuracy, damage and defense simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
| Learn title of maker's seminal work on artificing (''Concerning the Divine Metals'') || Lore 2 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 10 || Any charm the user casts with a duration of one scene, including forms, has its mote cost reduced by one (to a minimum of one).&lt;br /&gt;
|-&lt;br /&gt;
| Detailed reading of ''Concerning the Divine Metals'' || Occult 3, Essence 4 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 10 || Whenever the wearer avoids taking damage from an attack (either through dodging, parries, soak, or bad damage rolls from the attacker), he regains a mote of essence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example: Wyr'paljan Caduceus ==&lt;br /&gt;
&lt;br /&gt;
This item may be a more typical use of incremental artifacts, where you could easily imagine a powerful solar actually using an item like this, but with many of its features unavailable to a character until they themselves become more powerful. Even a starting character can use this item, but it will be some time before the character will have access to all of its might.&lt;br /&gt;
&lt;br /&gt;
The first solar to master [[Wordman/BeyondAlchemy|magical alchemy]], Wyr'palja was also a formidable First Age sorceress. She had a particular fascination with birds and the elements and built an orichacum device, a golden caduceus, to assist her in casting her favorite spells. The caduceus can change in size from a small amulet to about the length of staff. Any attuned user can do this at will, but using some of the abilities forces it to become a certain size. Generally, the more powerful the effect, the larger the caduceus must be.&lt;br /&gt;
&lt;br /&gt;
Apart from the size changes, the caduceus has no real power in and of itself (making it's attunement cost low). Instead, it acts as a conduit or lens (and, in some cases, teacher) for specific spells. When these spells are cast through the caduceus, the caduceus allows the caster to alter the spell in various ways, either making the casting easier (which tends to reduce the cost of casting) or more flexible (which tends to increase it). As a spell is cast through it, the snakes on the caduceus shift into patterns to better channel the spell.&lt;br /&gt;
&lt;br /&gt;
This is an incidental incremental artifact, with a fairly long chain of stages. The key to unlocking the caduceus are Wyr'palja's passions: the birds that inspired her magic, the joy she found in crafting and artifice, and her lunar lover, who spurred her on as a sorcerer while he lived. It was her emotional reactions to these things and the insight they gave her into sorcery that allowed her to fashion the caduceus in the first place. Some of this leaked into the caduceus when it was forged, and there remains enough vestigial memory that an attuned user experiences feelings that act as hints to the next state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plot Requirement !! Mechanical Requirement !! Rating !! Attunement !! Unlocked Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Must possess the artifact || Attunement || &amp;amp;bull;&amp;amp;bull; || 1 || While the user is attuned, he gains the knowledge of the the spell Flight of Separation and may cast it reflexively, even if he does not know sorcery. He still pays normal cost for the spell, but it takes no shaping time.&lt;br /&gt;
|-&lt;br /&gt;
| Wyr'palja had a very strong sense of self, so the first step is to discover her name and caste (twilight) || Essence 3 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;  || 1 || While the user is attuned, he gains the knowledge of the spell Death of Obsidian Butterflies and may cast it, even if he does not know sorcery. Cost and timing remain the same, but visually the spell summons small, brightly colored glass birds instead of butterflies&lt;br /&gt;
|-&lt;br /&gt;
| Sorcery colored the majority of Wyr'palja's life, so the user must uncover which school she followed (Salinan). || Terrestrial Circle Sorcery || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 2 || When Death of Obsidian Butterflies is cast through the device, spending three additional motes prevents it from needing a round of shaping.&lt;br /&gt;
|-&lt;br /&gt;
| Wyr'palja focussed and calmed herself by making things, particularly intricate figurines, mostly of birds. To gain a closer understanding of both her and the birds she loved, the user must create a highly detailed figurine of some kind of bird out of some durable material. The bird must capture the feeling of one of the five elements, and then must be enchanted with that element with Ritual of Elemental Empowerment. It then must be given away. || Craft (Air) 2, Ritual of Elemental Empowerment || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 2 || When Flight of the Brilliant Raptor is cast through the device, it can be given a different elemental aspect for +5m.&amp;lt;br&amp;gt;Air: Undodgeable. (Per + Occ)L piercing base electrical damage, plus Essence auto damage successes. For each two health levels dealt, -1 die to Dex rolls next turn, decreasing each turn.&amp;lt;br&amp;gt;Earth: (Per + Occ)L base damage, plus Essence auto damage successes. For each two health levels dealt, clinches target for a round.&amp;lt;br&amp;gt;Fire: (Per + Occ)L base damage, plus Essence auto damage successes. For each two health levels dealt, -1 die to Dex rolls next turn, decreasing each turn. Three yard blast, giving any who fail a Stam + Res (3) roll a two die penalty for two turns.&amp;lt;br&amp;gt;Water: Unblockable. (Per + Occ)B base damage, plus Essence auto damage successes. For each two health levels inflicted, target's knockdown test increases in difficulty by one. Three yard blast, knocking down those who fail Stam + Res (3) roll.&amp;lt;br&amp;gt;Wood: (Per + Occ)L base damage, plus Essence auto damage successes; however, instead of actually dealing damage, target infected with poison lasting one round for each success.&lt;br /&gt;
|-&lt;br /&gt;
| Feelings of longing for a particular mate echo in the user's mind, urging him to discover the name of Wyr'palja's mate (Iron Monsoon) || Presence 2 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 2 || When Infallible Messenger is cast through the device, it takes the shape of a bird, not a cherub. For +10m, once reaching the target, the caster can speak through the bird to have a 5 minute, two-way conversation with the target.&lt;br /&gt;
|-&lt;br /&gt;
| The user &amp;quot;remembers&amp;quot; the first time Wyr'palja flew as a transformative moment for both her and her magic, and realizes he must feel the wind on his face just like she did. He needs to fly in some capacity where he is largely unhindered (on a rope hanging from a skyship, some kind of personal artifact, etc.) || Conviction 3 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 2 || While the user is attuned, he gains the knowledge of the spell Swift Spirit of Winged Transportation, and may cast it without knowing celestial circle sorcery. Cost and timing remains unchanged.&lt;br /&gt;
|-&lt;br /&gt;
| The user has a vision of a dark day when Wyr'palja lost control and took out her frustration on a flock of birds, killing 100 with a single casting of Death of Obsidian Butterflies. The user must replicate this feat. || Essence 4 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 2 || When Death of Obsidian Butterflies is cast through the device, for +10m its damage becomes piercing. This may be combined with other improvements to this spell provided by the staff, but each must be paid for.&lt;br /&gt;
|-&lt;br /&gt;
| In fairly vivid montage vision, the user sees Wyr'palja and her lover happily teaching each other sorcery against a stunning backdrop, halfway up a wooded mountain, with a small river running through some kind of outdoor manse/temple, then cascading into a spectacular waterfall, thousands of feet down. The nature of the place seems inspiring, and the user knows that he must find where it is (at the source of the meander river). || Celestial Circle Sorcery || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 3 || By spending 10 motes, the user can transform the artifact into a fantastic golden vessel to be carried by the Swift Spirit of Winged Transportation. The artifact remains in vessel form for as long as these motes remain commited. The vessel looks like a flat-bottomed ship covered with intricate metal tracing over the hull, and with the masts replaced by a single post with a crossbar to use as purchase for the bird's talons (this uses stats for a large yacht [king.145], but with +4L/+4B soak). The ship is luxuriously appointed, but contains neither crew nor weapons. Build for air travel, it is not particularly sea worthy, but does float. The user has minor control over the configuration of the ship and can, for example, optimize it for carrying passengers or cargo.&lt;br /&gt;
|-&lt;br /&gt;
| Together, the lovers were a formidable war machine, particularly in their flying warstriders. Discover the name of Wyr'palja's (Luminous Talon Rain) || War 2 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 3 || When Princes of the Fallen Tower is cast through the artifact, they appear as large birds. For an additional +5m, they can fly at twice their walking speed.&lt;br /&gt;
|-&lt;br /&gt;
| Learn the name of Iron Monsoon's warstrider (Molt-Defying Plumage) || Presence 3 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 3 || When Summon the Army of the Wyld is cast through the device, any birds that come can be commanded remotely.&lt;br /&gt;
|-&lt;br /&gt;
| To learn about elemental forces Wyr'palja visited every elemental pole. Start on this path as well and come within five yards of one of them. || Conviction 4 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 3 || While the user is attuned, he gains the knowledge of a spell called Elemental Wrath, a weaker version of Wrath of Five Elements. This effect acts in all ways like a celestial circle spell costing 30m, including casting time and 2wp charm cost. The spell is identical to Wrath of Five Elements, but only one of the elemental effects (decided when the spell is being shaped) is released per casting and the spell lasts for only one turn. Whatever effect is chosen erupts around the target with various avian visual effects (e.g. flock of firebirds erupting from the ground, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Wyr'palja carved her own city out of the the deep forest. Discover the name and First Age location of this city (Q'in Sanizaj, deep in what is now the eastern Wyld) || Essence 5 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 3 || When Death of Obsidian Butterflies is cast through the device, for +5m and +1wp its damage becomes aggravated. This may be combined with other improvements to this spell provided by the staff, but each must be paid for.&lt;br /&gt;
|-&lt;br /&gt;
| Finish the journey you started and come within five yards of each of the elemental poles. || Solar Circle Sorcery || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 4 || Each time the Wrath of Five Elements is cast through the device, it can be altered in ''one'' of the following ways:&amp;lt;br&amp;gt;The wp cost is reduced by 1 and one less turn of shaping is required.&amp;lt;br&amp;gt;The caster can select the order in which the five elemental effects activate. He must use each element exactly once and chooses their order as the spell is cast.&amp;lt;br&amp;gt;The difficulty of dodging or parrying each effect increases by half the caster's Conviction (round up).&amp;lt;br&amp;gt;The caster can automatically channel Conviction while casting, regardless of the situation. This channel counts against the number of channels available per story, but does not cost Willpower. The cost of the spell also decreases by 5m.&lt;br /&gt;
|-&lt;br /&gt;
| To gain the same insight into the elements Wyr'palja did, find some way to transform your body, however briefly, into each of the five elements. || Conviction 5 || &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; || 4 || When using the option to select the order of the elemental effects of Wrath of Five Elements, the caster can spend an additional point of willpower to use the elements more flexibly. The total number of turns the spell works remains five, but the caster can use, for example, the fire effect on each of those five turns, or two fires and three woods, etc. The elements used and their order must be chosen as the spell is released.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95246</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95246"/>
				<updated>2020-12-21T04:02:03Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added Exalted Reincarnated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I built a hack to the Exalted setting at [[ExaltedPrime]]. This has since expanded into a more detailed private hack called ''Exaltation Prime'', but many of the details have spilled into my public [https://divnull.com/blog/tags/anima-prime/ tinkering with Anima Prime].&lt;br /&gt;
&lt;br /&gt;
=== Godbound ===&lt;br /&gt;
&lt;br /&gt;
Though it is largely an &amp;quot;old school&amp;quot; style game, [https://www.drivethrurpg.com/product/185960/Godbound-A-Game-of-Divine-Heroes-Deluxe-Edition?src=hottest_filtered Godbound] functions a lot like ''Exatled'' with the serial numbers filed off, particularly the deluxe version (there is also a free version). It might not handle lunars particularly well.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Cortex Prime ===&lt;br /&gt;
&lt;br /&gt;
Jeremy Puckett has created an implementation of ''Exalted'' using the ''Cortex Prime'' system, called [https://www.patreon.com/posts/exalted-blood-23833507 Blood and Fire]. Cortex Prime is a flexible system with predecessors that were particularly good at managing ensemble play. Unlike a lot of ''Exalted'' hacks, it contains support for all the different types of exalted. It also distills magic down into a manageable number of effect-based powers. Even supports warstriders.&lt;br /&gt;
&lt;br /&gt;
=== Tenra Bansho Zero ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/111713/Tenra-Bansho-Zero-Heaven-and-Earth-Edition Tenra Bansho Zero]'s self-described &amp;quot;hyper Asian&amp;quot;, cinematic approach works pretty well as for ''Exalted'', if you already have an idea of the type of story you are after and are all on the same page.&lt;br /&gt;
&lt;br /&gt;
=== Cypher ===&lt;br /&gt;
&lt;br /&gt;
The [https://www.montecookgames.com/welcome-to-gods-of-the-fall/ Gods of the Fall] implementation of the ''Cypher'' system lends itself towards ''Exalted'', geared towards characters that are rising godlings.&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== Fate Core ===&lt;br /&gt;
&lt;br /&gt;
A number of people have remarked that the Fate Core supplement [http://www.evilhat.com/home/fate-worlds-and-adventures/ Venture City Stories] has some good techniques for running Exalted with the system. Similar statements are made about the [http://fate-srd.com/fate-system-toolkit/six-viziers Six Viziers] magic system in the toolkit.&lt;br /&gt;
&lt;br /&gt;
Some [https://docs.google.com/document/d/1CgaAzSc7KWg0RZz76w52A1CY5i-5A2I0Cp3RhJdZGBQ/edit more directed conversions] also exist.&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. Others have recommended just using the fantasy and super companions, with the &amp;quot;rising stars&amp;quot; power option. Or maybe [https://www.peginc.com/product-category/rifts/ Savage Rifts].&lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
=== Weapons of the Gods ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/3212/Weapons-of-the-Gods Weapons of the Gods] appears to be an over-the-top wuxia game, based on a comic series.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Qwixalted ===&lt;br /&gt;
&lt;br /&gt;
[http://aakin.net/wiki/doku.php?id=qwixalted Qwixalted] started as an expansion of the first edition quickstart rules, and become something else.&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Exalted Reincarnated ===&lt;br /&gt;
&lt;br /&gt;
[[Exalted Reincarnated][https://exaltedreincarnated.org/]] aims to redesign Third Edition as a less complex and more streamlined system.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ExcellencyMath&amp;diff=95194</id>
		<title>ExcellencyMath</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ExcellencyMath&amp;diff=95194"/>
				<updated>2020-06-28T13:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Reformat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second Edition provides a set of &amp;quot;excellency&amp;quot; charms that work in various ways. Each has advantages and disadvantages. This page compares the First and Second Excellencies, describing the math and probabilities involved. Briefly, here is how they work:&lt;br /&gt;
&lt;br /&gt;
* First Excellency: Buy dice for a roll. Most exalts spend 1m per die.&lt;br /&gt;
* Second Excellency: Buy successes for a roll. Most exalts spend 2m per success.&lt;br /&gt;
&lt;br /&gt;
[[ExcellencyModelling]] gives an example of how to model Exalted dice, based (loosely) on the math below.&lt;br /&gt;
&lt;br /&gt;
== Success Per Die ==&lt;br /&gt;
&lt;br /&gt;
The book claims that two dice, on average, generate one success. This implies one die generates 0.5 successes on average. This is easy to verify. If you were to roll a die 100 times, the ideal distribution on a fair d10 would be for each number to come up exactly 10 times. Count the successes this would generate:&lt;br /&gt;
&lt;br /&gt;
:60 rolls of six or less x 0 successes = 0 successes&lt;br /&gt;
:30 rolls of 7, 8 or 9 x 1 success = 30 successes&lt;br /&gt;
:10 rolls of 10 x 2 success = 20 successes&lt;br /&gt;
:Total successes = 50 on 100 die, thus 0.5 successes per die.&lt;br /&gt;
&lt;br /&gt;
So, First and Second Excellency would appear to be equivalent. Well, not exactly. It's true that, on average, they will generate equal numbers of successes. There are two big differences, however. The first is that the successes of the Second Excellency are applied later in the Oder of Modifiers than the dice from the First, making bonuses from the second immune to cancellation from, say, effects that reduce pools to zero. This doesn't happen often, but is a slight advantage for the Second. The advantage of the First is that it allows the possibility up to four times the effect of paying the same cost on the Second, though also the possibility of no effect at all. How does this break down?&lt;br /&gt;
&lt;br /&gt;
== First Excellency: Counting ==&lt;br /&gt;
&lt;br /&gt;
With the Second Excellency, spending 2m buys a 100% chance of exactly one success. If a solar spends those two motes on the First instead, what happens?&lt;br /&gt;
One way to figure this out is just to count. The solar buys two dice. They can come up 100 distinct ways. In the following table, the result of one die is on one axis, the result of the other die is on the other axis, and the fields of the table list how many successes occur for that combination of results.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|  ||  '''1'''  ||  '''2'''  ||  '''3'''  ||  '''4'''  ||  '''5'''  ||  '''6'''  ||  '''7'''  ||  '''8'''  ||  '''9'''  ||  '''10'''  |&lt;br /&gt;
|-&lt;br /&gt;
|'''1'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''2'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''3'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''4'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''5'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''6'''||0||0||0||0||0||0||1||1||1||2|&lt;br /&gt;
|-&lt;br /&gt;
|'''7'''||1||1||1||1||1||1||2||2||2||3|&lt;br /&gt;
|-&lt;br /&gt;
|'''8'''||1||1||1||1||1||1||2||2||2||3|&lt;br /&gt;
|-&lt;br /&gt;
|'''9'''||1||1||1||1||1||1||2||2||2||3|&lt;br /&gt;
|-&lt;br /&gt;
|'''10'''||2||2||2||2||2||2||3||3||3||4|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you count these up, you get:&lt;br /&gt;
&lt;br /&gt;
:36 results of 0 successes&lt;br /&gt;
:36 results of 1 success&lt;br /&gt;
:21 results of 2 successes&lt;br /&gt;
:6 results of 3 successes&lt;br /&gt;
:1 result of 4 successes&lt;br /&gt;
&lt;br /&gt;
== First Excellency: Math ==&lt;br /&gt;
&lt;br /&gt;
You can get the same result by doing math. For the purpose of this description, assume the two dice being rolled are different colors (say red and blue). You can figure out the probability of each success count just using math knowing that a single die has a 6/10 chance to roll zero successes, a 3/10 chance to roll exactly 1 success and a 1/10 chance to roll two successes. So:&lt;br /&gt;
&lt;br /&gt;
:To roll zero successes, both dice need to generate no successes:&lt;br /&gt;
::''P0'' = 6/10 * 6/10 = 36/100 = 36%&lt;br /&gt;
:To roll exactly one success, either the red die needs to roll 7,8 or 9 while the blue rolls six or under, or the blue die needs to roll 7,8 or 9 while the red rolls six or under:&lt;br /&gt;
::''P1'' = (3/10 * 6/10) + (6/10 * 3/10) = (18+18)/100 = 36%&lt;br /&gt;
:To roll exactly two successes, either both the red and blue die need to roll one success each, or one of them needs to roll two while the other rolls none:&lt;br /&gt;
::''P2'' = (3/10 * 3/10) + (1/10 * 6/10) + (6/10 * 1/10) = (9+6+6)/100 = 21%&lt;br /&gt;
:To roll exactly three successes, one die needs to roll two success and the other needs to roll one:&lt;br /&gt;
::''P3'' = (3/10 * 1/10) + (1/10 * 3/10) = (3+3)/100 = 6%&lt;br /&gt;
:To roll exactly four successes, both die need to generate two:&lt;br /&gt;
::''P4'' = 1/10 * 1/10 = 1/100 = 1%&lt;br /&gt;
&lt;br /&gt;
Note that these results match the count above.&lt;br /&gt;
&lt;br /&gt;
So, it appears that the First Excellency has a 36% chance of being worse that the Second. It has an equal chance (36%) of being ''exactly'' as efficient as the Second, with a 63% (1 - ''P0'') chance of being ''at least'' as efficient as the Second. It has a 28% chance of being twice as efficient, a 6% chance of being three times as efficient and a 1% chance of being four times as efficient. In all, there is a 35% chance of being more efficient that Second Excellency.&lt;br /&gt;
&lt;br /&gt;
== Second Excellency: Sanity Check ==&lt;br /&gt;
&lt;br /&gt;
Do the results above really create an average outcome equal to that provided by the Second Excellency? Let's check. Say we rolled a ''pair'' of d10s 100 times. The percentages above suggest we would get the following results:&lt;br /&gt;
&lt;br /&gt;
:36 x 0 success = 0 successes&lt;br /&gt;
:36 x 1 success = 36 successes&lt;br /&gt;
:21 x 2 successes = 42 successes&lt;br /&gt;
:6 x 3 successes = 18 successes&lt;br /&gt;
:1 x 4 successes = 4 successes&lt;br /&gt;
:Total successes = 100 successes on 100 rolls (or 100 successes on 200 dice, meaning 0.5 successes per die).&lt;br /&gt;
&lt;br /&gt;
Rolling that pair 100 times would be like buying two dice with the First Excellency 100 times (200 motes for a solar). To buy 100 successes with the Second Excellency, a solar would need to spend exactly that many motes.&lt;br /&gt;
&lt;br /&gt;
== First Excellency: More Dice ==&lt;br /&gt;
&lt;br /&gt;
So, how does this scale? That is, how to the probabilities work out with, say, four dice. Using the same method as above gets a bit ugly, so change our tactics slightly. (Really, we are doing the same thing, but this way will look cleaner). In this method, we figure out how many possible ways the dice can give a certain number of successes, then divide that by the total number of ways the dice can come up total. &lt;br /&gt;
&lt;br /&gt;
In this description, C(''x'',''y'') means taking the [http://en.wikipedia.org/wiki/Combination combinations] of ''x'' things taken ''y'' at a time where order does not matter. The technique use in what follows can be a little confusing, but the basic idea can be illustrated by an example. The technique breaks the problem into situations where you figure out how many combinations of dice could result in a certain pattern. Suppose, for example, that you need to figure out how many ways you can get two of the four dice to have one success each, and the others to have none. What you do first is figure out how many ways you can select two distinct dice from the pool. Say you have a blue die (b), a green die (g), a red die (r) and a yellow (y). The number of distinct pairs you can select from this pool is C(4,2), which is read &amp;quot;4 choose 2&amp;quot;. This value is six (read the link above on how to calculate this), with the six distinct pairs being bg, br, by, gr, gy, and ry. One you have selected a pair, each dice in that pair can generate exactly one success three ways. Since there are two dice, that means that there are 3^2 possible ways these dice can be rolled where each one shows exactly one success (which is the pattern you are looking for in this example). The remaining two dice must both come up with zero success. Each of these die can do this in six ways, so there are 6^2 possible ways these two dice can generate zero successes on each die. So, to figure out how many possible ways the pattern can be matched, you multiply the number of ways you can choose the success pair by the successful pair possibilities and then by the possibilities of the remaining dice: C(4,2) * 3^2 * 6^2 = 6 * 9 * 36 = 1,944. Note that this is not the only way to generate two successes, just the the way where two dice have one success each and the other two have none.&lt;br /&gt;
&lt;br /&gt;
With four motes on the Second Excellency, a solar has a 100% chance of getting two successes. Spending four motes on the First Excellency, the solar can expect:&lt;br /&gt;
&lt;br /&gt;
:Total possible dice results (paying attention to order): each die can come up 10 ways, and there are four die:&lt;br /&gt;
:: 10^4 = 10,000 possibilities&lt;br /&gt;
:To roll zero successes, all dice need to generate no successes. Each die can generate no successes six different ways, so all of these combine:&lt;br /&gt;
::6^4 = 1296 possibilities; 1296/10000 = 12.96%&lt;br /&gt;
:To roll exactly one success, only a single die can roll a single success. There are four ways to choose the first die, and that die can generate a single success three ways. The remaining die can generate zero successes six ways each. So&lt;br /&gt;
::C(4,1) * 3 * 6^3 = 2592 possibilities; 2592/10000 = 25.92%&lt;br /&gt;
:To roll exactly two successes, either two dice roll one success or one die rolls two. In the first case there are six ways to choose the dice of the successful pair, and nine ways these two dice can get one success each, with the remaining die generating zero successes six ways each. In the second case, there are four ways to choose the successful die, and only one way that die can generate two successes, with the remaining die generating zero successes six ways each.&lt;br /&gt;
::C(4,2) * 3^2 * 6^2 = 1944 possibilities&lt;br /&gt;
::C(4,1) * 1 * 6^3 = 864 possibilities&lt;br /&gt;
::1944 + 864 = 2808 possibilities; 2808/10000 = 28.08%&lt;br /&gt;
:To roll exactly three successes, one die needs to roll two success and another needs to roll one, or three die need to roll one success. There are four ways to choose the first die, and that die can generate a two successes one way, with three ways to choose the second die and three ways it can generate a single success. In the second, there are 4 ways to choose the successful three dice and 27 ways that trio can generate one success each. In both cases, remaining die each have six ways to generate no successes.&lt;br /&gt;
::C(4,1) * 1 * C(3,1) * 3 * 6^2 = 1296 possibilities&lt;br /&gt;
::C(4,3) * 3^3 * 6 = 648 possibilities&lt;br /&gt;
::1296 + 648 = 1944 possibilities; 1944/10000 = 19.44%&lt;br /&gt;
:To roll exactly four successes, either two dice roll 10s, one die is a 10 and two others single successes, or four dice roll one success each:&lt;br /&gt;
::C(4,2) * 1 * 6^2 = 216 possibilities&lt;br /&gt;
::C(4,1) * 1 * C(3,2) * 3^3 * 6 = 648 possibilities&lt;br /&gt;
::C(4,4.) * 3^4 = 81 possibilities&lt;br /&gt;
::216 + 648 + 81 = 945 possibilities; 945/10000 = 9.45%&lt;br /&gt;
:To roll five successes, success combinations are either (2,2,1,0) or (1,1,1,2):&lt;br /&gt;
::C(4,2) * 1 * C(2,1) * 3 * 6 = 216 possibilities&lt;br /&gt;
::C(4,3) * 3^3 * 1 = 108 possibilities&lt;br /&gt;
:: 216 + 108 = 324 possibilities; 324/10000 = 3.24%&lt;br /&gt;
:To roll six successes, success combinations are either (2,2,2,0) or (2,2,1,1):&lt;br /&gt;
::C(4,3) * 1 * 6 = 24 possibilities&lt;br /&gt;
::C(4,2) * 1 * 3^2 = 54 possibilities&lt;br /&gt;
:: 24 + 54 = 78 possibilities; 78/10000 = 0.78%&lt;br /&gt;
:To roll seven successes, success combination is (2,2,2,1):&lt;br /&gt;
::C(4,3) * 1 * 3 = 12 possibilities; 12/10000 = 0.12%&lt;br /&gt;
:Only one way to roll eight successes&lt;br /&gt;
::1 possibility; 1/10000 = 0.0001%&lt;br /&gt;
&lt;br /&gt;
So, with four dice, you are only 13% likely to get no benefit, but you are more likely (38.88%) to do worse than Second Excellency. You are 61.22% likely to do ''at least'' as well as Second Excellency. You have a 33.04% chance of doing better than Second Excellency. Essentially, as you add more dice, the more likely you are to have an average result.&lt;br /&gt;
&lt;br /&gt;
And, just for purity:&lt;br /&gt;
&lt;br /&gt;
:1296 x 0 successes = 0 successes&lt;br /&gt;
:2592 x 1 successes = 2592 successes&lt;br /&gt;
:2808 x 2 successes = 5616 successes&lt;br /&gt;
:1944 x 3 successes = 5832 successes&lt;br /&gt;
:945 x 4 successes = 3780 successes&lt;br /&gt;
:324 x 5 successes = 1620 successes&lt;br /&gt;
:78 x 6 successes = 468 successes&lt;br /&gt;
:12 x 7 successes = 84 successes&lt;br /&gt;
:1 x 8 successes = 8 successes&lt;br /&gt;
:Total scccesses = 20,000 on 10,000 rolls (or 20,000 on 40,000 dice, averaging 0.5 successes per die)&lt;br /&gt;
&lt;br /&gt;
== First Excellency: Odd Dice ==&lt;br /&gt;
&lt;br /&gt;
What if you have three motes to spend (or, more likely, that your added dice limit is an odd number)? Since you can't &amp;quot;fractionally buy&amp;quot; the Second Excellency, if you have the motes, First is usually the way to go. Sticking just to three motes, suppose you are in a situation where you can activate both First and Second Excellencies on the same test. If you spend 2m on Second and 1m on first, from the math above, the following are the possibilities:&lt;br /&gt;
&lt;br /&gt;
:2 motes gives a 100% of one success, plus 1m that buys:&lt;br /&gt;
:60% chance of failure (total 1 success)&lt;br /&gt;
:30% chance of a single success (total 2 successes)&lt;br /&gt;
:10% chance of two successes (total 3 successes)&lt;br /&gt;
&lt;br /&gt;
If you spent these three motes on the First, you'd get the following:&lt;br /&gt;
&lt;br /&gt;
:Total possible dice results (paying attention to order): each die can come up 10 ways, and there are three die:&lt;br /&gt;
:: 10^3 = 1,000 possibilities&lt;br /&gt;
:To roll zero successes, all dice need to generate no successes. Each die can generate no successes six different ways, so all of these combine:&lt;br /&gt;
::6^3 = 216 possibilities; 216/1000 = 21.6%&lt;br /&gt;
:To roll exactly one success, only a single die can roll a single success (1,0,0):&lt;br /&gt;
::C(3,1) * 3 * 6^2 = 324 possibilities; 324/1000 = 32.4%&lt;br /&gt;
:To roll exactly two successes, either (2,0,0) or (1,1,0):&lt;br /&gt;
::C(3,2) * 3^2 * 6 = 162 possibilities&lt;br /&gt;
::C(3,1) * 1 * 6^2 = 108 possibilities&lt;br /&gt;
::162 + 108 = 270 possibilities; 270/1000 = 27.0%&lt;br /&gt;
:To roll exactly three successes, either (2,1,0) or (1,1,1):&lt;br /&gt;
::C(3,1) * 1 * C(2,1) * 3 * 6 = 108 possibilities&lt;br /&gt;
::3^3 = 27 possibilities&lt;br /&gt;
::108 + 27 = 135 possibilities; 135/1000 = 13.5%&lt;br /&gt;
:To roll exactly four successes, (2,2,0) or (2,1,1):&lt;br /&gt;
::C(3,2) * 1 * 6 = 18 possibilities&lt;br /&gt;
::C(3,1) * 1 * 3^2 = 27 possibilities&lt;br /&gt;
::18 + 27 = 45 possibilities; 45/1000 = 4.5%&lt;br /&gt;
:To roll five successes, success combination is (2,2,1):&lt;br /&gt;
::C(3,2) * 1 * 3 = 9 possibilities; 9/1000 = 0.9%&lt;br /&gt;
:Only one way to roll six successes&lt;br /&gt;
::1 possibility; 1/1000 = 0.001%&lt;br /&gt;
&lt;br /&gt;
Again for purity, on 1000 rolls:&lt;br /&gt;
&lt;br /&gt;
:216 x 0 successes = 0 successes&lt;br /&gt;
:324 x 1 successes = 324 successes&lt;br /&gt;
:270 x 2 successes = 540 successes&lt;br /&gt;
:135 x 3 successes = 405 successes&lt;br /&gt;
:45 x 4 successes = 180 successes&lt;br /&gt;
:9 x 5 successes = 45 successes&lt;br /&gt;
:1 x 6 successes = 6 successes&lt;br /&gt;
:Total scccesses = 1,500 on 1,000 rolls (or 1,500 on 3,000 dice, averaging 0.5 successes per die)&lt;br /&gt;
&lt;br /&gt;
You can see, though, that 3 motes on the First gives a chance at at least three successes that is almost twice as high as 2m on Second and 1m on First.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&lt;br /&gt;
Just for kicks, it may be useful to change the rules a bit and see what happens.&lt;br /&gt;
&lt;br /&gt;
=== Flat dice ===&lt;br /&gt;
&lt;br /&gt;
Consider a case where 10s do ''not'' count as two successes, but only one, like damage dice. This makes the math much easier. When rolling the same pair as above, but not counting 10s as two successes:&lt;br /&gt;
&lt;br /&gt;
:To roll zero successes, both dice need to generate no successes:&lt;br /&gt;
::''P0'' = 6/10 * 6/10 = 36/100 = 36%&lt;br /&gt;
:To roll exactly one success, either the red die needs to roll 7,8, 9 or 10 while the blue rolls six or under, or the blue die needs to roll 7,8, 9 or 10 while the red rolls six or under:&lt;br /&gt;
::''P1'' = (4/10 * 6/10) + (6/10 * 4/10) = (24+24)/100 = 48%&lt;br /&gt;
:To roll exactly two successes, both need to roll 7 or higher:&lt;br /&gt;
::''P2'' = 4/10 * 4/10 = 16/100 = 16%&lt;br /&gt;
&lt;br /&gt;
You'd expect an average of 0.4 successes per die, which is what you get. For example, an average for 100 rolled pairs:&lt;br /&gt;
&lt;br /&gt;
:36 x 0 success = 0 successes&lt;br /&gt;
:48 x 1 success = 48 successes&lt;br /&gt;
:16 x 2 successes = 32 successes&lt;br /&gt;
:Total successes = 80 successes on 100 rolls (or 80 successes on 200 dice, meaning 0.4 successes per die).&lt;br /&gt;
&lt;br /&gt;
=== Lower target ===&lt;br /&gt;
&lt;br /&gt;
Suppose 10s worked like normal, but the target number was six, not seven. First then becomes a better deal:&lt;br /&gt;
&lt;br /&gt;
:''P0'' = 5/10 * 5/10 = 36/100 = 25%&lt;br /&gt;
:''P1'' = (4/10 * 5/10) + (4/10 * 5/10) = (20+20)/100 = 40%&lt;br /&gt;
:''P2'' = (410 * 4/10) + (1/10 * 5/10) + (5/10 * 1/10) = (16+5+5)/100 = 26%&lt;br /&gt;
:''P3'' = (4/10 * 1/10) + (1/10 * 4/10) = (4+4)/100 = 8%&lt;br /&gt;
:''P4'' = 1/10 * 1/10 = 1/100 = 1%&lt;br /&gt;
&lt;br /&gt;
Average should go up by 10%, which is what happens:&lt;br /&gt;
&lt;br /&gt;
:25 x 0 success = 0 successes&lt;br /&gt;
:40x 1 success = 40 successes&lt;br /&gt;
:26 x 2 successes = 52 successes&lt;br /&gt;
:8 x 3 successes = 24 successes&lt;br /&gt;
:1 x 4 successes = 4 successes&lt;br /&gt;
:Total successes = 120 successes on 100 rolls (or 120 successes on 200 dice, meaning 0.6 successes per die).&lt;br /&gt;
&lt;br /&gt;
=== Flat dice and a lower target ===&lt;br /&gt;
&lt;br /&gt;
Suppose we lower the target to six and only count 10s as one success. This means that 1-5 is failure, 6-10 is success, so works just like flipping coins. If you flip two coins and call heads &amp;quot;successes&amp;quot;, you have four equal probability outcomes, both tails, one head and one tail, one tail and one head, two heads. Doing this ten siders looks like this:&lt;br /&gt;
&lt;br /&gt;
:''P0'' = 5/10 * 5/10 = 25/100 = 25%&lt;br /&gt;
:''P1'' = (5/10 * 5/10) + (5/10 * 5/10) = (25+25)/100 = 50%&lt;br /&gt;
:''P2'' = 5/10 * 5/10 = 25/100 = 25%&lt;br /&gt;
&lt;br /&gt;
You'd expect an average of 0.5 successes per die, which is what you get. For example, an average for 100 rolled pairs:&lt;br /&gt;
&lt;br /&gt;
:25 x 0 success = 0 successes&lt;br /&gt;
:50x 1 success = 50 successes&lt;br /&gt;
:25 x 2 successes = 50 successes&lt;br /&gt;
:Total successes = 100 successes on 100 rolls (or 100 successes on 200 dice, meaning 0.5 successes per die).&lt;br /&gt;
&lt;br /&gt;
So, this works out to have the same average, but different payoffs than standard First Excellency.&lt;br /&gt;
&lt;br /&gt;
== Third Excellency Variations ==&lt;br /&gt;
&lt;br /&gt;
From what comes above, it should be clear that the average roll for a set of dice is one success for every two dice. This is a good metric for determining if you should use the Third Excellency to reroll. If your original roll exceeds the average, on average a reroll will not improve the result. Likewise if the original roll doesn't meet the average, a reroll will improve it on average.&lt;br /&gt;
&lt;br /&gt;
Some use a house rule that allows the Third Excellency to reroll only those dice that failed, keeping any that generated successes. So, on average, a roll of ''x'' dice will generate ''x''/2 successes. Using the Third Excellency with this house rule, you'd roll the ''x''/2 failures, generating ''x''/4 more successes on average. So, with this house rule, motes spent on the Third Excellency will turn X dice into 3''x''/4 successes, or ''x''/4 more successes than the roll alone. &lt;br /&gt;
&lt;br /&gt;
Compare this to the Second Excellency, where every two motes adds a success. In this case, you get the ''x''/2 successes from the roll, plus ''m''/2 successes, where ''m'' is the number of motes spent. Using the Third Excellency house rule, ''m'' is a constant of 4. If you spent that much essence on the Second Excellency, you'd get ''x''/2 + 2 successes on average. Since the extra successes provided by the Third Excellency house rule are ''x''/4, if the size of the dice pool (''x'') is greater than eight, the Third Excellency would provide more successes per mote, on average.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
What kind of math could we put here reflecting the fact that each individual die on an individual roll only has a 4/10 chance of producing successes? (ie, treat success as a binary/boolean state) I'm sure things would look different if 10s were a single success, and 6s succeeded also. - [[IanPrice]]&lt;br /&gt;
:It might also change things to put up four or more dice, since then you'd have instances of below average success besides zero. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Which Excellency is better when used to increase DV in terms of motes spent? [[nikink]] (1st Ex means you throw away excess successes, and could possibly roll no successes, thus the 2nd is better when raising DV. Alternatively 1st means you could spend half as many motes to get as many successes as using 2nd.)&lt;br /&gt;
&lt;br /&gt;
: ''On average'', there is no difference. So, it depends on your definition of &amp;quot;better&amp;quot;. The 2nd is more ''reliable'', in that it always generates the average result. 1st can do both worse and better, but depend on luck. Read the paragraph above that starts with &amp;quot;So, it appears that the First Excellency has a 36% chance of being worse that the Second&amp;quot;. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
: Yep, but with the 1st you may end up rolling excess successes which are discarded, as well as the chance of rolling less. So the 1st can never do better, but may do worse. So if you are spending your maximum motes, 2nd is always better; 1st is only good if you cannot/will not spend your maximum, and thus need to risk getting ''more'' successes than (die pool/2). [[nikink]] ''(This is stemming from a debate with another person in my gaming group, he might chime in here with his view which seems to be 1st is uniformly sub-optimal for raising DVs due to the preceding idea.)''&lt;br /&gt;
&lt;br /&gt;
::Then there's the third, which, for say, 4 motes, gives you +3 DV in many cases. That's 1.33 motes per DV, guaranteed. It's a fabulous deal - ''if'' you'll only ever need a +3DV to save your butt. It's equal in cost if you need a +2DV to save your butt, and only a penalty if you need either 1DV boost (stunt more!) or worse, 4+. In the case of 4+, however, you're already pushing most 2nd excellencies - you'd need 8 Att+Ability to hit it. Which, you likely have, I'll admit. But really, the most you'll ever get is a 4-5 DV need that you ''could'' hit. Thus, the question is raised - What % of the time do you need that 4-5 boost, vs. needing a 3 or less? That'll determine the usefulness of the 3rd excellency. Especially since once you've used an excellency, you're locked into it. (As a side note, it's frigging amazing for DB's, as they're capped at Ability+Specialty of 8, and can use it reflexively for 3 motes - always a bargain!) -- [[GreenLantern]]&lt;br /&gt;
&lt;br /&gt;
: I see what you are saying with the 1st vs. 2nd for DV. I totally spaced the &amp;quot;roll dice for DV from the 1st&amp;quot; rule, because I consider it so stupid. What's the point of using unrolled values for defense if you are just going to roll during defense anyway? It adds additional complexity all in order to, as you say, create something demonstrably inferior to to just using a &amp;quot;two dice gives +1 DV&amp;quot; rule (according to the errata, they did slightly address this with stunt dice for DV, where the &amp;quot;don't roll&amp;quot; version is the official one). Dumb. When I get a minute, I'll add a DV section. - [[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95150</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=95150"/>
				<updated>2019-10-24T02:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added some more modern systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I built a hack to the Exalted setting at [[ExaltedPrime]]. This has since expanded into a more detailed private hack called ''Exaltation Prime'', but many of the details have spilled into my public [https://divnull.com/blog/tags/anima-prime/ tinkering with Anima Prime].&lt;br /&gt;
&lt;br /&gt;
=== Godbound ===&lt;br /&gt;
&lt;br /&gt;
Though it is largely an &amp;quot;old school&amp;quot; style game, [https://www.drivethrurpg.com/product/185960/Godbound-A-Game-of-Divine-Heroes-Deluxe-Edition?src=hottest_filtered Godbound] functions a lot like ''Exatled'' with the serial numbers filed off, particularly the deluxe version (there is also a free version). It might not handle lunars particularly well.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Cortex Prime ===&lt;br /&gt;
&lt;br /&gt;
Jeremy Puckett has created an implementation of ''Exalted'' using the ''Cortex Prime'' system, called [https://www.patreon.com/posts/exalted-blood-23833507 Blood and Fire]. Cortex Prime is a flexible system with predecessors that were particularly good at managing ensemble play. Unlike a lot of ''Exalted'' hacks, it contains support for all the different types of exalted. It also distills magic down into a manageable number of effect-based powers. Even supports warstriders.&lt;br /&gt;
&lt;br /&gt;
=== Tenra Bansho Zero ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/111713/Tenra-Bansho-Zero-Heaven-and-Earth-Edition Tenra Bansho Zero]'s self-described &amp;quot;hyper Asian&amp;quot;, cinematic approach works pretty well as for ''Exalted'', if you already have an idea of the type of story you are after and are all on the same page.&lt;br /&gt;
&lt;br /&gt;
=== Cypher ===&lt;br /&gt;
&lt;br /&gt;
The [https://www.montecookgames.com/welcome-to-gods-of-the-fall/ Gods of the Fall] implementation of the ''Cypher'' system lends itself towards ''Exalted'', geared towards characters that are rising godlings.&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== Fate Core ===&lt;br /&gt;
&lt;br /&gt;
A number of people have remarked that the Fate Core supplement [http://www.evilhat.com/home/fate-worlds-and-adventures/ Venture City Stories] has some good techniques for running Exalted with the system. Similar statements are made about the [http://fate-srd.com/fate-system-toolkit/six-viziers Six Viziers] magic system in the toolkit.&lt;br /&gt;
&lt;br /&gt;
Some [https://docs.google.com/document/d/1CgaAzSc7KWg0RZz76w52A1CY5i-5A2I0Cp3RhJdZGBQ/edit more directed conversions] also exist.&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. Others have recommended just using the fantasy and super companions, with the &amp;quot;rising stars&amp;quot; power option. Or maybe [https://www.peginc.com/product-category/rifts/ Savage Rifts].&lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
=== Weapons of the Gods ===&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/product/3212/Weapons-of-the-Gods Weapons of the Gods] appears to be an over-the-top wuxia game, based on a comic series.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Qwixalted ===&lt;br /&gt;
&lt;br /&gt;
[http://aakin.net/wiki/doku.php?id=qwixalted Qwixalted] started as an expansion of the first edition quickstart rules, and become something else.&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/BeyondAlchemy&amp;diff=94197</id>
		<title>Wordman/BeyondAlchemy</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/BeyondAlchemy&amp;diff=94197"/>
				<updated>2015-11-02T22:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Replace bullets with unicode dots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the First Age, the undisputed master of alchemy was a solar named Wyr'palja, whose ritual space for creating potions and elixirs in the eastern city she founded were renowned in both Creation and Heaven. While this was in no small part a credit to her talent in the art, she also had very little competition, as most celestial exalts felt the art was beneath them, particularly other solars. What they did not realize is that Wyr'palja shared this opinion, and spent a great deal of her life looking for ways to elevate alchemy beyond its mortal, thaumaturgic roots. While she was killed by her lunar lover before she took her art as far as she theorized, she did manage to uncover methods of using magic during alchemical rituals to form substances beyond the abilities of mortal men.&lt;br /&gt;
&lt;br /&gt;
Wyr'palja authored a series of books containing equal parts theory and practice, starting from nothing and guiding the reader into the art of alchemy. The first three of these, ''Salt'', ''Aether'' and ''Gold'' are the most widely circulated, still considered the classic bedrock texts of mortal alchemy and relatively easy to find within thaumaturgical circles. While these are her most lucid works, one page in ten of these text contains either coded text or flowery margin notes containing obscure metaphors or inscrutable languages. Some dismiss these sections as the rantings of Anathema and many copies of these tomes are made excluding these sections entirely. Others believe these sections contain secrets of vast import. While modern savants endlessly debate the passages they can actually read, none of the coded pages were deciphered until segments of Wyr'palja's fourth book, ''Alkahest'' were uncovered in the southern deserts.&lt;br /&gt;
&lt;br /&gt;
Written in Old Realm, these pages were significantly more arcane that those of the prior volumes; however, one section contained the key needed to decode one of the sections from ''Salt'', though it took centuries for savants to notice this. That section, combined with other elements of ''Alkahest'' found later, made it clear that Wyr'palja considered alchemy to be connected to the universe on a much deeper level than even savants had considered. For example, she clearly considered alchemy as a series of concentric rings. Much like sorcery is layered as emerald, sapphire and adamant, the coded section suggested eight circles of alchemy: salt, aether, gold, alkahest, berith, quintessence, ambrosia and eterna. Since she had used the first four of these as titles for books, an assumption immediately took hold that she had written a book on each of the others as well and a quest for them began that continues to this day.&lt;br /&gt;
&lt;br /&gt;
== Alchemical Circles ==&lt;br /&gt;
&lt;br /&gt;
Like sorcery, necromancy and martial arts, alchemy is organized into &amp;quot;levels&amp;quot; called circles. Alchemy is thought to have eight circles, but at least two of them are still theoretical. Mechanically, the circles function as follows:&lt;br /&gt;
&lt;br /&gt;
*Thaumaturgical Alchemy&lt;br /&gt;
**''Salt Circle Alchemy'' forms the very weakest base, sometimes acting as nothing more than folklore. Products of this circle are the weakest of potions, but also the easiest to make. This circle focuses on the &amp;quot;three essentials&amp;quot; of alchemy -- salt (the contractive force), sulfur (the expansive force) and quicksilver (the integrative force) -- so is sometimes called &amp;quot;sulfur circle&amp;quot; or &amp;quot;quicksilver circle&amp;quot; alchemy. In Second Edition, mortal Initiates (i.e. those with the first Degree of the art of Alchemy [ex2e.138]) can produce salt circle alchemy. Under First Edition rules, salt circle alchemy refers to those products that need only one or two dots of the Science of Alchemy [see play.136].&lt;br /&gt;
**''Aether Circle Alchemy'' requires true study and dedication. Its formulae are more complex, but also more effective. This circle focuses on the &amp;quot;elements&amp;quot; of alchemy: air, earth, fire, water and wood. In some corners, it is trendy to further divide this circle by the elements. Anyone who has become an Adept (2nd edition) can produce potions of the aether circle or (in first edition) those potions requiring three or four dots of Alchemy.&lt;br /&gt;
**''Gold Circle Alchemy'' represents the perfection of mortal alchemy, symbolized by the most perfect of mundane metals. Alchemists practicing in this circle tend to be obsessed with either turning other metals into gold or creating potions allowing the ingestion of gold and thus, it is (incorrectly) thought, immortality. While eternal life remains out of reach, alchemists of this circle can transmute mundane items. Only Master alchemists can practice in this circle. First Edition items requiring five dots in Alchemy are products of this circle. &lt;br /&gt;
*True Alchemy&lt;br /&gt;
**''Alkahest Circle Alchemy'' transcends mortal abilities, requiring both essence use and knowledge of charms to function, though mortals can make use of the results. Named after one of the holy grails of mortal alchemy, the universal solvent, this circle produces truly magical wonders. Any liquid or otherwise consumable rated as artifact &amp;amp;#x25CF;, or that replicates an an Essence 1 effect (see below) can be produced by this circle.&lt;br /&gt;
**''Berith Circle Alchemy'' derives its name from the pinnacle of some mortal alchemist's dreams, the element with which all metals could be transmuted into gold, sometimes called the philosopher's stone. While no mortal has discovered Wyr'palja's ''Berith'' volume, it is known to exist by some sidereals, spirts and few lunars. This book details how to produce the consumable artifact &amp;amp;#x25CF;&amp;amp;#x25CF; or Essence 2 effects of this circle.&lt;br /&gt;
**''Quintessence Circle Alchemy'' is known only to a very few, and even those who learned it from Wyr'palja herself are unsure if she ever actually wrote about it. Named after the currency of heaven, a liquid generated by prayer, this circle is not currently known by anyone outside of Yu-Shan or the Heptagram. It can produce consumable artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Essence 3 effects.&lt;br /&gt;
**''Ambrosia Circle Alchemy'' is believed by some to never have been actually practiced, not even by Wyr'palja, though she theorized about what it might be capable of doing. If an ''Ambrosia'' book exists, it would probably be entirely theoretical and would detail what might be possible with artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; potions or Essence 4 effects.&lt;br /&gt;
**''Eterna Circle Alchemy'' was Wyr'palja's ultimate goal. Much as mortal alchemists idealize gold, Wyr'palja considered all of the magical materials (which she called the &amp;quot;eterna&amp;quot;) to be perfect and that incredible effects could be achieved based on their principles. Products of this circle, if they existed, would produce artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; potions or Essence 5 effects.&lt;br /&gt;
&lt;br /&gt;
== Alchemy Charms ==&lt;br /&gt;
&lt;br /&gt;
Much like sorcery, knowledge of a charm is needed to work alchemy that uses real magic. Anyone can practice the first three circles without such aids, but higher circles are only possible through these charms. No one has yet managed to figure out how to design charms for the last two circles, but the three charms that are known appear to be similar to sorcery, in that they may be learned by different types of exalts and even spirits, though with occasionally different requirements.&lt;br /&gt;
&lt;br /&gt;
While the charms below allow access to the circles of alchemy, the actual effect has more to do with the procedure used (see below). In addition to the requirements mentioned, ''using'' these charms require that the caster be a Master of alchemy (2nd ed: Master Degree, 1st: Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;); however, ''learning'' these charms has no such requirement and, in fact, gives such insight into alchemy that its mortal practice becomes easier.&lt;br /&gt;
&lt;br /&gt;
Lunar versions of these charms substitute Intelligence for Occult. Spirit versions substitute Temperance.&lt;br /&gt;
&lt;br /&gt;
=== Comprehensive Deliquescence Cauldron ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 10m; '''Mins:''' Occult 5, Essence 2; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Alkahest Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five).&lt;br /&gt;
&lt;br /&gt;
=== Transformative Touch Crucible ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 15m; '''Mins:''' Occult 5, Essence 3; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Comprehensive Deliquescence Cauldron&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Berith Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five). Under Second Edition rules, learning this charm magically and permanently makes the user an Alchemy adept, if she is not already.&lt;br /&gt;
&lt;br /&gt;
=== Prayer Subverting Tears ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 20m; '''Mins:''' Occult 5, Essence 4; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Transformative Touch Crucible,&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Quintessence Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five).&lt;br /&gt;
&lt;br /&gt;
=== Other Charms &amp;amp; Spells ===&lt;br /&gt;
&lt;br /&gt;
A number of existing charms and spells are also used heavily in alchemy:&lt;br /&gt;
&lt;br /&gt;
*Occult excellencies, naturally, and other charms that increase the various rolls used in alchemy always help an alchemist.&lt;br /&gt;
*Charms that allow the manipulation of the five-magical materials are often useful.&lt;br /&gt;
*Wyld-Shaping Technique and Wyld Cauldron Technology can be used to make reagents. In some cases, procedures require materials fashioned in this way.&lt;br /&gt;
*Some procedures may only be possible using All-Encompassing Sorcerer's Sight or other essence-sensing charms to monitor the progress of the ritual.&lt;br /&gt;
*Charms or spells that allow for command of or interaction with animals are often useful when gathering reagents.&lt;br /&gt;
*Demons and elementals, in addition to being useful assistants, may be required for certain rituals, making Demon of the First Circle and Summon Elemental essential tools for an advanced alchemist. Charms to control such are also useful.&lt;br /&gt;
*The spell Ravenous Fire plays a part in a number of procedures, as it allows the incineration of materials that do not normally burn.&lt;br /&gt;
*The Ritual of Elemental Empowerment is also used in some procedures, as a way of aspecting ingredients.&lt;br /&gt;
*Some spells leave behind objects, either by design or side effect, which are used as reagents in some procedures. Gems produced by Theft of Memory are common in certain types of alchemy. Less commonly, residue left over by spells like Plague of Bronze Snakes, Unconquerable Self, Eternal Crystalline Encasement or Magma Kraken are used as components in some procedures. &lt;br /&gt;
&lt;br /&gt;
== Alchemy Procedures ==&lt;br /&gt;
&lt;br /&gt;
The actual effects of alchemy, including true alchemy, depend on the procedures. In general, the result is an item of some kind, usually a consumable liquid. There are some procedures which have a permanent effect, such as transmutation of one material into another, but the vast majority of alchemy produces one-shot effects that only last a short while after being consumed.&lt;br /&gt;
&lt;br /&gt;
Alchemical procedures of all circles cost the same amount to learn (1 xp), but vary widely in complexity. As the circle of the effect increases, ingredients become more and more esoteric and difficult to obtain. High circle alchemy often requires extremely exotic ingredients, without commentary on how to actually acquire them. For example, while a mortal alchemy procedure may call for &amp;quot;the menstrual blood of a virgin&amp;quot;, a high circle procedure might require &amp;quot;the unrequited love of a virgin for a stranger&amp;quot;. How this is captured and transported is up to the alchemist. It is also conceivable that a procedure might require ingredients that can only be produced by higher circles of alchemy than the formula in which they are used.&lt;br /&gt;
&lt;br /&gt;
Once alchemy crosses into the magical realm, it also requires essence, often committed for days at a time. Rituals become longer as well, and often require the maintenance of a very specific set of circumstances for a sustained period, or the result is ruined.&lt;br /&gt;
&lt;br /&gt;
Products of true alchemy are more formidable than their mortal counterparts, which have a number of limits [play.138]. Some of these do not apply to true alchemy. In particular:&lt;br /&gt;
&lt;br /&gt;
*Benefits of true alchemy stack with other effects (including mortal alchemy) as if they were charms. As such, they do ''not'' allow dice pool limits to be exceeded, nor to they allow similar effects to happen more than once. For example, if a potion provides a reflexive dodge in some way, a charm could not be used to gain another reflexive dodge of the same attack.&lt;br /&gt;
*Charm use does not burn away similar potion effects, but generally the user can only gain the benefit of one or the other.&lt;br /&gt;
*Magical alchemy can affect spirits, demons, god-blooded and exalts as well as mortals.&lt;br /&gt;
*A character can only be under the effects of single magical potion at once. Drinking more than one potion in a scene (even if the effects of the first fizzled or have worn off) not only prevents all such potions from working, it acts as an immediate failure on an internal alchemy test [play.138] with &amp;quot;failed by&amp;quot; result equal to the highest artifact rating of the positions consumed.&lt;br /&gt;
&lt;br /&gt;
=== Basic True Alchemy ===&lt;br /&gt;
&lt;br /&gt;
After the design of the alchemy charms, Wyr'palja's most important and basic discovery involved the condensation and distillation of certain charms into liquid form. The bulk of known procedures in true alchemy (that is, of alkahest circle or higher) involve capturing one charm or another into an elixir, which can later be invoked by the one who drinks it.&lt;br /&gt;
&lt;br /&gt;
Only certain charms can be captured in his way. In particular:&lt;br /&gt;
&lt;br /&gt;
*Charms with a duration of less than a scene cannot be captured by alchemy.&lt;br /&gt;
*Charms with a duration longer than a day usually cannot be captured by alchemy. The storyteller may wish to allow certain charms with durations longer, such as Bestial Traits Technique, to be captured as potions but the resulting potion effect will only last one day.&lt;br /&gt;
*Charms producing effects clearly external to the caster, such Chaos-Repelling Pattern or Object-Strengthening Touch, cannot be captured by alchemy. Integrity-Protecting Prana, on the other hand, could be distilled because its effect is internalized to the caster.&lt;br /&gt;
*Charms that allow the character to shape essence into external items or energy, such as Inexhaustible Bolts of Solar Fire, Spirit-Repelling Diagram, Phantom-Conjuring Performance or Glorious Solar Plate, cannot captured as potions.&lt;br /&gt;
*Charms that empower the caster with an effect that can affect other people may be captured with alchemy only if the effect is not targeted. For example, Respect Commanding Attitude affects anyone who can see or hear the character, so could be captured by alchemy. Irresistible Questioning Technique or Heroism-Encouraging Presence, however, affect only specific targets (the interrogated or the caster's allies, respectively), so could not be captured. Since the pool-reducing effect of Snake Form applies to anyone who attacks the caster, it too can be captured.&lt;br /&gt;
*Charms that require a permission of a maiden or those that cannot be learned by the Eclipse caste can never be captured. This, for example, disqualifies lunar shapeshifting charms like Tool Hand Technique, which Eclipses cannot learn because they are prohibited from learning Finding the Spirit's Shape, one of its prerequisites.&lt;br /&gt;
*Charms with variable costs or durations can only be captured a minimum level.&lt;br /&gt;
&lt;br /&gt;
Procedures usually take as many days as the combined total of the charms minimum ability/attribute and essence ratings to complete, during which time the alchemist must give the process his ''constant'' attention, without sleep and usually without stopping to eat. Roughly speaking, procedures typically require one major ingredient for each day. In addition to the cost of the alchemy charm, the entire cost of the charm (including Willpower and health, if any) must be committed for the duration of the procedure.&lt;br /&gt;
&lt;br /&gt;
The charm's minimum essence requirement defines which circle of alchemy is needed to produce it. For example, Essence 2 charms require berith circle. Charms that explicitly emulate one of the five magical materials, such as Scimitar Claw Technique, require a minimum of ambrosia circle alchemy to capture. The alchemist must actually know the charm being captured. In addition, most procedures require the knowledge (though not necessarily the use) of a charm capable of investing your own power into others, such as Power-Awarding Prana (solars), Excellent Implementation of Objectives (sidereal), Crew Sustaining Technique (abyssals), Form-Fixing Method (lunars), Bestow the Saffron Mantle (terrestrials) or Benefaction (spirits). &lt;br /&gt;
&lt;br /&gt;
For each full day of the procedure, in addition to any tests required for staying awake, the alchemist must make an Intelligence + Occult test with a difficulty equal to the minimum essence requirement of the charm being captured. If any of these tests achieve some successes, but fail to beat the difficulty, alchemist knows the result will not work, and can stop the process. He may begin again, but any ingredients used up to that point are ruined. If any of the tests fail, the final product will be useless, but the alchemist is not aware of this. Botched tests result in the same effect as botching a sorcery shaping roll. Alchemy requires a great deal of patience, so even if a given test succeeds, the alchemist must get at least one success on a Temperance roll. If this fails, the outcome of the procedure will be unchanged, but will take an additional day unless the alchemist spends of point of Willpower. If this roll botches, the alchemist has rushed and ruined the result (he will know this immediately). The alchemist may not recover Willpower naturally during the procedure.&lt;br /&gt;
&lt;br /&gt;
Martial Arts charms are more difficult to distill. In addition to other requirements, capturing Martial Arts charms requires that the alchemist be a master of the style (i.e. know all the style's charms). It also takes additional time: one day for terrestrial, two for celestial and three should someone figure out how to distill sidereal martial arts.&lt;br /&gt;
&lt;br /&gt;
Should all the tests above succeed, the result is a single dose of the distilled charm. Alchemists can attempt to make more than one dose at a time, but this requires more ingredients and each additional dose raises the difficulty of the Intelligence + Occult tests by one. The cost of the charm being captured must be committed separately for each dose, though the alchemy charm is paid for only once. As long as the result remains sealed, it will remain ready for use indefinitely, though some procedures may create more delicate potions.&lt;br /&gt;
&lt;br /&gt;
To use a potion of this kind, the user must pay either three motes or 1 willpower as they drink the potion, an act that requires a single dice action. When this action is completed, the imbiber immediately gains the effect of the captured charm for its standard duration, provided he has the necessary ability/attribute minimums. The essence minimum does ''not'' apply, allowing these potions to be used by mortals or even, in some cases, animals. The captured charm does not count as charm use for the character's action, nor does it require knowledge of prerequisites, but it behaves like the charm in all other respects, including any restrictions. For example, if someone wearing armor drinks a potion based on Iron Kettle Body, the effect fizzles because that charm is not compatible with armor. If the charm normally allows the caster to reflexively spend essence for some purpose (e.g. Essence Discerning Glance), the drinker may do so if they have an essence pool; however, no such pool is provided by the potion.&lt;br /&gt;
&lt;br /&gt;
These type of potions are considered to have an Artifact rating equal to the charm's minimum essence.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Magical alchemy is also capable of producing effects that are not based on charms. Such alchemy creates an artifact, its rating dictating what circle of alchemy is needed to produce it. Naturally, a procedure is needed for each type of artifact created. The artifact is usually a potion of some kind, but may be some other form of transitory object.&lt;br /&gt;
&lt;br /&gt;
Effects from this kind of artifact almost always last a scene, though some may have instant effects. Most cost three motes or 1 willpower to activate and a single dice action to drink. All but the most powerful can be used by anyone, including mortals.&lt;br /&gt;
&lt;br /&gt;
Low level artifact potions tend to be simple items (similar to the potions you might find in a video game or a d20 campaign); however, creating such potions often costs more than the result, making them somewhat rare. More advanced potions (such as a &amp;quot;Jeckyll and Hyde&amp;quot; style serum or magical poisons) are rarer still.&lt;br /&gt;
&lt;br /&gt;
Creating artifact elixirs follows the rules in ''Savant &amp;amp; Sorcerer'' with the following changes:&lt;br /&gt;
&lt;br /&gt;
*Two effects modify the Power of artifact potions. Their one-shot nature tends to reduce it significantly, while their ability to be used by mortals increases it. These effects are typically considered to offset each other, allowing the power guidelines to be used without modification.&lt;br /&gt;
*Because of its one-time effect, the Usefulness can never be more than &amp;amp;#x25CF;&amp;amp;#x25CF;.&lt;br /&gt;
*Potions almost never have Script Immunity greater than &amp;amp;#x25CF;.&lt;br /&gt;
*The fixed activation cost of potions interacts strangely with the Essence Drawback. Low power potions (Power &amp;amp;#x25CF; or &amp;amp;#x25CF;&amp;amp;#x25CF;) are considered inefficient, gaining a point of drawback. Higher power potions, however are beyond efficient and so ''reduce'' total drawback by one for each point of Power over two.&lt;br /&gt;
*Potions almost always have a Component Drawback of at least &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;.&lt;br /&gt;
*Potions made from known procedures use the &amp;quot;design from existing plans&amp;quot; rules, require a lore rating equal only to the artifact being produced. They also, however, must know the corresponding alchemy charm.&lt;br /&gt;
*Making potions is less demanding of equipment than regular artificing and have costs as if they were one &amp;quot;level&amp;quot; lower.&lt;br /&gt;
*Magical alchemy requires only one assistant per artifact dot, at least for creation of the final product. Usually gathering the components requires many more.&lt;br /&gt;
*Rolls to create potions use Intelligence + Occult instead of Craft, though the alchemist must still have Craft skill appropriate to the style (usually Water) and level of the product. Rolls are made each day instead of each season.&lt;br /&gt;
*The alchemist must commit the cost of the correct alchemy charm for the duration.&lt;br /&gt;
*Failure is much more likely to cause explosions than the other results.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Some alchemy procedures avoid creating temporary items, instead using a temporary procedure to transmute one permanent material into another permanent material. Even mortal alchemists, for example, can transmute base metals into gold (with the Heavenly Transmutation Processes [play.142]. Higher circles can transmute more exotic materials, up to and including the magical materials. Rumors persist of procedures that can transmute living beings or abstract concepts (such as love).&lt;br /&gt;
&lt;br /&gt;
More impressive are the creation of ''catalysts'', objects that anyone can use to make such transformations. While mortal alchemists understand how to transmute base materials into gold, the creation of the philosopher's stone, an object that can do so at a touch, eludes them. Magical alchemy can do so however, at least for lesser materials.&lt;br /&gt;
&lt;br /&gt;
Most high circle transmutations, while effective and permanent, are extremely expensive. Generally, the value of the materials consumed and the time needed to gather and prepare them vastly outweighs the value of result, so often this type of alchemy is done more for research or training than out of practical need.&lt;br /&gt;
&lt;br /&gt;
Since quintessence and ambrosia [side.26-27] can already be transmuted into other materials, much of the research effort for this type of alchemy is spent examining these materials. Nearly all of the higher level transmutations consume at least some quantity of either or both of them.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Procedures ===&lt;br /&gt;
&lt;br /&gt;
Alchemy is, in some ways, easier than creating other magical wonders, largely because it follows known recipes in the form of procedures. It is the creation of new procedures, however, that marks a true alchemist. This requires much research and experimentation, following the rules for &amp;quot;design from first principles&amp;quot; [svnt.30], except that each roll represents a month, not a week. In addition, the process requires the consumption of much raw material, often of very exotic natures, in various trial mixtures. Also, botches during this process tend to be fairly catastrophic, usually causing explosions at the very least.&lt;br /&gt;
&lt;br /&gt;
== Controlling True Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Magical alchemy can be quite unbalancing if dropped casually into a campaign. Storytellers should spend some time thinking about how they wish to control true alchemy before introducing it. These rules offer a number of possibilities for doing so, but most of them are outside the scope of game-mechanics, so require the Storyteller to use them wisely. In no particular order, the following can be used to limit the impact of true alchemy:&lt;br /&gt;
&lt;br /&gt;
*Esoteric ingredients. The primary mechanism of controlling alchemy is making its procedures require extremely hard to come by, or even abstract, components. Such a restriction is usually enough to prevent vast quantities of potions from being mass produced.&lt;br /&gt;
*Procedures. Access to procedures makes alchemy easier. Storytellers can control both the pace and the content of true alchemy by controlling which procedures are floating around.&lt;br /&gt;
*Charms. Storytellers may wish to require a trainer of some kind to learn one or more of alchemical charms.&lt;br /&gt;
*Circles. As written, these rules essentially cap what is possible with alchemy at Essence 3 effects, making higher circles undiscovered. This cap can be adjusted up or down to suit the campaign.&lt;br /&gt;
*Difficulty &amp;amp; Time. Since the specifics of an alchemical product depend on its procedure, some procedures can require more difficult, tricky or time consuming tests than others.&lt;br /&gt;
*Applicability. The Storyteller may simply veto certain effects from being possible with alchemy.&lt;br /&gt;
*Frequency. The consequences of violating &amp;quot;one magic potion per scene&amp;quot; limit can be made more or less severe.&lt;br /&gt;
&lt;br /&gt;
== Sample True Alchemy Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Salt Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF; [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Initiate Degree in alchemy [ocdx.130-132].&lt;br /&gt;
&lt;br /&gt;
=== Aether Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; from the [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Adept Degree in alchemy [ocdx.130-132].&lt;br /&gt;
*Southern Fire, [salt.126]&lt;br /&gt;
*Synthetic leather of the Mountain Folk [fair.277].&lt;br /&gt;
*The various textiles produced in Autochthonia [auto.181].&lt;br /&gt;
*Photo-Resonant Gel [auto.182].&lt;br /&gt;
&lt;br /&gt;
=== Gold Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; from the [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Master Degree in alchemy [ocdx.130-132].&lt;br /&gt;
*Pyromantic gel [fair.276].&lt;br /&gt;
&lt;br /&gt;
=== Alkahest Circle ===&lt;br /&gt;
&lt;br /&gt;
==== Alkahest ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (20m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Wits + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Highly reflective silver ink&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
The defining procedure of the alkahest circle, this ritual produces its namesake. Alkahest is a universal solvent, capable of dissolving any matter into solution, including the five magical materials. As such, it is incredibly difficult to store, transport and handle. This procedure solves this problem by suspending the result within a field of magic, then encasing the field in a glass bottle, such that the field prevents contact between the alkahest and the container. One mote per week must be fed into this field to sustain it.&lt;br /&gt;
&lt;br /&gt;
The small quantity of alkahest produced by this procedure (only about the size of a small pearl) means that the only real practical use for this material is in other alchemical procedures. Nearly all of the higher circle procedures use alkahest in some way, usually for dissolving small quantities of magical material into the mixture. To use alkahest, the material to be dissolved is dropped into the bottle onto the alkahest, which then dissolves an equal volume of the material, forming a solution that can then be poured into another mixture. At this point all of the alkehest has been consumed.&lt;br /&gt;
&lt;br /&gt;
Most often, the solution produced by the process above is added to a diluting agent like water, oil or ink and the resulting mixture used in the production of other alchemical products. Such liquids are referred to with names like &amp;quot;white jade water&amp;quot; or &amp;quot;orichalcum oil&amp;quot;. A single unit of alkehest used for this purpose produces five &amp;quot;units&amp;quot; of an oil, 12 units of ink or 25 units of a water. Unless otherwise noted, the exact type of the diluting agent does not matter to a procedure. For example, it doesn't matter if the &amp;quot;moonsilver oil&amp;quot; required by a procedure was produced using olive oil, sunflower oil or peanut oil, unless noted in the procedure.&lt;br /&gt;
&lt;br /&gt;
Making alkahest requires several pints of quicksilver, a single star topaz tooth from each of three different living ash devourers [crea.54], a gallon of nitric acid and half a pint of blood extracted from a living furnace rhino [crea.62] within 72 hours of the start of the ritual.&lt;br /&gt;
&lt;br /&gt;
==== Assassin Venom ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by the (Second Edition) automation assassin [wola.100] may be created by this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Briardust Transmutation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (25m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Once&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Fire) 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This transmutation process converts the elemental aspect of a single charge of firedust into the elemental aspect of wood, producing briardust. Other, similar procedures exist to produce the other four types of [[Shataina/AlternateElementDusts|alternate element dusts]].&lt;br /&gt;
&lt;br /&gt;
This procedure is extremely easy to perform, but requires a great deal of essence to be committed and is extremely tedious. A charge of fire dust is placed into a small glass bulb, along with a small pinch of green  jade ground into dust. This bulb's narrow spot is connected to the spout of an empty, identical bulb with a thin tube of green jade, forming an hourglass. Essence is committed to the jade and the sand is run from one bulb into the other. The hourglass is then inverted and run through again. This process is repeated until the dust has gone through the jade tube exactly 125 times.&lt;br /&gt;
&lt;br /&gt;
This is one of the few alchemical processes that can be run unattended. Some alchemists set up racks of these hourglasses, start as many of them as they can afford to commit essence into, then leave the turning of the glasses to either clockwork or assistants. Alchemists with a connection to the element of Wood reduce the commitment cost of the ritual by 5 motes.&lt;br /&gt;
&lt;br /&gt;
Botching the roll for this procedure usually means the jade tube cannot handle that much essence being committed to it and explodes at some point in the ritual, usually igniting the dust.&lt;br /&gt;
&lt;br /&gt;
==== Cage Sweat ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 5 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (13m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Armored Scouts Invigoration, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Similar to salt water&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
This procedure creates a potion that duplicates the effects of Armored Scouts Invigoration [ex2e.205]. This charm has a variable cost and, as mentioned above, potions built on such charms can only be duplicated at a minimum level, meaning that when used, the effect is as if only three motes was spent on the charm. Also, the duration of this charm is indefinite, which would normally mean it is not capturable. This rule is specifically overridden for this charm; however, the duration of the potion effect is only one day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This potion is mixed in a steel helmet, which must be filled with mortal sweat collected from the padding of actively worn armor.&lt;br /&gt;
&lt;br /&gt;
==== Distilling the Sun ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The process by which orichalcum is refined from gold [svnt.39] is a procedure of this circle.&lt;br /&gt;
&lt;br /&gt;
==== Eight-Scream Devil Powder ====&lt;br /&gt;
&lt;br /&gt;
The process to make this caustic powder [wola.74] requires Alkahest Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Godstrike Oil ====&lt;br /&gt;
&lt;br /&gt;
Though the recipe is known predominantly to the Mountain Folk, this substance [fair.276] is produced using Alkahest Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Jade Whiskey ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 2m (12m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Minding the Dragon's Eggs, Bestow the Saffron Mantle (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Similar to whiskey, tinted with the color of the elemental aspect of the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
A favorite of terrestrial alchemists, this procedure produces a potion that allows their minions to detect jade or to detect jade of elemental aspects other than their own. Duplicating the effects of the Minding the Dragon's Eggs charm [ab_a.70-71] when drunk, with the type of jade being detected being the type used in the construction of the potion.&lt;br /&gt;
&lt;br /&gt;
In addition to a pint of whiskey, the primary ingredient in the production of this potion is one unit of jade oil. This procedure may be used with any kind of jade, but only one type may be used at a time. Terrestrials using a type of jade different from their elemental aspect must commit an additional mote of essence. The procedure also requires parts of three different plants common to the region associated with the elemental aspect: one root, one leaf and one stem.&lt;br /&gt;
&lt;br /&gt;
==== Omen Juice ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 6m (16m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Prior Warning, Excellent Implementation of Objectives (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Sweet, bright pink liquid &amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' Five hours&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
In addition to being delicious, this fruity concoction allows the drinker to sense danger, capturing the effects of Prior Warning [side.175, sesc.70].&lt;br /&gt;
&lt;br /&gt;
This potion must be mixed in a cauldron of ice, hand-carved in one piece out of a glacier, and kept just above freezing for the duration of the procedure. It requires two units of starmetal water, the juice of five blood-oranges from five different orchards, an equal amount of cream liqueur made by mortal hands from the fruit of the marula tree (also called the &amp;quot;elephant tree&amp;quot;), three raspberries frozen until crystalline then shattered and ground into a  fine dust.&lt;br /&gt;
&lt;br /&gt;
==== Vim Vitae ====&lt;br /&gt;
&lt;br /&gt;
The alchemical fuel used to power First Age warbird weapons [wola.41] is a product of this circle.&lt;br /&gt;
&lt;br /&gt;
=== Berith Circle ===&lt;br /&gt;
&lt;br /&gt;
==== Berith ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (30m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each hour&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Earth) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A small lump of dark gold&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
The fabled &amp;quot;philosopher's stone&amp;quot;, berith is indicative of this circle of alchemy. While lesser alchemy can transmute base metals to gold with complex transformation rituals, this procedure creates a stone that can do so in an instant, with just a touch. Though normally cordial and respectful of any alchemist, Wyr'palja's treatment of those obsessed with berith for the purposes of greed was nothing short of vitriolic and she seems to have created this procedure largely out of spite. She was more interested a family of other procedures in this circle, very similar to this one, which create stones that transform base materials into more practical, if mundane, materials, such as diamond or feathersteel.&lt;br /&gt;
&lt;br /&gt;
Anyone can use berith by placing it on a pile of base material, concentrating on what he wants to transform and spending a point of temporary willpower. The berith is consumed, transforming the material into pure gold. A volume of base material roughly equal to what would fit in a large wagon can be transformed by a single stone. The shape and volume of the gold remains that of the original, so some alchemist/artists use berith to produce gold sculpture in forms that would be otherwise impossible to form. Since volume remains the same, the resulting gold is usually much heavier than the original material. Accomplishing this takes energy, which berith tends to suck from the surrounding area. This almost always radically lowers the temperature of the surrounding countryside, sometimes for miles, and has been known to pull stray motes from exalted or, occasionally, snuff out an active nearby charm. Living material is otherwise immune to the effects of berith.&lt;br /&gt;
&lt;br /&gt;
Production of berith is extremely expensive, generally more than value of the gold it can produce. It requires two units of orichalcum oil, one unit of moonsilver water, 50 pounds of marble suitable for manse construction that has been burned to ash (usually with the Ravenous Fire spell) and a pinch of the dust from the remains of a dead abacasteri [crea.52-53]. This procedure is very rapid, but extremely intense. Rumors persist of alchemists that have accidentally turned their own blood into molten gold when making a mistake in this ritual.&lt;br /&gt;
&lt;br /&gt;
==== Clarity Spirit ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 4 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (18m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 3, Craft (Water) 3, Spirit-Detecting Glance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A thin, pale turquoise, slightly carbonated liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
This bitter, ephemeral elixir allows an imbiber to see dematerialized spirits, duplicating the effect of Spirit-Detecting Glance. It is made from three bottles of the finest champagne, two units of orichalcum water, one unit of starmetal water and the immaterial eyes of a spirit or elemental slain while dematerialized.&lt;br /&gt;
&lt;br /&gt;
==== Empty Canvas ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (25m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Wits + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A viscous brownish paste&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Created by accident during the experiments that eventually uncovered the secret of producing berith, this procedure was little more than a footnote during the First Age, known only to a very few then, and no one at all now. The liquid it produces will, when painted onto a surface, cause any ink, dirt, stain, paint, dye or the like to sublimate from the surface within an hour or so, leaving it cleaned but otherwise unharmed, no matter how fragile it might be. It can, for example, erase all traces of writing from a book, clearing the way for new writing, clear a portrait from a canvas, or eliminate graffiti from a wall. It can even erase inks of the five magical materials.&lt;br /&gt;
&lt;br /&gt;
At the time of its discovery, this was considered merely an expensive parlor trick, as other, much more cheaply produced materials could perform similar tasks, albeit with less efficiency and potentially more harm to the target. Those of the Second Age, however, should they rediscover this formula, may consider the brew  more important for a single reason: it can erase lunar tattoos. Granted, simply painting it onto a lunar's skin would not be sufficient; the lunar would need to be subdued or otherwise allow the use of needles to deliver the potion into the ink under the skin, one drop at a time. Still, should the Silver Pact learn of the existence of this formula, they would likely do anything necessary to make sure they held sole possession of its secret.&lt;br /&gt;
&lt;br /&gt;
When used, the thick paste produced by this formula is dissolved into five gallons of the purest water, forming a liquid that looks somewhat like turpentine. When so mixed, its magic lasts only for one day, so it is generally combined just prior to use. Even in this state, the mixture does not damage what it cleans so, for example, whole books can just be tossed into a vat of the stuff and removed completely blank but otherwise undamaged an hour later. The formula calls for a unit of black jade oil, a unit of blue jade oil, a unit of moonsilver ink and a pint of ichor from an Undercoat [crea.21] killed while inhabiting a mortal woman. A ghost willing to enter Lethe [abys.27, exab.16] must inhabit the crucible used to mix the ingredients, a process that begins exactly when the ghost surrenders itself to reincarnation. More is added to the mix over the three days that the ghosts fades, with the ritual ending when it has been fully claimed.&lt;br /&gt;
&lt;br /&gt;
==== Firedust Catalyst ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' Until 30 successes are achieved&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 5m (20m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Air) 2, Craft (Fire) 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A two-inch sphere of fragile multicolored glass&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF; (Power &amp;amp;#x25CF;&amp;amp;#x25CF;, Usefulness &amp;amp;#x25CF;&amp;amp;#x25CF;, Game Impact &amp;amp;#x25CF;, Script Immunity &amp;amp;#x25CF;, Drawback &amp;amp;#x25CF;&amp;amp;#x25CF; (Essence -1, Component 1, Notoriety  2, Maintenance 0))&lt;br /&gt;
&lt;br /&gt;
Terrestrial alchemists in the south do quite well for themselves producing these baubles for sale. Anyone may use them to convert a decent number of firedust charges into another type of [[Shataina/AlternateElementDusts|elemental dust]]. To do so, up to 10 charges of firedust are placed into a stone (usually marble) cask. The catalyst is gently placed on top, then a pinch of elemental dust of some kind is sprinkled over the catalyst. The cask is sealed, then shaken vigorously until the catalyst shatters and all the pieces are ground to dust (this usually takes about a minute). The cask is then opened to reveal all of the dust has been converted into whatever type was sprinkled over the catalyst.&lt;br /&gt;
&lt;br /&gt;
Producing a firedust catalyst requires a glassblowing kiln that contains five openings, one directly facing each of the elemental poles. The fire in the kiln must be ignited by with a charge of firedust loaded from the opening facing the pole of fire. The alchemist must then make five hollow spheres of colored glass, one for each pole. The color must match the color of the pole and must be created while using the opening facing that pole. Once these spheres cool, a small hole is drilled in each, and a tear shed voluntarily by a spirit aligned with the corresponding element is placed inside. The spheres are then placed into the fire-facing opening, melted down. The molten glass is then dropped into a tub of water just so, forming a sphere. This is then extracted and cooled with blasts of air from a bellows. It is then wrapped in grape leaves and buried in loose earth for at least an hour.&lt;br /&gt;
&lt;br /&gt;
==== Hound's Tongue ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (18m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Wood) 1, Craft (Water) 3, Friendship With Animals Approach, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Thick purple liquid with swirls of black.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Hound's Tongue allows a rudimentary communication with animals, duplicating the charm Friendship With Animals Approach [ex2e.209]. Creating it requires several spoonfuls of the ground horn of a forest mimic [crea.34], every drop of blood from an adult ink monkey [crea.41], a pint of tree-singer urine [crea.51], and at least five tongues from single pack of eight-tailed mole hounds [crea.56].&lt;br /&gt;
&lt;br /&gt;
==== Master's Toast ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 5m (18m total), 1 wp&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 3, Craft (Water) 3, Fivefold Bulwark Stance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A clear liquid, in which dirty clouds dart erratically.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Master's Toast is a potent alcoholic drink that increases the imbiber's ability to defend himself with melee weapons, duplicating the effects of Fivefold Bulwark Stance (''Exalted 2'', 194). Producing this potion requires an exceptional sword that has been inhabited by a spirit or ghost with a Melee rating of at least five. This sword must then be used to parry 25 blows from each of the magical materials (five from each color of jade). These blows must be legitimately intent on cutting the wielder, but need not be viscous. The tip of the sword is coated with one unit of orichalcum oil and then dissolved with alkehest, dealing one level of unsoakable aggravated damage to the spirit or ghost inhabiting it. The dissolved tip is then added to a gallon of 200 proof alcohol, into which another unit of orichalcum oil is added. As the procedure progresses, the mix must be stirred continuously with the remainder of the sword, which the spirit or ghost must continue to inhabit. Other ingredients added over the course of the ritual are 625 thorns (from the stems of red roses) completely dissolved in nitric acid, a splinter from a shield used while defending something from a superior force and a unit of gossamer harvested harvested from a dream of a valiant defense of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Righteous Bloodfire ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by (Second Edition) orichalcum Black Widow Razors [wola.101] or the (First Edition) orichalcum automaton assassin [salt.119] may be produced by this circle as well. Once created, this venom can only be stored in an orichalcum vessel, loosing its potency after five minutes otherwise. Similar rituals exist to produce the same venoms as similar types of devices made from other magical materials.&lt;br /&gt;
&lt;br /&gt;
==== Skin-Like-the-Mountain Oil ====&lt;br /&gt;
&lt;br /&gt;
The process to make this defensive oil [wola.75] requires Berith Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Touch of Death ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by the Minion of Deadly Touch [wola.106] may also be produced by this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
=== Quintessence Circle ===&lt;br /&gt;
&lt;br /&gt;
Alchemy of this circle often requires the use of quintessence or ambrosia [side.26-27, yush.25-27]. These materials dissipate into essence as soon as they enter Creation, so using the raw form of either of them requires the alchemist to work either in Yu-Shan or a spirit's sanctum. Both of these materials can be transformed at will into other forms, however, which do survive in Creation, so often procedures of this circle require materials made in this fashion.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Walker ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 8m (28m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Water) 3, Pulse of the Invisible, Form-Fixing Method (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Almost like champagne, with a slight greenish tinge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Those who drink this potion find themselves in tune with essence flows, able to see spirits, geomantic power and spellcraft. It duplicates the effect of Pulse of the Invisible [luna.192]. Producing this potion requires one pint of white wine made from grapes grown in a celestial manse, one unit of each type of jade water made using water created from quintessence and invested with the elemental power corresponding to its jade type using Ritual of Elemental Empowerment, and a memory stolen from a spirit with Theft of Memory and dissolved by alkahest.&lt;br /&gt;
&lt;br /&gt;
==== The First Gate ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' Until 60 successes are achieved&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (35m total), 2 wp&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 5, Craft (Wood) 2, Craft (Water) 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A glowing white liquid&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; (Power &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Usefulness &amp;amp;#x25CF;, Game Impact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Script Immunity &amp;amp;#x25CF;&amp;amp;#x25CF;, Drawback &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; (Essence -2, Component 4, Notoriety  1, Maintenance 0))&lt;br /&gt;
&lt;br /&gt;
A story from the Primordial War that few know involves a circle mate of Wyr'palja whose soul was corrupted by Primordial. As his corruption became evident, most in heaven, including the Unconquered Sun, wanted him destroyed, but his circle mates came up with a plan involving three &amp;quot;gates&amp;quot; that would be used to filter the corruption out of him. This potion was the first of these gates. Unless it is voluntarily consumed by a celestial exalt who knows exactly what it will do, this potion has no effect. Otherwise, the potion causes the exalted soul shard to leave the drinker's body. Unless great care is taken, this will kill the body within seconds and the soul will seek out a new, worthy body to inhabit. In the sole instance when this potion was used, the shard was somehow prevented from escaping while the other two gates cleansed the shard and coerced it back into the body before he died.&lt;br /&gt;
&lt;br /&gt;
In modern times, though a few spirits remember the event even fewer know of the potion itself, no one remembers how the potion was made. With the appearance of Infernal and Abyssal exalted, however, a few have become interested in this legend, thinking that it may offer a way to restore these tainted solar shards back to their original glory.&lt;br /&gt;
&lt;br /&gt;
The key ingredient to this procedure is a blue flower called ''cunaria'' that grows only very rarely in Yu-Shan. The petals of the flower must be flattened between two panes of adamant and exposed for a full day to the light of an iconic anima of the celestial type to which the soul will be restored. Once so dried, the petals are crushed with a hearthstone of the same celestial type. An arrangement of lenses and prisms is set up to focus on the hearthstone. When another iconic anima is activated, its light is concentrated by the lenses onto the hearthstone, which shatters and forms a circulating ring of swirling energy floating between the lenses. The crushed cunaria is added into this swirling energy, very slowly, along with three uints of oil made from the material associated with the celestial type. Towards the end of the ritual, a talon volunteered by a celestial lion [game.33, yush.129] is dissolved with alkahest and added to the mix. At the end of the ritual, a marble basin is placed beneath the energy crucible and a pail of pure water is upended above. The energy is instantly cooled by the water as it falls, collecting in the basin below as a glowing white liquid. Before it fully cools, this liquid must be stored in a flask made from quintessence, where it must remain until it is used, or it evaporates.&lt;br /&gt;
&lt;br /&gt;
==== Ice Marrow ====&lt;br /&gt;
&lt;br /&gt;
It is possible that abyssal alchemists have figured out how to produce this blue poison [exab.216] through purely alchemcial means.&lt;br /&gt;
&lt;br /&gt;
==== King For a Day ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (23m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Water) 3, Authority Radiating Stance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A royal purple syrup.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Anyone consuming this potion can instantly get people to follow his orders, as it duplicates the effects of Authority Radiating Stance [ex2e.204]. The potion is made with the stomachs of five queen bees fed with honey made from quintessence, one unit of orichalcum oil, and the lamentations of a mob cut down because they failed to organize.&lt;br /&gt;
&lt;br /&gt;
==== Malfean Laquer ====&lt;br /&gt;
&lt;br /&gt;
Though no one has actually done so, producing a dose of this poison [tdea.148] would be within the capabilities of this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Mimic Skin ====&lt;br /&gt;
&lt;br /&gt;
Producing this product of ancient dragon king alchemy [ruin.83] requires Quintessence Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Orison Coagulation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 10 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 30m (50m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 5, Craft (Fire) 3&lt;br /&gt;
&lt;br /&gt;
Though this procedure is prohibited in Yu-Shan (severity 2), it is estimated that from one to five percent of the population is using it at any given time. It is a long ritual that transforms a volume of quintessence into about 25-50% more ambrosia than could be gained through trading that same quintessence. Generally used by residents of heaven with Salary &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or lower, this procedure requires so much quintessence that their salary effectively drops a dot while the procedure is underway. Once it is complete, however, their original Salary is not only restored to normal, for the next month it also increases by one dot. Richer spirits can use this procedure as well, but rarely find it worth the risk or bother.&lt;br /&gt;
&lt;br /&gt;
The complex stone and crystal apparatus used for this procedure must have been made from ambrosia, but the quintessence used must be handled in its raw state. The entire process must be ignited with a small vessel of pyre flame [abys.256]. On each day of the ritual, in addition to quintessence, the apparatus must be fed one unit of starmetal water, the smoke from a burning animal sacrificed to the gods and the ash of a burned stick of incense formed from the virtues of four different people working in the name of the gods.&lt;br /&gt;
&lt;br /&gt;
==== Vivid Dragon Amalgamation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (30m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Every 8 hours&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Fire) 5&lt;br /&gt;
&lt;br /&gt;
For the few who know this transformation ritual, the jury is still out on if it has any practical value or only creates a good looking novelty. Using this process, jade of different colors can be alloyed together to form jade of any color at all. Unexpectedly, even though the color of jade comes from the light it ''reflects'' rather than ''emits'', when jade is mixed together, its colors mix like the colors of light do, rather than the way paint mixes together as one might expect. As a result, mixing together, say, red, green and blue jade produces ''white'' jade, causing much confusion among artists. Similarly, red and green mix into yellow, red and blue produce magenta and so on. More bizarrely, adding black jade does darken the mix and white lightens it, as if they were paint. By mixing jade in the correct ratio, any color can be produced.&lt;br /&gt;
&lt;br /&gt;
The most study on this kind of jade in modern times occurs at the Heptagram, where alchemists attempt to discover how well such jade combines the properties of its components.&lt;br /&gt;
&lt;br /&gt;
A single transformation of this kind can combine about as much jade as would be needed to fashion a suit of articulated plate, which must be melted in a prismatic crystal forge made from quintessence. In addition to the jade used, this ritual consumes three units of moonsilver oil, a pound of snake scales that exactly match the colors of jade being mixed (and in the same ratio), and an ounce of liquid sunlight.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia Circle ===&lt;br /&gt;
&lt;br /&gt;
No procedures of this circle are known. In heaven, ambrosia can be turned into almost anything including jade, but only that formed from prayers to the celestial incarna can be made into the more noble magical materials. It is thought that Wyr'palja was working on a way to convert &amp;quot;run of the mill&amp;quot; ambrosia to into these elements using this circle of alchemy. With all her research lost, however, modern research into this circle is rare. What does exist will, more often than not, fixate around Sun's Peak [sesc.128], a liquid formed in the First Age, beleived by most alchemists to be a product of this circle.&lt;br /&gt;
&lt;br /&gt;
=== Eterna Circle ===&lt;br /&gt;
&lt;br /&gt;
Much as the philosopher's stone consumes the thoughts of mortal alchemists, the ability to create catalysts that can transmute mundane material into the five magical materials consumes most of the theorizing about this circle.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I like this, this is such an interesting version of magical alchemy. I note that you could create alchemy up to Essence 5 but what about Essence 6-10 which the more powerful Exalted are capable of achieving. Beyond that simple thing I really think that this is cool - both in a fluff and in a rule-based way. Glad that you posted it. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
Thanks. Since alchemy, as presented here anyway, can be used by mortals, Essence 6-10 effects seem a bit much. I also am of the opinion that a lowly potion couldn't hold that kind of power. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Oh, come now. No &amp;quot;Elixir&amp;quot;, that refills someone's Essence Pool? No small, ball-like things that, when put down the mouth of someone ''not quite dead '''yet''''', revitalizes them over the course of the next few hours? There's a ton of high powered potion-type things in myth and movie. To me, the bigger reason not to write them is to not restrict things. By the time you're above Essence 5, everything really should be custom anyway. -- [[GreenLantern]]&lt;br /&gt;
&lt;br /&gt;
True, but neither of the effects you mention are Essence 5 effects. A &amp;quot;mana potion&amp;quot; would work much like a one-shot Essence Containing Gem and, for most people, the rating 3 or 4 version is sufficient. Similarly, existing artifacts that restore some health instantly are in the rating 2 or 3 range. An Essence 5 effect, at least by these rules, is more like a potion that grants Four Magical Materials Form, Perfection of Earth Body or Perfected Scales of the Dragon. Even most of the pinnacle celestial martial arts charms are only Essence 4. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
What role could the Wyld play in this alchemy? Wyld-shaping technique or not. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:What springs immediately to mind is a source of really funky ingredients. Even abstract ingredients like &amp;quot;a broken heart&amp;quot; or &amp;quot;the lamentations of their women&amp;quot;. Perhaps such ingredients could only be physically mixed in the Wyld. Oaths, for example, are intangible in Creation but sometimes take on physical form in the Wyld. I could also see the Wyld as being necessary to maintain certain mixing environments, as with the right magic you can make the environment do what you want in a (paradoxically) controlled way. More thought (and perusal of the Wyld book) may provide more ideas. -[[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94196</id>
		<title>Wordman/Sciences</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94196"/>
				<updated>2015-11-02T22:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Undo revision 94195 by Wordman (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a copy of [http://fixalted.bazzalisk.org/index.php?title=Sciences my article of the same name on the Fixalted wiki]. It was originally posted there because, at the time, this wiki couldn't handle the table formatting. Now that it has been upgraded to MediaWiki, it now can. I'll likely not be altering this much but, if I do, I'll try to keep the version here and there in sync. If you want to comment on this article, please use the Discussion tab, above, rather than adding comments to the end.''&lt;br /&gt;
&lt;br /&gt;
''This system attempts to do several things at once, taking cues from various editions and approaches. It aims first to make the various bits of crafting, item creation, and so on a bit more consistent. At the same time, it attempts to widen the power curve a little, and make a clear distinction between &amp;quot;First Age&amp;quot; type feats and lesser magic, and act as a clear signal of when a character is capable of both.'' [[User:Wordman|Wordman]] 15:39, 16 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
With much effort, your circle discovers a cache of First Age knowledge, rediscovering secrets lost for centuries or more. It's a standard trope in Exalted, but what does it really mean? What can the characters do with this knowledge that they could not do before? By the book, there really is no ''mechanical'' difference; to be able to create First Age technology, for example, only a handful of abilities are needed (Occult, Lore and certain types of Craft). So why did you really need the First Age knowledge at all? Canonically, this is handled as a matter of ''plot''. That is, maybe the knowledge cache contains plans for specific artifacts so now the Storyteller will let you make that artifact, where he wouldn't before. Or, maybe it has details on how to build or operate a factory cathedral you couldn't handle before. The Storyteller is put into the position of making (and tracking) arbitrary choices about what is possible and what is not, hopefully having explained those choices to his players prior to their becoming important to the game.&lt;br /&gt;
&lt;br /&gt;
The system detailed here aims to replace those arbitrary plot choices with an abstract mechanical system for representing the types of &amp;quot;lost knowledge&amp;quot; that are important to Exalted, and how well any given character knows them. Along the way, it also tries to unify the various Craft systems in Exalted into something a bit more coherent, as well as &amp;quot;stretch out&amp;quot; the power curve for high level campaigns. It is intended for very long term campaigns, where &amp;quot;First Age discovery&amp;quot; is part of the plot and is intended to slowly unfold over many sessions.&lt;br /&gt;
&lt;br /&gt;
The system can be summarized as follows:&lt;br /&gt;
&lt;br /&gt;
* Instead of many different versions of Craft, there is only one Craft ability, but using this ability ''requires'' specialties.&lt;br /&gt;
* Exactly seven specific specialties are available to Craft.&lt;br /&gt;
* '''Sciences''', traits rated from zero to five dots, represent specific fields of &amp;quot;lost&amp;quot; knowledge. Unlike abilities or attributes, dots in sciences do ''not'' provide dice or other active effects. Instead, sciences act as a passive limitation on certain tasks. That is, some tasks are simply not possible unless you have a certain number of dots in a related science, but become possible once you do. Actually doing them still uses the standard ability/attribute system.&lt;br /&gt;
* Most sciences have steeper requirements than abilities, usually requiring the character to know one or more abilities at a certain level.&lt;br /&gt;
* Sciences ''always'' require instruction of some kind, either from a tutor, book or other source. ''This requirement is often the limiting factor in learning sciences'', particularly those dealing with First Age technology. So, the importance of finding a cache of First Age knowledge using this system is often that it provides instruction for various science ratings. In particular, something like a First Age tome might gain the property &amp;quot;provides instruction in &amp;lt;some science&amp;gt; at &amp;lt;some rating&amp;gt;&amp;quot;.&lt;br /&gt;
* Learning sciences ''may'' cost xp. At low levels, sciences cost only slightly more than than abilities, but become much more costly as they progress. The first dot in a science costs 2xp (assuming all the requirements are met). Additional levels cost a number of xp equal to the xp paid for the previous two levels, plus one. (Note that it is this xp cost that widens out the power curve. If this is something you are not trying to do in your campaign, you could simply drop xp costs from sciences altogether. Since the main limitation is access to instruction, eliminating xp doesn't change the gist of the system much.)&lt;br /&gt;
* Training time is campaign specific, and can be tuned by a Storyteller in order to control his game's pacing. At minimum, for a real over-the-top &amp;quot;high science&amp;quot; game, this should be 20 times the xp cost, in hours, assuming the required instruction. Training times for more standard campaigns might be five times longer, and &amp;quot;realistic&amp;quot; campaigns might be ten or more times longer. So, the progression goes like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! !! !!colspan=&amp;quot;3&amp;quot;|Training time (hours)&lt;br /&gt;
|-&lt;br /&gt;
!Science!!XP Cost!!Quick!!Average!!Long&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||2||40||200||400&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||3||60||300||600&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||6||120||600||1,200&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||10||200||1,000||2,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||17||340||1,700||3,400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These rules can be used in both First and Second Edition games; however, they will largely make reference to concepts from Second Edition books, particularly ''Wonders of the Lost Age'' and ''Oadenol's Codex'', as the rules in these books are mostly edition agnostic.&lt;br /&gt;
&lt;br /&gt;
== Craft ==&lt;br /&gt;
&lt;br /&gt;
Although you can use the Craft ability as written with this Science system, it was designed assuming two specific changes to Craft. First, there is just a single Craft ability; it is no longer required to purchase different &amp;quot;versions&amp;quot; of Craft. Instead, the standard crafts (air, earth, etc.) become specialties of the Craft ability. (It is also assumed to be possible to buy specialties without any dots in the Craft ability itself, though this makes using charms impossible, as it is the raw Craft score that is used to qualify for charm minimums.) Secondly, you are ''required'' to use a specialty when making Craft tests. If you lack a specialty in a required area of craftsmanship, you cannot use the Craft ability in that area. The idea here is that while Sciences expand the detail (and expense) of very high level magical crafting, mundane crafting gets much cheaper.&lt;br /&gt;
&lt;br /&gt;
When these rules list ability requirements, any applicable specialties should be included in the total. For example, something requiring Craft (Fire) 4 could be done by someone with two dots in Craft and a +2 Fire specialty. The following are the allowed specialties for craft:&lt;br /&gt;
&lt;br /&gt;
* '''Air''': Making small, decorative or high-precision items, also drawing, drafting, musical composition and embroidery.&lt;br /&gt;
* '''Earth''': Creating buildings and large objects with stone or earth, also stone sculpture.&lt;br /&gt;
* '''Fire''': Forging and casting large metal objects and creating objects using fire, also pottery and bronze sculpture. &lt;br /&gt;
* '''Water''': Boiling and cooking plants, chemicals and animal materials, also painting.&lt;br /&gt;
* '''Wood''': Carving, weaving and manipulating natural materials, also tailoring and sculpting from wax or clay.&lt;br /&gt;
* '''Fate''': Manipulating of the tapestry of destiny.&lt;br /&gt;
* '''Shaping''': Turning dreams into reality, also dream alteration and manipulating abstract concepts into reality.&lt;br /&gt;
&lt;br /&gt;
When rules in the book call for specific Craft tests, the test is instead converted to one using a specialty based on the type of work done, and possibly bound by a Science. For example, there is no &amp;quot;Magitech&amp;quot; specialty in the list above, so when the book calls for a Craft (Magitech) test, it is translated based on the type of work done. A canonical Craft (Magitech) test for altering a manse becomes a Craft test requiring both an Earth specialty and an appropriate rating of the Architectonics science. A full listing of these mappings is problematic, as various Craft abilities have been used without much pattern over the various editions and books, some even appearing (unexplained) once, never to be seen again. Mapping the more common &amp;quot;special&amp;quot; uses of craft in Second Edition is done like so:&lt;br /&gt;
&lt;br /&gt;
* Craft (Dream): Never explained, some spirits have this ability, presumably representing their ability to use dream altering charms. The new Shaping specialty is used for tests of this kind.&lt;br /&gt;
* Craft (Fate): Uses the new Fate specialty. While it would be possible to make some kind of Fate based science, the mechanics surrounding Fate already have their own, complex, expensive subsystem, so don't need more complication.&lt;br /&gt;
* Craft (First Age Devices): basic craft and magitech science&lt;br /&gt;
* Craft (Genesis): basic craft and genesis science&lt;br /&gt;
* Craft (Glamour): Uses the new Shaping specialty.&lt;br /&gt;
* Craft (Jadecrafting): basic craft and supernalis science&lt;br /&gt;
* Craft (Magitech): basic craft and architectonic and magitech sciences&lt;br /&gt;
* Craft (Moliation): basic craft and moliation science&lt;br /&gt;
* Craft (Necrosurgery): basic craft and necrosurgery science&lt;br /&gt;
* Craft (Pandemonium): basic craft and pandemonium science&lt;br /&gt;
* Craft (Quintessence): basic craft and supernalis science&lt;br /&gt;
* Craft (Soulforging): basic craft and soulforging science&lt;br /&gt;
* Craft (Vitriol): basic craft and vitriolum science&lt;br /&gt;
&lt;br /&gt;
== Architectonics ==&lt;br /&gt;
&lt;br /&gt;
Anyone who can channel essence can attune to a manse. Usually, those with skill can also figure out how to alter or repair a manse. With sufficient Craft, Lore and Occult skill, it is even possible to design a manse that will cap a demesne (core.246, ex2e.133). Without knowledge of the science of architectonics, however, the resulting manse does little else. Its designer will have no control over what kind of hearthstone is produced, and cannot give the structure any special abilities at all.&lt;br /&gt;
&lt;br /&gt;
Architectonics allows a character to design manses using the point-based powers found in ''Oadenol's Codex''. It also allows for the repair of such powers within manses, though 1- and 2-point powers can be repaired without it. Repairs and alteration of higher point powers is possible for those without the science, but the result is always substandard in some way (e.g. requires continual maintenance, leaks essence, etc.).&lt;br /&gt;
&lt;br /&gt;
Knowledge of manse construction and powers has been mostly remembered from the First Age. Given the large crews needed to build most manses, secrets of the lower levels of architectonics have been widely leaked and disseminated. Most large cities will have instructors, books and even manse-construction firms if you know where to look. Information on the higher levels of architectonics, however, are fairly closely guarded secrets. Clearly the Scarlet Empire possesses a full complement of this lore and, most likely, Lookshy does as well. First Age tombs and certain spirits may be among other sources.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||None||Attune to a manse with an Intelligence + Lore (1) test&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 12 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 15 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 20 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 1, Occult 1, Craft (Earth) 2||Repair of 1-point powers&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 2, Occult 2, Craft (Earth) 3, Geomancy 1||Repair of 2-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Occult 3, Craft (Earth) 4, Geomancy 2&amp;lt;br/&amp;gt;instruction from fairly common books, instructors||Add 1-point powers into manse designs, repair of up to 3-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Occult 4, Craft (Earth) 5, Geomancy 3&amp;lt;br/&amp;gt;instruction from known but rare books, instructors||Add 2-point powers into manse designs, repair of up to 4-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Craft (Earth) 6, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 3-point powers into manse designs, repair of up to 5-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Craft (Earth) 7, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 4-point powers into manse designs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Craft (Earth) 8, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 5-point powers into manse designs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charmcraft ==&lt;br /&gt;
&lt;br /&gt;
As charms increase in power, it becomes more difficult for exalts to learn them without help. Exalts without tutors or other knowledge of a charm are, essentially, forced to &amp;quot;invent&amp;quot; the charms they learn. This is no problem with charms up to Essence 5. Beyond this, however, it requires detailed knowledge of charm magic, represented by the charmcraft science. Charmcraft can be used both to learn existing charms and to invent new ones. (Absent teachers, both actions are essentially identical.)&lt;br /&gt;
&lt;br /&gt;
There are two exceptions to how charmcraft operates. The first is martial arts. Martial arts charms are more universal and, therefore, not as in tune with a character's essence as her &amp;quot;native&amp;quot; charms would be. Consequently, Martial Arts charms add one to their effective essence level to determine which level of charmcraft is needed to learn them without a trainer.&lt;br /&gt;
&lt;br /&gt;
The second exception is sidereal exalts. Sidereal magic is such that sidereals cannot invent entirely new charms, so they cannot use charmcraft to do so, though they can still use it to learn existing charms. On the other hand, sidereals are much more in tune with martial arts than other exalts, so treat charms for the Martial Arts ability as &amp;quot;standard&amp;quot; charms on the table below.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, charmcraft itself is most often learned through trial and error, so may be self-taught at twice the training time. Charmcraft is ''never'' needed for charms that are taught to the exalt by a teacher or some other source, no matter what their Essence minimum is. As you can gather from the following table, charmcraft should only be relevant to high Essence campaigns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Ability to use charms||Creation of standard charms requiring Essence 5 or less.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 4 or less.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 1, Essence 6||Creation of standard charms requiring Essence 6.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3, Essence 7||Creation of standard charms requiring Essence 7.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 6.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Occult 1, Essence 8||Creation of standard charms requiring Essence 8.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 7.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 3, Essence 9||Creation of standard charms requiring Essence 9.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 8.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 5, Essence 10||Creation of standard charms requiring Essence 10.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 9.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Genesis ==&lt;br /&gt;
&lt;br /&gt;
First Age master craftsman worked with more than just the five magical materials, they created and altered life itself. Armed with the science of genesis, they cross-bred otherwise un-breedable species into strange new ones, mutated existing creates beyond recognition, even created whole creatures from nothing. Rules for creating life appear in ''Wonders of the Lost Age''. Use of the genesis science, however, replaces the Craft (Genesis) ability described in those rules. Instead, anything requiring a certain level of Craft (Genesis) instead requires dots in the genesis science. Actual rolls using this ability instead use some ability more appropriate to what is being done, usually either a Craft (Wood), Craft (Water) or Medicine roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Medicine 3, Craft (Wood) 1, Vivomancy 2||Creation of Artifact &amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Medicine 4, Craft (Wood) 2, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Medicine 5, Craft (Wood) 3, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Medicine 6, Craft (Wood) 4, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Medicine 7, Craft (Wood) 5, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Helltech ==&lt;br /&gt;
&lt;br /&gt;
Malfean artificing makes use of vitriol and demons so extensively that creating any infernal or hellforged wonders requires mastery of a wide body of knowledge, represented by the helltech science. This is similar in many ways to Magitech and Genesis, using many of the same rules [exin.170]. The applications of helltech are extremely wide, so nearly all Craft specialties (and even Medicine) might be put to use when making tests, depending on the item being created. The rating of this science, however, places an upper bound on the rating of item that can be created. In addition to knowledge, using this science also requires a certain forcefulness of personality to harness and direct the demons involved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Presence 1, Craft (Water) 1, Vitriolum 1||Creation of Artifact &amp;amp;#x25CF; or Sapience &amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Presence 2, Craft (Water) 2, Vitriolum 2||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Presence 3, Craft (Water) 3, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Presence 4, Craft (Water) 4, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Presence 5, Craft (Water) 5, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magitech ==&lt;br /&gt;
&lt;br /&gt;
Repair and, especially, construction of the magical artifacts of the First Age requires mastery not only of a wide body of skills, but also specific knowledge of magical technology, represented by the science of magictech. Rules for repairing artifacts appear in ''Wonders of the Lost Age'', while rules for designing them appear in ''Oadenol's Codex''. Use of the magitech science, however, replaces the Craft (Magitech) ability described in those rules. Instead, anything requiring a certain level of Craft (Magitech) instead requires dots in the magitech science. Actual rolls using this ability instead use a Craft roll under an appropriate standard element (usually Fire).&lt;br /&gt;
&lt;br /&gt;
In addition to the Lore and Occult need to learn the science, actually using it also typically requires ability in at least two crafts. A primary craft (usually Fire) must be one more than an artifact being repaired or two more than an artifact being designed. A secondary craft (usually Air) must be the same rating as the artifact being repaired or designed. Some artifacts require different primary and secondary abilities. For example, a magical wooden ship might use Craft (Wood) and Craft (Water). Some artifacts might also require more than two Craft skills.&lt;br /&gt;
&lt;br /&gt;
Magitech is not needed to build or repair the simple artifacts that can be constructed in the Second Age. A bent daiklaive, for example, can be repaired by anyone with enough Craft, Lore and Occult skill. Generally speaking, artifacts with listed Repair ratings (even one with Repair: 0) need Magitech, while those without a Repair rating do not.&lt;br /&gt;
&lt;br /&gt;
Very little magitech knowledge is available, even for a price. The Scarlet Empire and Lookshy have access to at least Magitech &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, but much of information known in the First Age has been lost. What has been recovered tends to be information about very specific items, rather than more general knowledge. Worse, much recovered lore makes use of techniques or materials that are no longer available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||None||Force attunement to an artifact of the wrong material with a Wits + Lore (3) test &lt;br /&gt;
|-&lt;br /&gt;
| ||Craft ''x''||Create a mundane work worth up to Resources ''x''&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 3, Occult 3, Craft (Fire) 3, Craft (Air) 1||Repair or design simple Artifact &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 3, Magitech 1||Repair or design simple Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 7, Occult 7, Craft (Fire) 7, Craft (Air) 4, Magitech 2||Repair or design simple Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 3, Craft (Fire) 2, Craft (Air) 1||Repair &amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Craft (Fire) 3, Craft (Air) 1||Design of complex Artifact &amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection 1||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection 1||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection 2||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Craft (Fire) 7, Craft (Air) 5, Perfection 2||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Necromantia ==&lt;br /&gt;
&lt;br /&gt;
Anyone able to use necromancy can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the necromantia science, without which the creation of new spells is not possible. This science can also be used to learn &amp;quot;existing&amp;quot; spells (e.g. those in the book) without the associated formula.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, necromantia can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Essence 3, Shadowlands circle necromancy||Design of shadowlands circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Essence 4, Labyrinth circle necromancy||Design of labyrinth circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Essence 5, Void circle necromancy||Design of void circle spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Necrosurgery ==&lt;br /&gt;
&lt;br /&gt;
Not all who traffic with the dead limit themselves to the mere summoning and raising of corpses. Some get more&amp;amp;hellip;creative, combining parts from dead of all kinds into monsters. This is only possible for those who know the science of necrosugery, the art of assembling and animating dead flesh and harnessing necrotic energy.&lt;br /&gt;
&lt;br /&gt;
Rules for necrosurgery were introduced in ''Abyssals'' and expanded in the ''Book of Bone and Ebony''. Those rules, however, made use of a special Craft skill which is not used here. Dots in the science of necrosurgery act as an upper limit on the size class (bone.97) or artifact rating of creations made with it. Anywhere rules call for Craft (Necrosurgery), use Craft (Water), Craft (Wood), or Medicine ability, as appropriate.&lt;br /&gt;
&lt;br /&gt;
Information on necrosurgery is hard to come by, even in the underworld. Deathlords are masters, and often teach it to favored servants but, even then, plans for specific creations are often tightly guarded, lest they fall into the hands of other deathlords.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Medicine 3, Craft (Water) 1, Shadowlands circle necromancy||Creation of Size 1 or Artifact &amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Medicine 4, Craft (Water) 2||Creation of Size 2 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Medicine 5, Craft (Water) 3, Labyrinth circle necromancy||Creation of Size 3 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Medicine 6, Craft (Water) 4||Creation of Size 3 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Medicine 7, Craft (Water) 5, Void circle necromancy||Creation of Size 4 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perfection ==&lt;br /&gt;
&lt;br /&gt;
This science represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional mundane weapons, armor and other items. This science can be learned for other crafts as well, but is usually learned with Craft (Fire).&lt;br /&gt;
&lt;br /&gt;
The science of perfection can be mastered by mortal craftsmen, so can be found in most large cities. Some teachers may be reluctant to part with their secrets, however, or require a long apprenticeship. Perfection can also be mastered with long hours of experimentation instead of a trainer, taking ten times the usual training time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 2, Craft (Fire) 4||Creation of exceptional items (ex2e.365)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3, Craft (Fire) 6||Creation of perfect items (ex2e.366)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Permanence ==&lt;br /&gt;
&lt;br /&gt;
''Wonders of the Lost Age'' mentions the &amp;quot;lost art&amp;quot; of creating self-sustaining and self-maintaining devices. Though this knowledge might exist somewhere, it is largely lost. If found, it would represent a science, dots of which would represent a limit on the level of device that could be made permanent.&lt;br /&gt;
&lt;br /&gt;
== Spellcraft ==&lt;br /&gt;
&lt;br /&gt;
Anyone able to use sorcery can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the spellcraft science, without which the creation of new spells is not possible. This science can also be used to learn &amp;quot;existing&amp;quot; spells (e.g. those in the book) without the associated formula.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, spellcraft can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Essence 3, Terrestrial circle sorcery||Design of terrestrial circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Essence 4, Celestial circle sorcery||Design of celestial circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Essence 5, Solar circle sorcery||Design of solar circle spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== True Alchemy ==&lt;br /&gt;
&lt;br /&gt;
While mortal alchemists dabble with trivial effects (see Thaumaturgy, below), more powerful creations can be made using true magic. Like sorcery, [http://exalted.xi.co.nz/wiki/wiki.pl?Wordman/BeyondAlchemy magical alchemy] requires use of specific charms for each level. Higher levels of magical alchemy have been theorized, but never mastered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 5, Essence 2, Alchemy 2||Creation of Artifact &amp;amp;#x25CF; consumables&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Essence 3, Alchemy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; consumables&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Essence 4, Alchemy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; consumables&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Material Sciences ==&lt;br /&gt;
&lt;br /&gt;
Certain materials in Exalted prove difficult to create or use, but have an importance greater than mundane materials. The material sciences represent the additional knowledge needed to create or work these crucial materials.&lt;br /&gt;
&lt;br /&gt;
=== Moliation ===&lt;br /&gt;
&lt;br /&gt;
Certain ghost charms allow the raw manipulation of the ghostly corpus, but such magic requires intricate knowledge to wield effectively. Knowledge of this science allows the use of charms with the Moliation keyword [rol2.115]. Such charms make tests using a Craft specialty appropriate to the kind of adjustments being made, usually Wood, but occasionally Air or even Shaping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use Essence 1 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 2, Lore 1||May use Essence 2 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Lore 1||May use Essence 3 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 2||May use any moliation charms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pandemonium ===&lt;br /&gt;
&lt;br /&gt;
While some ghosts can use Craft make the details of illusions look convincing, the actual knowledge of how to produce the illusions in the first place requires mastery of pandemonium. Dots in this science allow the use to charms with the Pandemonium keyword [rol2.116]. Such charms make tests using a Craft specialty related to the illusion being created: living creatures use Wood, buildings use Earth, jewelry would use Air, and so on. Illusions of the very fantastical or images out of nightmares would use Shaping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use Essence 1 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 2, Performance 1||May use Essence 2 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Performance 1||May use Essence 3 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Performance 2||May use any pandemonium charms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soulforging ===&lt;br /&gt;
&lt;br /&gt;
The methods of creating soulsteel are closely regulated in the Underworld [rol2.116]. Access to this knowledge is represented by dots in the soulforging science. Actually doing the forging typically uses Craft (Fire). Gaining access to a teacher in this science is definitely the most difficult part of learning it. (Some storytellers may which to use this science as a model for sciences based on the other materials, but this is entirely optional.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 2, Lore 2, Craft (Fire) 3||May use Craft (Fire) to forge soulsteel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 4, Craft (Fire) 5||May use Craft (Fire) to forge more esoteric versions of soulsteel, such as Oblivion's Panoply [exab.218]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Supernalis ===&lt;br /&gt;
&lt;br /&gt;
Certain materials are &amp;quot;divine&amp;quot; in the sense that they are often used by the gods. Materials like quintessence can be fashioned into nearly anything with an appropriate Craft specialty, but the knowledge of how to actually harness the quintessence itself while doing so requires additional knowledge, represented by the science of supernalis. Training for the first dot of this science is fairly simple to acquire, particularly in the Underworld, where many ghosts know it. Even some mortals, particularly on the Blessed Isle make use of it. Knowledge of the higher ranks of this science, however, is typically found only in Yu-Shan.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 2, Lore 2||May work jade with basic Craft skills&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Lore 3, Craft (Water) 2||May work quintessence with basic Craft skills&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 4, Craft (Shaping) 2||May work ambrosia with basic Craft skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vitriolum ===&lt;br /&gt;
&lt;br /&gt;
Nearly all helltech makes use of vitriol in some way or another. Being extremely versatile, every type of basic crafting can make use of vitriol, but actually harnessing the material to be able to use it for crafting requires the specialized knowledge of the science of vitriolum. A character's rating in this science acts as an upper limit on the rank of rituals involving solutions of vitriol [exin.175]. Vitriol-related alchemy  uses Craft (Water).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Occult 1||May use known rank 0 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1, Craft (Water) 1, Alchemy 1||May use known rank 1 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Craft (Water) 2, Alchemy 2||May use known rank 2 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Craft (Water) 3, Alchemy 3||May use known rank 3 rituals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thaumaturgy ==&lt;br /&gt;
&lt;br /&gt;
Exalts do not have a monopoly on magic. Even mortals can use magic if they know the right techniques and rituals. Mortal magic is less effective than charms or sorcery, requiring slow, specific rituals to make it work. There are ten basic sciences that comprise mortal magic, known collectively as thaumaturgy, and each must be learned separately.&lt;br /&gt;
&lt;br /&gt;
In First Edition, this system replaces the rules for Arts and Sciences in the ''Player's Guide''. In Second Edition, it replaces the rules for occult arts. Note that while standard Second Edition occult arts provided both extra dice and the ability to perform various procedures, under these rules, sciences only provide the latter. Under these rules, it is possible to learn normal specialties based on sciences. For example, a character might learn an Occult specialty in Enchantment. The combination of dots in science and specialties would be mechanically equivalent to standard Second Edition art, though the former would be slightly cheaper. Sciences in these rules are also cheaper than sciences from First Edition.&lt;br /&gt;
&lt;br /&gt;
All of these sciences require the use of specific recipes for particular effects, the complexity is measured in ranks from zero to three. In some sciences, these are called &amp;quot;rituals&amp;quot;, in others &amp;quot;formula&amp;quot; or &amp;quot;procedures&amp;quot;. Whatever the name, the result is the same: a thaumaturge must know both the ritual itself as well as the science. Most rituals have additional ability or other requirements to function.&lt;br /&gt;
&lt;br /&gt;
Rules for thaumaturgy are covered in ''Oadenol's Codex'', though the use of science here replaces the &amp;quot;degree&amp;quot; system used in those rules. A rating in the appropriate science is needed to use rituals of the corresponding rank. Some rank zero rituals exist, which can be practiced by anyone with a single dot in Occult. All of the thaumaturgical sciences have the same basic requirements. Some sciences may require additional traits as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Occult 1||May use known rank 0 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use known rank 1 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3||May use known rank 2 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5||May use known rank 3 rituals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thaumaturgical texts and teachers are fairly common, though mortal savants can be protective of secrets they think only they know. Unless otherwise noted, assume that training for any thaumaturgical science can be found in most major cities.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Alchemy combines a number of disciplines, such as pharmacy, metallurgy, even cooking, to mix and transform different ingredients. Most alchemical formulas result in some type of material, usually a liquid, that provides useful effects when consumed. Other formulas focus only on transforming material from one type into another. Most mortal alchemy doesn't work very well on exalts. Alchemists use the procedures listed in the Art of Alchemy section in ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
Instruction in the all levels of alchemy is fairly easy to come by, with teachers and books available in most cities. In particular, the books ''Salt'', ''Aether'', and ''Gold'' provide a complete course.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 2, Craft (Water) 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Craft (Water) 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Craft (Water) 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Astrology ===&lt;br /&gt;
&lt;br /&gt;
While nowhere near the fate-altering ability of sidereal astrology, the astrological sciences allow mortals and exalts alike to read the stars for various information. Typically, an astrologer needs instruments to read the stars and a collection of books of stellar lore. Astrologers use the procedures listed in the Art of Astrology section in ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demonology ===&lt;br /&gt;
&lt;br /&gt;
Exalts most often use sorcery to summon and bind demons, but even mortals can do so with the right rituals, albeit with greater danger. Rituals also exist for more than just summoning demons, but also guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning demons.&lt;br /&gt;
&lt;br /&gt;
Instruction in the basics of demonology can be found from instructors and books in some major cities, but many places consider such knowledge evil or, at least, criminal. Even knowing the basic science, demonic rituals are often closely guarded by those who know them. Rituals used in demonology are found on in the Art of Demon Summoning section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Elementalism ===&lt;br /&gt;
&lt;br /&gt;
Exalts most often use sorcery to summon and bind elementals, but even mortals can do so with the right rituals, albeit with less ability. Rituals also exist for other elemental-based effects, such as guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning elementals.&lt;br /&gt;
&lt;br /&gt;
Instruction in the basics of demonology can be found from instructors and books in most major cities, but some places consider such practices sacrilegious, criminal or just distasteful. Within cultures that embrace it, rituals are usually easy to come by, but some might be guarded secrets of clergy or savants. Rituals used in elementalism are found on in the Art of Elemental Summoning section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
Enchantment allows mortals to create items with very minor magical effects, such as warding talismans. Few exalts practice enchantment, as Magictech is more effective. &lt;br /&gt;
&lt;br /&gt;
Training in enchantment can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for religious or financial reasons. Rituals for enchantment can be found in the Art of Enchantment section of ''Oadenol's Codex''. In addition to the requirements listed in these rituals, Craft skill appropriate to the type of enchantment must be equal or exceed the rank of the ritual.&lt;br /&gt;
&lt;br /&gt;
=== Geomancy ===&lt;br /&gt;
&lt;br /&gt;
Power flows through the land, and the nature of material and shape on large scales can conduct that power. Geomancy allows both mortals and exalts alike to see and harness that flow through ritual.&lt;br /&gt;
&lt;br /&gt;
Training in geomancy can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for academic or financial reasons. Geomantic rituals are listed in the Art of Geomancy section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Orisonurgy ===&lt;br /&gt;
&lt;br /&gt;
Prayer allows mortals to request help from the gods, but such prayers in a ritual context are often much more effective. Some are actually prayers ''against'' certain gods, offering a degree of protection against them.&lt;br /&gt;
&lt;br /&gt;
Access to training in orisonurgy varies greatly by region. In some cultures, it is practiced nearly universally to some degree. In others, access to ritual prayer may be completely controlled by the clergy. Access to rituals tends to match the local trend in ritual prayer, but rituals will almost always be provincial, often to specific local gods. Major rituals are almost always controlled by clergy of some kind. Rituals used in orisonurgy include those in the both the Art of Spirit Beckoning and the Art of Weather Working sections of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Presence 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Presence 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Presence 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thanaturgy ===&lt;br /&gt;
&lt;br /&gt;
Most cultures have rituals surrounding treatment of the dead and the afterlife. These include protection against ghosts, as well as perceiving, communicating with and summoning them, even animating the dead.&lt;br /&gt;
&lt;br /&gt;
While most places frown on rituals to raise or summon the dead, nearly all of them condone and practice rituals protecting from ghosts. As such, training in thanaturgy is very easy to come by, but some of the more odious rituals are not. Rituals used in thanaturgy include those in Art of the Dead section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Vivomancy ===&lt;br /&gt;
&lt;br /&gt;
Societies in Creation use magical rituals to improve crop yields, breeding results, and managing livestock. Such rituals dealing with living things like plants and animals form the science of vivomancy.&lt;br /&gt;
&lt;br /&gt;
Unlike most thaumaturgy, you are more likely to find training for vivomancy in rural areas. Rituals used in vivomancy include those in Art of Husbandry section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Medicine 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warding ===&lt;br /&gt;
&lt;br /&gt;
While the sciences of demonology, elementalism and thanaturgy all have rituals that protect against entities in their field of influence, the science of warding focusses on protection of all kinds (including against the same types of creatures). It is rare, but possible, for one person to know both warding and one of these other sciences.&lt;br /&gt;
&lt;br /&gt;
Warding is almost universally accepted in Creation, so training is easy to find nearly anywhere. Rituals used in warding include those in the Art of Warding and Exorcism section of ''Oadenol's Codex''.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94195</id>
		<title>Wordman/Sciences</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94195"/>
				<updated>2015-11-02T22:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Replace bullets with dots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the First Age, the undisputed master of alchemy was a solar named Wyr'palja, whose ritual space for creating potions and elixirs in the eastern city she founded were renowned in both Creation and Heaven. While this was in no small part a credit to her talent in the art, she also had very little competition, as most celestial exalts felt the art was beneath them, particularly other solars. What they did not realize is that Wyr'palja shared this opinion, and spent a great deal of her life looking for ways to elevate alchemy beyond its mortal, thaumaturgic roots. While she was killed by her lunar lover before she took her art as far as she theorized, she did manage to uncover methods of using magic during alchemical rituals to form substances beyond the abilities of mortal men.&lt;br /&gt;
&lt;br /&gt;
Wyr'palja authored a series of books containing equal parts theory and practice, starting from nothing and guiding the reader into the art of alchemy. The first three of these, ''Salt'', ''Aether'' and ''Gold'' are the most widely circulated, still considered the classic bedrock texts of mortal alchemy and relatively easy to find within thaumaturgical circles. While these are her most lucid works, one page in ten of these text contains either coded text or flowery margin notes containing obscure metaphors or inscrutable languages. Some dismiss these sections as the rantings of Anathema and many copies of these tomes are made excluding these sections entirely. Others believe these sections contain secrets of vast import. While modern savants endlessly debate the passages they can actually read, none of the coded pages were deciphered until segments of Wyr'palja's fourth book, ''Alkahest'' were uncovered in the southern deserts.&lt;br /&gt;
&lt;br /&gt;
Written in Old Realm, these pages were significantly more arcane that those of the prior volumes; however, one section contained the key needed to decode one of the sections from ''Salt'', though it took centuries for savants to notice this. That section, combined with other elements of ''Alkahest'' found later, made it clear that Wyr'palja considered alchemy to be connected to the universe on a much deeper level than even savants had considered. For example, she clearly considered alchemy as a series of concentric rings. Much like sorcery is layered as emerald, sapphire and adamant, the coded section suggested eight circles of alchemy: salt, aether, gold, alkahest, berith, quintessence, ambrosia and eterna. Since she had used the first four of these as titles for books, an assumption immediately took hold that she had written a book on each of the others as well and a quest for them began that continues to this day.&lt;br /&gt;
&lt;br /&gt;
== Alchemical Circles ==&lt;br /&gt;
&lt;br /&gt;
Like sorcery, necromancy and martial arts, alchemy is organized into &amp;quot;levels&amp;quot; called circles. Alchemy is thought to have eight circles, but at least two of them are still theoretical. Mechanically, the circles function as follows:&lt;br /&gt;
&lt;br /&gt;
*Thaumaturgical Alchemy&lt;br /&gt;
**''Salt Circle Alchemy'' forms the very weakest base, sometimes acting as nothing more than folklore. Products of this circle are the weakest of potions, but also the easiest to make. This circle focuses on the &amp;quot;three essentials&amp;quot; of alchemy -- salt (the contractive force), sulfur (the expansive force) and quicksilver (the integrative force) -- so is sometimes called &amp;quot;sulfur circle&amp;quot; or &amp;quot;quicksilver circle&amp;quot; alchemy. In Second Edition, mortal Initiates (i.e. those with the first Degree of the art of Alchemy [ex2e.138]) can produce salt circle alchemy. Under First Edition rules, salt circle alchemy refers to those products that need only one or two dots of the Science of Alchemy [see play.136].&lt;br /&gt;
**''Aether Circle Alchemy'' requires true study and dedication. Its formulae are more complex, but also more effective. This circle focuses on the &amp;quot;elements&amp;quot; of alchemy: air, earth, fire, water and wood. In some corners, it is trendy to further divide this circle by the elements. Anyone who has become an Adept (2nd edition) can produce potions of the aether circle or (in first edition) those potions requiring three or four dots of Alchemy.&lt;br /&gt;
**''Gold Circle Alchemy'' represents the perfection of mortal alchemy, symbolized by the most perfect of mundane metals. Alchemists practicing in this circle tend to be obsessed with either turning other metals into gold or creating potions allowing the ingestion of gold and thus, it is (incorrectly) thought, immortality. While eternal life remains out of reach, alchemists of this circle can transmute mundane items. Only Master alchemists can practice in this circle. First Edition items requiring five dots in Alchemy are products of this circle. &lt;br /&gt;
*True Alchemy&lt;br /&gt;
**''Alkahest Circle Alchemy'' transcends mortal abilities, requiring both essence use and knowledge of charms to function, though mortals can make use of the results. Named after one of the holy grails of mortal alchemy, the universal solvent, this circle produces truly magical wonders. Any liquid or otherwise consumable rated as artifact &amp;amp;#x25CF;, or that replicates an an Essence 1 effect (see below) can be produced by this circle.&lt;br /&gt;
**''Berith Circle Alchemy'' derives its name from the pinnacle of some mortal alchemist's dreams, the element with which all metals could be transmuted into gold, sometimes called the philosopher's stone. While no mortal has discovered Wyr'palja's ''Berith'' volume, it is known to exist by some sidereals, spirts and few lunars. This book details how to produce the consumable artifact &amp;amp;#x25CF;&amp;amp;#x25CF; or Essence 2 effects of this circle.&lt;br /&gt;
**''Quintessence Circle Alchemy'' is known only to a very few, and even those who learned it from Wyr'palja herself are unsure if she ever actually wrote about it. Named after the currency of heaven, a liquid generated by prayer, this circle is not currently known by anyone outside of Yu-Shan or the Heptagram. It can produce consumable artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Essence 3 effects.&lt;br /&gt;
**''Ambrosia Circle Alchemy'' is believed by some to never have been actually practiced, not even by Wyr'palja, though she theorized about what it might be capable of doing. If an ''Ambrosia'' book exists, it would probably be entirely theoretical and would detail what might be possible with artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; potions or Essence 4 effects.&lt;br /&gt;
**''Eterna Circle Alchemy'' was Wyr'palja's ultimate goal. Much as mortal alchemists idealize gold, Wyr'palja considered all of the magical materials (which she called the &amp;quot;eterna&amp;quot;) to be perfect and that incredible effects could be achieved based on their principles. Products of this circle, if they existed, would produce artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; potions or Essence 5 effects.&lt;br /&gt;
&lt;br /&gt;
== Alchemy Charms ==&lt;br /&gt;
&lt;br /&gt;
Much like sorcery, knowledge of a charm is needed to work alchemy that uses real magic. Anyone can practice the first three circles without such aids, but higher circles are only possible through these charms. No one has yet managed to figure out how to design charms for the last two circles, but the three charms that are known appear to be similar to sorcery, in that they may be learned by different types of exalts and even spirits, though with occasionally different requirements.&lt;br /&gt;
&lt;br /&gt;
While the charms below allow access to the circles of alchemy, the actual effect has more to do with the procedure used (see below). In addition to the requirements mentioned, ''using'' these charms require that the caster be a Master of alchemy (2nd ed: Master Degree, 1st: Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;); however, ''learning'' these charms has no such requirement and, in fact, gives such insight into alchemy that its mortal practice becomes easier.&lt;br /&gt;
&lt;br /&gt;
Lunar versions of these charms substitute Intelligence for Occult. Spirit versions substitute Temperance.&lt;br /&gt;
&lt;br /&gt;
=== Comprehensive Deliquescence Cauldron ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 10m; '''Mins:''' Occult 5, Essence 2; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' None&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Alkahest Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five).&lt;br /&gt;
&lt;br /&gt;
=== Transformative Touch Crucible ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 15m; '''Mins:''' Occult 5, Essence 3; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Comprehensive Deliquescence Cauldron&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Berith Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five). Under Second Edition rules, learning this charm magically and permanently makes the user an Alchemy adept, if she is not already.&lt;br /&gt;
&lt;br /&gt;
=== Prayer Subverting Tears ===&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 20m; '''Mins:''' Occult 5, Essence 4; '''Type:''' Simple&amp;lt;br&amp;gt;&lt;br /&gt;
'''Keywords:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Varies&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisite Charms:''' Transformative Touch Crucible,&lt;br /&gt;
&lt;br /&gt;
The character commits essence to start a procedure of Quintessence Circle Alchemy. This essence remains committed until the procedure is completed. Under First Edition rules, learning this charm magically provides a permanent increase in the Alchemy science by one dot (to a maximum of five).&lt;br /&gt;
&lt;br /&gt;
=== Other Charms &amp;amp; Spells ===&lt;br /&gt;
&lt;br /&gt;
A number of existing charms and spells are also used heavily in alchemy:&lt;br /&gt;
&lt;br /&gt;
*Occult excellencies, naturally, and other charms that increase the various rolls used in alchemy always help an alchemist.&lt;br /&gt;
*Charms that allow the manipulation of the five-magical materials are often useful.&lt;br /&gt;
*Wyld-Shaping Technique and Wyld Cauldron Technology can be used to make reagents. In some cases, procedures require materials fashioned in this way.&lt;br /&gt;
*Some procedures may only be possible using All-Encompassing Sorcerer's Sight or other essence-sensing charms to monitor the progress of the ritual.&lt;br /&gt;
*Charms or spells that allow for command of or interaction with animals are often useful when gathering reagents.&lt;br /&gt;
*Demons and elementals, in addition to being useful assistants, may be required for certain rituals, making Demon of the First Circle and Summon Elemental essential tools for an advanced alchemist. Charms to control such are also useful.&lt;br /&gt;
*The spell Ravenous Fire plays a part in a number of procedures, as it allows the incineration of materials that do not normally burn.&lt;br /&gt;
*The Ritual of Elemental Empowerment is also used in some procedures, as a way of aspecting ingredients.&lt;br /&gt;
*Some spells leave behind objects, either by design or side effect, which are used as reagents in some procedures. Gems produced by Theft of Memory are common in certain types of alchemy. Less commonly, residue left over by spells like Plague of Bronze Snakes, Unconquerable Self, Eternal Crystalline Encasement or Magma Kraken are used as components in some procedures. &lt;br /&gt;
&lt;br /&gt;
== Alchemy Procedures ==&lt;br /&gt;
&lt;br /&gt;
The actual effects of alchemy, including true alchemy, depend on the procedures. In general, the result is an item of some kind, usually a consumable liquid. There are some procedures which have a permanent effect, such as transmutation of one material into another, but the vast majority of alchemy produces one-shot effects that only last a short while after being consumed.&lt;br /&gt;
&lt;br /&gt;
Alchemical procedures of all circles cost the same amount to learn (1 xp), but vary widely in complexity. As the circle of the effect increases, ingredients become more and more esoteric and difficult to obtain. High circle alchemy often requires extremely exotic ingredients, without commentary on how to actually acquire them. For example, while a mortal alchemy procedure may call for &amp;quot;the menstrual blood of a virgin&amp;quot;, a high circle procedure might require &amp;quot;the unrequited love of a virgin for a stranger&amp;quot;. How this is captured and transported is up to the alchemist. It is also conceivable that a procedure might require ingredients that can only be produced by higher circles of alchemy than the formula in which they are used.&lt;br /&gt;
&lt;br /&gt;
Once alchemy crosses into the magical realm, it also requires essence, often committed for days at a time. Rituals become longer as well, and often require the maintenance of a very specific set of circumstances for a sustained period, or the result is ruined.&lt;br /&gt;
&lt;br /&gt;
Products of true alchemy are more formidable than their mortal counterparts, which have a number of limits [play.138]. Some of these do not apply to true alchemy. In particular:&lt;br /&gt;
&lt;br /&gt;
*Benefits of true alchemy stack with other effects (including mortal alchemy) as if they were charms. As such, they do ''not'' allow dice pool limits to be exceeded, nor to they allow similar effects to happen more than once. For example, if a potion provides a reflexive dodge in some way, a charm could not be used to gain another reflexive dodge of the same attack.&lt;br /&gt;
*Charm use does not burn away similar potion effects, but generally the user can only gain the benefit of one or the other.&lt;br /&gt;
*Magical alchemy can affect spirits, demons, god-blooded and exalts as well as mortals.&lt;br /&gt;
*A character can only be under the effects of single magical potion at once. Drinking more than one potion in a scene (even if the effects of the first fizzled or have worn off) not only prevents all such potions from working, it acts as an immediate failure on an internal alchemy test [play.138] with &amp;quot;failed by&amp;quot; result equal to the highest artifact rating of the positions consumed.&lt;br /&gt;
&lt;br /&gt;
=== Basic True Alchemy ===&lt;br /&gt;
&lt;br /&gt;
After the design of the alchemy charms, Wyr'palja's most important and basic discovery involved the condensation and distillation of certain charms into liquid form. The bulk of known procedures in true alchemy (that is, of alkahest circle or higher) involve capturing one charm or another into an elixir, which can later be invoked by the one who drinks it.&lt;br /&gt;
&lt;br /&gt;
Only certain charms can be captured in his way. In particular:&lt;br /&gt;
&lt;br /&gt;
*Charms with a duration of less than a scene cannot be captured by alchemy.&lt;br /&gt;
*Charms with a duration longer than a day usually cannot be captured by alchemy. The storyteller may wish to allow certain charms with durations longer, such as Bestial Traits Technique, to be captured as potions but the resulting potion effect will only last one day.&lt;br /&gt;
*Charms producing effects clearly external to the caster, such Chaos-Repelling Pattern or Object-Strengthening Touch, cannot be captured by alchemy. Integrity-Protecting Prana, on the other hand, could be distilled because its effect is internalized to the caster.&lt;br /&gt;
*Charms that allow the character to shape essence into external items or energy, such as Inexhaustible Bolts of Solar Fire, Spirit-Repelling Diagram, Phantom-Conjuring Performance or Glorious Solar Plate, cannot captured as potions.&lt;br /&gt;
*Charms that empower the caster with an effect that can affect other people may be captured with alchemy only if the effect is not targeted. For example, Respect Commanding Attitude affects anyone who can see or hear the character, so could be captured by alchemy. Irresistible Questioning Technique or Heroism-Encouraging Presence, however, affect only specific targets (the interrogated or the caster's allies, respectively), so could not be captured. Since the pool-reducing effect of Snake Form applies to anyone who attacks the caster, it too can be captured.&lt;br /&gt;
*Charms that require a permission of a maiden or those that cannot be learned by the Eclipse caste can never be captured. This, for example, disqualifies lunar shapeshifting charms like Tool Hand Technique, which Eclipses cannot learn because they are prohibited from learning Finding the Spirit's Shape, one of its prerequisites.&lt;br /&gt;
*Charms with variable costs or durations can only be captured a minimum level.&lt;br /&gt;
&lt;br /&gt;
Procedures usually take as many days as the combined total of the charms minimum ability/attribute and essence ratings to complete, during which time the alchemist must give the process his ''constant'' attention, without sleep and usually without stopping to eat. Roughly speaking, procedures typically require one major ingredient for each day. In addition to the cost of the alchemy charm, the entire cost of the charm (including Willpower and health, if any) must be committed for the duration of the procedure.&lt;br /&gt;
&lt;br /&gt;
The charm's minimum essence requirement defines which circle of alchemy is needed to produce it. For example, Essence 2 charms require berith circle. Charms that explicitly emulate one of the five magical materials, such as Scimitar Claw Technique, require a minimum of ambrosia circle alchemy to capture. The alchemist must actually know the charm being captured. In addition, most procedures require the knowledge (though not necessarily the use) of a charm capable of investing your own power into others, such as Power-Awarding Prana (solars), Excellent Implementation of Objectives (sidereal), Crew Sustaining Technique (abyssals), Form-Fixing Method (lunars), Bestow the Saffron Mantle (terrestrials) or Benefaction (spirits). &lt;br /&gt;
&lt;br /&gt;
For each full day of the procedure, in addition to any tests required for staying awake, the alchemist must make an Intelligence + Occult test with a difficulty equal to the minimum essence requirement of the charm being captured. If any of these tests achieve some successes, but fail to beat the difficulty, alchemist knows the result will not work, and can stop the process. He may begin again, but any ingredients used up to that point are ruined. If any of the tests fail, the final product will be useless, but the alchemist is not aware of this. Botched tests result in the same effect as botching a sorcery shaping roll. Alchemy requires a great deal of patience, so even if a given test succeeds, the alchemist must get at least one success on a Temperance roll. If this fails, the outcome of the procedure will be unchanged, but will take an additional day unless the alchemist spends of point of Willpower. If this roll botches, the alchemist has rushed and ruined the result (he will know this immediately). The alchemist may not recover Willpower naturally during the procedure.&lt;br /&gt;
&lt;br /&gt;
Martial Arts charms are more difficult to distill. In addition to other requirements, capturing Martial Arts charms requires that the alchemist be a master of the style (i.e. know all the style's charms). It also takes additional time: one day for terrestrial, two for celestial and three should someone figure out how to distill sidereal martial arts.&lt;br /&gt;
&lt;br /&gt;
Should all the tests above succeed, the result is a single dose of the distilled charm. Alchemists can attempt to make more than one dose at a time, but this requires more ingredients and each additional dose raises the difficulty of the Intelligence + Occult tests by one. The cost of the charm being captured must be committed separately for each dose, though the alchemy charm is paid for only once. As long as the result remains sealed, it will remain ready for use indefinitely, though some procedures may create more delicate potions.&lt;br /&gt;
&lt;br /&gt;
To use a potion of this kind, the user must pay either three motes or 1 willpower as they drink the potion, an act that requires a single dice action. When this action is completed, the imbiber immediately gains the effect of the captured charm for its standard duration, provided he has the necessary ability/attribute minimums. The essence minimum does ''not'' apply, allowing these potions to be used by mortals or even, in some cases, animals. The captured charm does not count as charm use for the character's action, nor does it require knowledge of prerequisites, but it behaves like the charm in all other respects, including any restrictions. For example, if someone wearing armor drinks a potion based on Iron Kettle Body, the effect fizzles because that charm is not compatible with armor. If the charm normally allows the caster to reflexively spend essence for some purpose (e.g. Essence Discerning Glance), the drinker may do so if they have an essence pool; however, no such pool is provided by the potion.&lt;br /&gt;
&lt;br /&gt;
These type of potions are considered to have an Artifact rating equal to the charm's minimum essence.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Magical alchemy is also capable of producing effects that are not based on charms. Such alchemy creates an artifact, its rating dictating what circle of alchemy is needed to produce it. Naturally, a procedure is needed for each type of artifact created. The artifact is usually a potion of some kind, but may be some other form of transitory object.&lt;br /&gt;
&lt;br /&gt;
Effects from this kind of artifact almost always last a scene, though some may have instant effects. Most cost three motes or 1 willpower to activate and a single dice action to drink. All but the most powerful can be used by anyone, including mortals.&lt;br /&gt;
&lt;br /&gt;
Low level artifact potions tend to be simple items (similar to the potions you might find in a video game or a d20 campaign); however, creating such potions often costs more than the result, making them somewhat rare. More advanced potions (such as a &amp;quot;Jeckyll and Hyde&amp;quot; style serum or magical poisons) are rarer still.&lt;br /&gt;
&lt;br /&gt;
Creating artifact elixirs follows the rules in ''Savant &amp;amp; Sorcerer'' with the following changes:&lt;br /&gt;
&lt;br /&gt;
*Two effects modify the Power of artifact potions. Their one-shot nature tends to reduce it significantly, while their ability to be used by mortals increases it. These effects are typically considered to offset each other, allowing the power guidelines to be used without modification.&lt;br /&gt;
*Because of its one-time effect, the Usefulness can never be more than &amp;amp;#x25CF;&amp;amp;#x25CF;.&lt;br /&gt;
*Potions almost never have Script Immunity greater than &amp;amp;#x25CF;.&lt;br /&gt;
*The fixed activation cost of potions interacts strangely with the Essence Drawback. Low power potions (Power &amp;amp;#x25CF; or &amp;amp;#x25CF;&amp;amp;#x25CF;) are considered inefficient, gaining a point of drawback. Higher power potions, however are beyond efficient and so ''reduce'' total drawback by one for each point of Power over two.&lt;br /&gt;
*Potions almost always have a Component Drawback of at least &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;.&lt;br /&gt;
*Potions made from known procedures use the &amp;quot;design from existing plans&amp;quot; rules, require a lore rating equal only to the artifact being produced. They also, however, must know the corresponding alchemy charm.&lt;br /&gt;
*Making potions is less demanding of equipment than regular artificing and have costs as if they were one &amp;quot;level&amp;quot; lower.&lt;br /&gt;
*Magical alchemy requires only one assistant per artifact dot, at least for creation of the final product. Usually gathering the components requires many more.&lt;br /&gt;
*Rolls to create potions use Intelligence + Occult instead of Craft, though the alchemist must still have Craft skill appropriate to the style (usually Water) and level of the product. Rolls are made each day instead of each season.&lt;br /&gt;
*The alchemist must commit the cost of the correct alchemy charm for the duration.&lt;br /&gt;
*Failure is much more likely to cause explosions than the other results.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Some alchemy procedures avoid creating temporary items, instead using a temporary procedure to transmute one permanent material into another permanent material. Even mortal alchemists, for example, can transmute base metals into gold (with the Heavenly Transmutation Processes [play.142]. Higher circles can transmute more exotic materials, up to and including the magical materials. Rumors persist of procedures that can transmute living beings or abstract concepts (such as love).&lt;br /&gt;
&lt;br /&gt;
More impressive are the creation of ''catalysts'', objects that anyone can use to make such transformations. While mortal alchemists understand how to transmute base materials into gold, the creation of the philosopher's stone, an object that can do so at a touch, eludes them. Magical alchemy can do so however, at least for lesser materials.&lt;br /&gt;
&lt;br /&gt;
Most high circle transmutations, while effective and permanent, are extremely expensive. Generally, the value of the materials consumed and the time needed to gather and prepare them vastly outweighs the value of result, so often this type of alchemy is done more for research or training than out of practical need.&lt;br /&gt;
&lt;br /&gt;
Since quintessence and ambrosia [side.26-27] can already be transmuted into other materials, much of the research effort for this type of alchemy is spent examining these materials. Nearly all of the higher level transmutations consume at least some quantity of either or both of them.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Procedures ===&lt;br /&gt;
&lt;br /&gt;
Alchemy is, in some ways, easier than creating other magical wonders, largely because it follows known recipes in the form of procedures. It is the creation of new procedures, however, that marks a true alchemist. This requires much research and experimentation, following the rules for &amp;quot;design from first principles&amp;quot; [svnt.30], except that each roll represents a month, not a week. In addition, the process requires the consumption of much raw material, often of very exotic natures, in various trial mixtures. Also, botches during this process tend to be fairly catastrophic, usually causing explosions at the very least.&lt;br /&gt;
&lt;br /&gt;
== Controlling True Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Magical alchemy can be quite unbalancing if dropped casually into a campaign. Storytellers should spend some time thinking about how they wish to control true alchemy before introducing it. These rules offer a number of possibilities for doing so, but most of them are outside the scope of game-mechanics, so require the Storyteller to use them wisely. In no particular order, the following can be used to limit the impact of true alchemy:&lt;br /&gt;
&lt;br /&gt;
*Esoteric ingredients. The primary mechanism of controlling alchemy is making its procedures require extremely hard to come by, or even abstract, components. Such a restriction is usually enough to prevent vast quantities of potions from being mass produced.&lt;br /&gt;
*Procedures. Access to procedures makes alchemy easier. Storytellers can control both the pace and the content of true alchemy by controlling which procedures are floating around.&lt;br /&gt;
*Charms. Storytellers may wish to require a trainer of some kind to learn one or more of alchemical charms.&lt;br /&gt;
*Circles. As written, these rules essentially cap what is possible with alchemy at Essence 3 effects, making higher circles undiscovered. This cap can be adjusted up or down to suit the campaign.&lt;br /&gt;
*Difficulty &amp;amp; Time. Since the specifics of an alchemical product depend on its procedure, some procedures can require more difficult, tricky or time consuming tests than others.&lt;br /&gt;
*Applicability. The Storyteller may simply veto certain effects from being possible with alchemy.&lt;br /&gt;
*Frequency. The consequences of violating &amp;quot;one magic potion per scene&amp;quot; limit can be made more or less severe.&lt;br /&gt;
&lt;br /&gt;
== Sample True Alchemy Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Salt Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF; [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Initiate Degree in alchemy [ocdx.130-132].&lt;br /&gt;
&lt;br /&gt;
=== Aether Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; from the [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Adept Degree in alchemy [ocdx.130-132].&lt;br /&gt;
*Southern Fire, [salt.126]&lt;br /&gt;
*Synthetic leather of the Mountain Folk [fair.277].&lt;br /&gt;
*The various textiles produced in Autochthonia [auto.181].&lt;br /&gt;
*Photo-Resonant Gel [auto.182].&lt;br /&gt;
&lt;br /&gt;
=== Gold Circle ===&lt;br /&gt;
&lt;br /&gt;
*All procedures requiring Alchemy &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; from the [play.138-143, auto.161].&lt;br /&gt;
*All alchemical formulas requiring the Master Degree in alchemy [ocdx.130-132].&lt;br /&gt;
*Pyromantic gel [fair.276].&lt;br /&gt;
&lt;br /&gt;
=== Alkahest Circle ===&lt;br /&gt;
&lt;br /&gt;
==== Alkahest ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (20m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Wits + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Highly reflective silver ink&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
The defining procedure of the alkahest circle, this ritual produces its namesake. Alkahest is a universal solvent, capable of dissolving any matter into solution, including the five magical materials. As such, it is incredibly difficult to store, transport and handle. This procedure solves this problem by suspending the result within a field of magic, then encasing the field in a glass bottle, such that the field prevents contact between the alkahest and the container. One mote per week must be fed into this field to sustain it.&lt;br /&gt;
&lt;br /&gt;
The small quantity of alkahest produced by this procedure (only about the size of a small pearl) means that the only real practical use for this material is in other alchemical procedures. Nearly all of the higher circle procedures use alkahest in some way, usually for dissolving small quantities of magical material into the mixture. To use alkahest, the material to be dissolved is dropped into the bottle onto the alkahest, which then dissolves an equal volume of the material, forming a solution that can then be poured into another mixture. At this point all of the alkehest has been consumed.&lt;br /&gt;
&lt;br /&gt;
Most often, the solution produced by the process above is added to a diluting agent like water, oil or ink and the resulting mixture used in the production of other alchemical products. Such liquids are referred to with names like &amp;quot;white jade water&amp;quot; or &amp;quot;orichalcum oil&amp;quot;. A single unit of alkehest used for this purpose produces five &amp;quot;units&amp;quot; of an oil, 12 units of ink or 25 units of a water. Unless otherwise noted, the exact type of the diluting agent does not matter to a procedure. For example, it doesn't matter if the &amp;quot;moonsilver oil&amp;quot; required by a procedure was produced using olive oil, sunflower oil or peanut oil, unless noted in the procedure.&lt;br /&gt;
&lt;br /&gt;
Making alkahest requires several pints of quicksilver, a single star topaz tooth from each of three different living ash devourers [crea.54], a gallon of nitric acid and half a pint of blood extracted from a living furnace rhino [crea.62] within 72 hours of the start of the ritual.&lt;br /&gt;
&lt;br /&gt;
==== Assassin Venom ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by the (Second Edition) automation assassin [wola.100] may be created by this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Briardust Transmutation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (25m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Once&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Fire) 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This transmutation process converts the elemental aspect of a single charge of firedust into the elemental aspect of wood, producing briardust. Other, similar procedures exist to produce the other four types of [[Shataina/AlternateElementDusts|alternate element dusts]].&lt;br /&gt;
&lt;br /&gt;
This procedure is extremely easy to perform, but requires a great deal of essence to be committed and is extremely tedious. A charge of fire dust is placed into a small glass bulb, along with a small pinch of green  jade ground into dust. This bulb's narrow spot is connected to the spout of an empty, identical bulb with a thin tube of green jade, forming an hourglass. Essence is committed to the jade and the sand is run from one bulb into the other. The hourglass is then inverted and run through again. This process is repeated until the dust has gone through the jade tube exactly 125 times.&lt;br /&gt;
&lt;br /&gt;
This is one of the few alchemical processes that can be run unattended. Some alchemists set up racks of these hourglasses, start as many of them as they can afford to commit essence into, then leave the turning of the glasses to either clockwork or assistants. Alchemists with a connection to the element of Wood reduce the commitment cost of the ritual by 5 motes.&lt;br /&gt;
&lt;br /&gt;
Botching the roll for this procedure usually means the jade tube cannot handle that much essence being committed to it and explodes at some point in the ritual, usually igniting the dust.&lt;br /&gt;
&lt;br /&gt;
==== Cage Sweat ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 5 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (13m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Armored Scouts Invigoration, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Similar to salt water&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
This procedure creates a potion that duplicates the effects of Armored Scouts Invigoration [ex2e.205]. This charm has a variable cost and, as mentioned above, potions built on such charms can only be duplicated at a minimum level, meaning that when used, the effect is as if only three motes was spent on the charm. Also, the duration of this charm is indefinite, which would normally mean it is not capturable. This rule is specifically overridden for this charm; however, the duration of the potion effect is only one day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This potion is mixed in a steel helmet, which must be filled with mortal sweat collected from the padding of actively worn armor.&lt;br /&gt;
&lt;br /&gt;
==== Distilling the Sun ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The process by which orichalcum is refined from gold [svnt.39] is a procedure of this circle.&lt;br /&gt;
&lt;br /&gt;
==== Eight-Scream Devil Powder ====&lt;br /&gt;
&lt;br /&gt;
The process to make this caustic powder [wola.74] requires Alkahest Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Godstrike Oil ====&lt;br /&gt;
&lt;br /&gt;
Though the recipe is known predominantly to the Mountain Folk, this substance [fair.276] is produced using Alkahest Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Jade Whiskey ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 2m (12m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Minding the Dragon's Eggs, Bestow the Saffron Mantle (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Similar to whiskey, tinted with the color of the elemental aspect of the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
A favorite of terrestrial alchemists, this procedure produces a potion that allows their minions to detect jade or to detect jade of elemental aspects other than their own. Duplicating the effects of the Minding the Dragon's Eggs charm [ab_a.70-71] when drunk, with the type of jade being detected being the type used in the construction of the potion.&lt;br /&gt;
&lt;br /&gt;
In addition to a pint of whiskey, the primary ingredient in the production of this potion is one unit of jade oil. This procedure may be used with any kind of jade, but only one type may be used at a time. Terrestrials using a type of jade different from their elemental aspect must commit an additional mote of essence. The procedure also requires parts of three different plants common to the region associated with the elemental aspect: one root, one leaf and one stem.&lt;br /&gt;
&lt;br /&gt;
==== Omen Juice ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 6m (16m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3, Prior Warning, Excellent Implementation of Objectives (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Sweet, bright pink liquid &amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' Five hours&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
In addition to being delicious, this fruity concoction allows the drinker to sense danger, capturing the effects of Prior Warning [side.175, sesc.70].&lt;br /&gt;
&lt;br /&gt;
This potion must be mixed in a cauldron of ice, hand-carved in one piece out of a glacier, and kept just above freezing for the duration of the procedure. It requires two units of starmetal water, the juice of five blood-oranges from five different orchards, an equal amount of cream liqueur made by mortal hands from the fruit of the marula tree (also called the &amp;quot;elephant tree&amp;quot;), three raspberries frozen until crystalline then shattered and ground into a  fine dust.&lt;br /&gt;
&lt;br /&gt;
==== Vim Vitae ====&lt;br /&gt;
&lt;br /&gt;
The alchemical fuel used to power First Age warbird weapons [wola.41] is a product of this circle.&lt;br /&gt;
&lt;br /&gt;
=== Berith Circle ===&lt;br /&gt;
&lt;br /&gt;
==== Berith ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (30m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each hour&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Earth) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A small lump of dark gold&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
The fabled &amp;quot;philosopher's stone&amp;quot;, berith is indicative of this circle of alchemy. While lesser alchemy can transmute base metals to gold with complex transformation rituals, this procedure creates a stone that can do so in an instant, with just a touch. Though normally cordial and respectful of any alchemist, Wyr'palja's treatment of those obsessed with berith for the purposes of greed was nothing short of vitriolic and she seems to have created this procedure largely out of spite. She was more interested a family of other procedures in this circle, very similar to this one, which create stones that transform base materials into more practical, if mundane, materials, such as diamond or feathersteel.&lt;br /&gt;
&lt;br /&gt;
Anyone can use berith by placing it on a pile of base material, concentrating on what he wants to transform and spending a point of temporary willpower. The berith is consumed, transforming the material into pure gold. A volume of base material roughly equal to what would fit in a large wagon can be transformed by a single stone. The shape and volume of the gold remains that of the original, so some alchemist/artists use berith to produce gold sculpture in forms that would be otherwise impossible to form. Since volume remains the same, the resulting gold is usually much heavier than the original material. Accomplishing this takes energy, which berith tends to suck from the surrounding area. This almost always radically lowers the temperature of the surrounding countryside, sometimes for miles, and has been known to pull stray motes from exalted or, occasionally, snuff out an active nearby charm. Living material is otherwise immune to the effects of berith.&lt;br /&gt;
&lt;br /&gt;
Production of berith is extremely expensive, generally more than value of the gold it can produce. It requires two units of orichalcum oil, one unit of moonsilver water, 50 pounds of marble suitable for manse construction that has been burned to ash (usually with the Ravenous Fire spell) and a pinch of the dust from the remains of a dead abacasteri [crea.52-53]. This procedure is very rapid, but extremely intense. Rumors persist of alchemists that have accidentally turned their own blood into molten gold when making a mistake in this ritual.&lt;br /&gt;
&lt;br /&gt;
==== Clarity Spirit ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 4 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (18m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 3, Craft (Water) 3, Spirit-Detecting Glance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A thin, pale turquoise, slightly carbonated liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
This bitter, ephemeral elixir allows an imbiber to see dematerialized spirits, duplicating the effect of Spirit-Detecting Glance. It is made from three bottles of the finest champagne, two units of orichalcum water, one unit of starmetal water and the immaterial eyes of a spirit or elemental slain while dematerialized.&lt;br /&gt;
&lt;br /&gt;
==== Empty Canvas ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (25m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Wits + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Water) 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A viscous brownish paste&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Created by accident during the experiments that eventually uncovered the secret of producing berith, this procedure was little more than a footnote during the First Age, known only to a very few then, and no one at all now. The liquid it produces will, when painted onto a surface, cause any ink, dirt, stain, paint, dye or the like to sublimate from the surface within an hour or so, leaving it cleaned but otherwise unharmed, no matter how fragile it might be. It can, for example, erase all traces of writing from a book, clearing the way for new writing, clear a portrait from a canvas, or eliminate graffiti from a wall. It can even erase inks of the five magical materials.&lt;br /&gt;
&lt;br /&gt;
At the time of its discovery, this was considered merely an expensive parlor trick, as other, much more cheaply produced materials could perform similar tasks, albeit with less efficiency and potentially more harm to the target. Those of the Second Age, however, should they rediscover this formula, may consider the brew  more important for a single reason: it can erase lunar tattoos. Granted, simply painting it onto a lunar's skin would not be sufficient; the lunar would need to be subdued or otherwise allow the use of needles to deliver the potion into the ink under the skin, one drop at a time. Still, should the Silver Pact learn of the existence of this formula, they would likely do anything necessary to make sure they held sole possession of its secret.&lt;br /&gt;
&lt;br /&gt;
When used, the thick paste produced by this formula is dissolved into five gallons of the purest water, forming a liquid that looks somewhat like turpentine. When so mixed, its magic lasts only for one day, so it is generally combined just prior to use. Even in this state, the mixture does not damage what it cleans so, for example, whole books can just be tossed into a vat of the stuff and removed completely blank but otherwise undamaged an hour later. The formula calls for a unit of black jade oil, a unit of blue jade oil, a unit of moonsilver ink and a pint of ichor from an Undercoat [crea.21] killed while inhabiting a mortal woman. A ghost willing to enter Lethe [abys.27, exab.16] must inhabit the crucible used to mix the ingredients, a process that begins exactly when the ghost surrenders itself to reincarnation. More is added to the mix over the three days that the ghosts fades, with the ritual ending when it has been fully claimed.&lt;br /&gt;
&lt;br /&gt;
==== Firedust Catalyst ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' Until 30 successes are achieved&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 5m (20m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Air) 2, Craft (Fire) 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A two-inch sphere of fragile multicolored glass&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF; (Power &amp;amp;#x25CF;&amp;amp;#x25CF;, Usefulness &amp;amp;#x25CF;&amp;amp;#x25CF;, Game Impact &amp;amp;#x25CF;, Script Immunity &amp;amp;#x25CF;, Drawback &amp;amp;#x25CF;&amp;amp;#x25CF; (Essence -1, Component 1, Notoriety  2, Maintenance 0))&lt;br /&gt;
&lt;br /&gt;
Terrestrial alchemists in the south do quite well for themselves producing these baubles for sale. Anyone may use them to convert a decent number of firedust charges into another type of [[Shataina/AlternateElementDusts|elemental dust]]. To do so, up to 10 charges of firedust are placed into a stone (usually marble) cask. The catalyst is gently placed on top, then a pinch of elemental dust of some kind is sprinkled over the catalyst. The cask is sealed, then shaken vigorously until the catalyst shatters and all the pieces are ground to dust (this usually takes about a minute). The cask is then opened to reveal all of the dust has been converted into whatever type was sprinkled over the catalyst.&lt;br /&gt;
&lt;br /&gt;
Producing a firedust catalyst requires a glassblowing kiln that contains five openings, one directly facing each of the elemental poles. The fire in the kiln must be ignited by with a charge of firedust loaded from the opening facing the pole of fire. The alchemist must then make five hollow spheres of colored glass, one for each pole. The color must match the color of the pole and must be created while using the opening facing that pole. Once these spheres cool, a small hole is drilled in each, and a tear shed voluntarily by a spirit aligned with the corresponding element is placed inside. The spheres are then placed into the fire-facing opening, melted down. The molten glass is then dropped into a tub of water just so, forming a sphere. This is then extracted and cooled with blasts of air from a bellows. It is then wrapped in grape leaves and buried in loose earth for at least an hour.&lt;br /&gt;
&lt;br /&gt;
==== Hound's Tongue ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (18m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 2, Craft (Wood) 1, Craft (Water) 3, Friendship With Animals Approach, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Thick purple liquid with swirls of black.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Hound's Tongue allows a rudimentary communication with animals, duplicating the charm Friendship With Animals Approach [ex2e.209]. Creating it requires several spoonfuls of the ground horn of a forest mimic [crea.34], every drop of blood from an adult ink monkey [crea.41], a pint of tree-singer urine [crea.51], and at least five tongues from single pack of eight-tailed mole hounds [crea.56].&lt;br /&gt;
&lt;br /&gt;
==== Master's Toast ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 5m (18m total), 1 wp&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 3, Craft (Water) 3, Fivefold Bulwark Stance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A clear liquid, in which dirty clouds dart erratically.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Master's Toast is a potent alcoholic drink that increases the imbiber's ability to defend himself with melee weapons, duplicating the effects of Fivefold Bulwark Stance (''Exalted 2'', 194). Producing this potion requires an exceptional sword that has been inhabited by a spirit or ghost with a Melee rating of at least five. This sword must then be used to parry 25 blows from each of the magical materials (five from each color of jade). These blows must be legitimately intent on cutting the wielder, but need not be viscous. The tip of the sword is coated with one unit of orichalcum oil and then dissolved with alkehest, dealing one level of unsoakable aggravated damage to the spirit or ghost inhabiting it. The dissolved tip is then added to a gallon of 200 proof alcohol, into which another unit of orichalcum oil is added. As the procedure progresses, the mix must be stirred continuously with the remainder of the sword, which the spirit or ghost must continue to inhabit. Other ingredients added over the course of the ritual are 625 thorns (from the stems of red roses) completely dissolved in nitric acid, a splinter from a shield used while defending something from a superior force and a unit of gossamer harvested harvested from a dream of a valiant defense of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Righteous Bloodfire ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by (Second Edition) orichalcum Black Widow Razors [wola.101] or the (First Edition) orichalcum automaton assassin [salt.119] may be produced by this circle as well. Once created, this venom can only be stored in an orichalcum vessel, loosing its potency after five minutes otherwise. Similar rituals exist to produce the same venoms as similar types of devices made from other magical materials.&lt;br /&gt;
&lt;br /&gt;
==== Skin-Like-the-Mountain Oil ====&lt;br /&gt;
&lt;br /&gt;
The process to make this defensive oil [wola.75] requires Berith Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Touch of Death ====&lt;br /&gt;
&lt;br /&gt;
The venom produced by the Minion of Deadly Touch [wola.106] may also be produced by this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
=== Quintessence Circle ===&lt;br /&gt;
&lt;br /&gt;
Alchemy of this circle often requires the use of quintessence or ambrosia [side.26-27, yush.25-27]. These materials dissipate into essence as soon as they enter Creation, so using the raw form of either of them requires the alchemist to work either in Yu-Shan or a spirit's sanctum. Both of these materials can be transformed at will into other forms, however, which do survive in Creation, so often procedures of this circle require materials made in this fashion.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Walker ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 8m (28m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Water) 3, Pulse of the Invisible, Form-Fixing Method (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' Almost like champagne, with a slight greenish tinge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Those who drink this potion find themselves in tune with essence flows, able to see spirits, geomantic power and spellcraft. It duplicates the effect of Pulse of the Invisible [luna.192]. Producing this potion requires one pint of white wine made from grapes grown in a celestial manse, one unit of each type of jade water made using water created from quintessence and invested with the elemental power corresponding to its jade type using Ritual of Elemental Empowerment, and a memory stolen from a spirit with Theft of Memory and dissolved by alkahest.&lt;br /&gt;
&lt;br /&gt;
==== The First Gate ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' Until 60 successes are achieved&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 15m (35m total), 2 wp&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 5, Craft (Wood) 2, Craft (Water) 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A glowing white liquid&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; (Power &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Usefulness &amp;amp;#x25CF;, Game Impact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Script Immunity &amp;amp;#x25CF;&amp;amp;#x25CF;, Drawback &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; (Essence -2, Component 4, Notoriety  1, Maintenance 0))&lt;br /&gt;
&lt;br /&gt;
A story from the Primordial War that few know involves a circle mate of Wyr'palja whose soul was corrupted by Primordial. As his corruption became evident, most in heaven, including the Unconquered Sun, wanted him destroyed, but his circle mates came up with a plan involving three &amp;quot;gates&amp;quot; that would be used to filter the corruption out of him. This potion was the first of these gates. Unless it is voluntarily consumed by a celestial exalt who knows exactly what it will do, this potion has no effect. Otherwise, the potion causes the exalted soul shard to leave the drinker's body. Unless great care is taken, this will kill the body within seconds and the soul will seek out a new, worthy body to inhabit. In the sole instance when this potion was used, the shard was somehow prevented from escaping while the other two gates cleansed the shard and coerced it back into the body before he died.&lt;br /&gt;
&lt;br /&gt;
In modern times, though a few spirits remember the event even fewer know of the potion itself, no one remembers how the potion was made. With the appearance of Infernal and Abyssal exalted, however, a few have become interested in this legend, thinking that it may offer a way to restore these tainted solar shards back to their original glory.&lt;br /&gt;
&lt;br /&gt;
The key ingredient to this procedure is a blue flower called ''cunaria'' that grows only very rarely in Yu-Shan. The petals of the flower must be flattened between two panes of adamant and exposed for a full day to the light of an iconic anima of the celestial type to which the soul will be restored. Once so dried, the petals are crushed with a hearthstone of the same celestial type. An arrangement of lenses and prisms is set up to focus on the hearthstone. When another iconic anima is activated, its light is concentrated by the lenses onto the hearthstone, which shatters and forms a circulating ring of swirling energy floating between the lenses. The crushed cunaria is added into this swirling energy, very slowly, along with three uints of oil made from the material associated with the celestial type. Towards the end of the ritual, a talon volunteered by a celestial lion [game.33, yush.129] is dissolved with alkahest and added to the mix. At the end of the ritual, a marble basin is placed beneath the energy crucible and a pail of pure water is upended above. The energy is instantly cooled by the water as it falls, collecting in the basin below as a glowing white liquid. Before it fully cools, this liquid must be stored in a flask made from quintessence, where it must remain until it is used, or it evaporates.&lt;br /&gt;
&lt;br /&gt;
==== Ice Marrow ====&lt;br /&gt;
&lt;br /&gt;
It is possible that abyssal alchemists have figured out how to produce this blue poison [exab.216] through purely alchemcial means.&lt;br /&gt;
&lt;br /&gt;
==== King For a Day ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 7 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 3m (23m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' each day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Water) 3, Authority Radiating Stance, Power-Awarding Prana (or similar)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Appearance:''' A royal purple syrup.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect duration:''' One scene&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifact:''' &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
&lt;br /&gt;
Anyone consuming this potion can instantly get people to follow his orders, as it duplicates the effects of Authority Radiating Stance [ex2e.204]. The potion is made with the stomachs of five queen bees fed with honey made from quintessence, one unit of orichalcum oil, and the lamentations of a mob cut down because they failed to organize.&lt;br /&gt;
&lt;br /&gt;
==== Malfean Laquer ====&lt;br /&gt;
&lt;br /&gt;
Though no one has actually done so, producing a dose of this poison [tdea.148] would be within the capabilities of this circle of alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Mimic Skin ====&lt;br /&gt;
&lt;br /&gt;
Producing this product of ancient dragon king alchemy [ruin.83] requires Quintessence Circle Alchemy.&lt;br /&gt;
&lt;br /&gt;
==== Orison Coagulation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 10 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 30m (50m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Daily&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 5, Craft (Fire) 3&lt;br /&gt;
&lt;br /&gt;
Though this procedure is prohibited in Yu-Shan (severity 2), it is estimated that from one to five percent of the population is using it at any given time. It is a long ritual that transforms a volume of quintessence into about 25-50% more ambrosia than could be gained through trading that same quintessence. Generally used by residents of heaven with Salary &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or lower, this procedure requires so much quintessence that their salary effectively drops a dot while the procedure is underway. Once it is complete, however, their original Salary is not only restored to normal, for the next month it also increases by one dot. Richer spirits can use this procedure as well, but rarely find it worth the risk or bother.&lt;br /&gt;
&lt;br /&gt;
The complex stone and crystal apparatus used for this procedure must have been made from ambrosia, but the quintessence used must be handled in its raw state. The entire process must be ignited with a small vessel of pyre flame [abys.256]. On each day of the ritual, in addition to quintessence, the apparatus must be fed one unit of starmetal water, the smoke from a burning animal sacrificed to the gods and the ash of a burned stick of incense formed from the virtues of four different people working in the name of the gods.&lt;br /&gt;
&lt;br /&gt;
==== Vivid Dragon Amalgamation ====&lt;br /&gt;
&lt;br /&gt;
'''Procedure Duration:''' 3 days&amp;lt;br&amp;gt;&lt;br /&gt;
'''Procedure Commitment:''' charm cost + 10m (30m total)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Intelligence + Occult&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Frequency:''' Every 8 hours&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll Difficulty:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Lore 4, Craft (Fire) 5&lt;br /&gt;
&lt;br /&gt;
For the few who know this transformation ritual, the jury is still out on if it has any practical value or only creates a good looking novelty. Using this process, jade of different colors can be alloyed together to form jade of any color at all. Unexpectedly, even though the color of jade comes from the light it ''reflects'' rather than ''emits'', when jade is mixed together, its colors mix like the colors of light do, rather than the way paint mixes together as one might expect. As a result, mixing together, say, red, green and blue jade produces ''white'' jade, causing much confusion among artists. Similarly, red and green mix into yellow, red and blue produce magenta and so on. More bizarrely, adding black jade does darken the mix and white lightens it, as if they were paint. By mixing jade in the correct ratio, any color can be produced.&lt;br /&gt;
&lt;br /&gt;
The most study on this kind of jade in modern times occurs at the Heptagram, where alchemists attempt to discover how well such jade combines the properties of its components.&lt;br /&gt;
&lt;br /&gt;
A single transformation of this kind can combine about as much jade as would be needed to fashion a suit of articulated plate, which must be melted in a prismatic crystal forge made from quintessence. In addition to the jade used, this ritual consumes three units of moonsilver oil, a pound of snake scales that exactly match the colors of jade being mixed (and in the same ratio), and an ounce of liquid sunlight.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia Circle ===&lt;br /&gt;
&lt;br /&gt;
No procedures of this circle are known. In heaven, ambrosia can be turned into almost anything including jade, but only that formed from prayers to the celestial incarna can be made into the more noble magical materials. It is thought that Wyr'palja was working on a way to convert &amp;quot;run of the mill&amp;quot; ambrosia to into these elements using this circle of alchemy. With all her research lost, however, modern research into this circle is rare. What does exist will, more often than not, fixate around Sun's Peak [sesc.128], a liquid formed in the First Age, beleived by most alchemists to be a product of this circle.&lt;br /&gt;
&lt;br /&gt;
=== Eterna Circle ===&lt;br /&gt;
&lt;br /&gt;
Much as the philosopher's stone consumes the thoughts of mortal alchemists, the ability to create catalysts that can transmute mundane material into the five magical materials consumes most of the theorizing about this circle.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I like this, this is such an interesting version of magical alchemy. I note that you could create alchemy up to Essence 5 but what about Essence 6-10 which the more powerful Exalted are capable of achieving. Beyond that simple thing I really think that this is cool - both in a fluff and in a rule-based way. Glad that you posted it. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
Thanks. Since alchemy, as presented here anyway, can be used by mortals, Essence 6-10 effects seem a bit much. I also am of the opinion that a lowly potion couldn't hold that kind of power. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Oh, come now. No &amp;quot;Elixir&amp;quot;, that refills someone's Essence Pool? No small, ball-like things that, when put down the mouth of someone ''not quite dead '''yet''''', revitalizes them over the course of the next few hours? There's a ton of high powered potion-type things in myth and movie. To me, the bigger reason not to write them is to not restrict things. By the time you're above Essence 5, everything really should be custom anyway. -- [[GreenLantern]]&lt;br /&gt;
&lt;br /&gt;
True, but neither of the effects you mention are Essence 5 effects. A &amp;quot;mana potion&amp;quot; would work much like a one-shot Essence Containing Gem and, for most people, the rating 3 or 4 version is sufficient. Similarly, existing artifacts that restore some health instantly are in the rating 2 or 3 range. An Essence 5 effect, at least by these rules, is more like a potion that grants Four Magical Materials Form, Perfection of Earth Body or Perfected Scales of the Dragon. Even most of the pinnacle celestial martial arts charms are only Essence 4. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
What role could the Wyld play in this alchemy? Wyld-shaping technique or not. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:What springs immediately to mind is a source of really funky ingredients. Even abstract ingredients like &amp;quot;a broken heart&amp;quot; or &amp;quot;the lamentations of their women&amp;quot;. Perhaps such ingredients could only be physically mixed in the Wyld. Oaths, for example, are intangible in Creation but sometimes take on physical form in the Wyld. I could also see the Wyld as being necessary to maintain certain mixing environments, as with the right magic you can make the environment do what you want in a (paradoxically) controlled way. More thought (and perusal of the Wyld book) may provide more ideas. -[[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman&amp;diff=94194</id>
		<title>Wordman</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman&amp;diff=94194"/>
				<updated>2015-11-02T22:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tend to host more involved stuff on my own [http://rpg.divnull.com/exalted/ Exalted page] or in my [http://rpg.divnull.com/ online campaign site], so most of what I post to the wiki will be fairly minor items or edits. I also have a couple of things on [http://fixalted.bazzalisk.org/index.php?title=User:Wordman Fixalted].&lt;br /&gt;
&lt;br /&gt;
== Wiki Pages ==&lt;br /&gt;
&lt;br /&gt;
=== Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[UnconsciousMythology]]&lt;br /&gt;
* Added [[DissectingDefenseValue]], then [[SuturedDefenseValue]]&lt;br /&gt;
* Added [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]]&lt;br /&gt;
* [[ShadowrunCrossover]]&lt;br /&gt;
* Added a [[Wordman/PrimordialTheory|Primordial Theory]]&lt;br /&gt;
* Added [[ExcellencyMath]]&lt;br /&gt;
* I calculated the odds for [[Somori/DragonsGambit|Dragon's Gambit]]&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* A way of using magic to go [[Wordman/BeyondAlchemy|Beyond Alchemy]]&lt;br /&gt;
* [[Wordman/Sciences|Sciences]]: a more unified way of handling First Age knowledge.&lt;br /&gt;
* A detailed, complicated but flexible [[Wordman/AbilityRedesign|Ability Redesign]], useful mostly for grittier campaigns.&lt;br /&gt;
* House rules for [[Wordman/Craft|Craft]].&lt;br /&gt;
* A general [[Wordman/AbilityExpansionSystem|Ability Expansion System]]&lt;br /&gt;
* Added the [[Wordman/FirstAgeCalendar|First Age Calendar]]&lt;br /&gt;
* Added the [[Wordman/CalendarOfSetesh|Calendar of Setesh]]&lt;br /&gt;
* Added [[TriStatConversion]]&lt;br /&gt;
* Artifacts&lt;br /&gt;
** [[PolarCompass]]&lt;br /&gt;
** The [[Wordman/Strategenesis|Strategenesis]]&lt;br /&gt;
* Martial arts&lt;br /&gt;
** [[MartialArts/EternalMaterialStyle]]&lt;br /&gt;
** [[MartialArts/FallingPetalStyle]]&lt;br /&gt;
** [[MartialArts/PertinaciousAutomatonStyle]]&lt;br /&gt;
** [[MartialArts/SableDispositionOfBeingStyle]]&lt;br /&gt;
** Concept for [[MartialArtsRelay/Cards]]&lt;br /&gt;
** Concept for [[MartialArtsRelay/Simplicity]]&lt;br /&gt;
* [[Wordman/CompleteCharmTrees|Complete Charm Trees]]&lt;br /&gt;
* [[Wordman/IncrementalArtifacts|Incremental Artifacts]]&lt;br /&gt;
* [[WhenAutochthonDreams]]&lt;br /&gt;
* [[Wordman/AlternateSystems|Alternate Systems]]&lt;br /&gt;
* [[Wordman/Wraiths|Wraiths]]&lt;br /&gt;
* [[Wordman/WyldMagic|Wyld Magic]]&lt;br /&gt;
* [[Wordman/ExcessivelyRighteousBlossom]] -- a guess at 1E stats for Blossom, also using some MediaWiki specific tricks. in the layout.&lt;br /&gt;
* [[ExaltedPrime]]&lt;br /&gt;
&lt;br /&gt;
=== Public Projects ===&lt;br /&gt;
&lt;br /&gt;
* I initiated the [[MartialArtsMatrix]] page.&lt;br /&gt;
* I initiated the [[PimpMyDeathlord]] page.&lt;br /&gt;
* Added a bunch to the [[Calibration]] page.&lt;br /&gt;
* Added a few entries to the [[EbonDragon]] page.&lt;br /&gt;
* Wrote most of the [[LunarsAreFine/FairFolkCharms]] page.&lt;br /&gt;
* Originated the [[TrialBySchmendrick]] concept. &lt;br /&gt;
* Created the [[ExaltedAssociations]] page.&lt;br /&gt;
* Added the chart to [[FrivYeti/YoziPolitics]]&lt;br /&gt;
* Initiated the [[Artifacts/BestOf]]&lt;br /&gt;
* Added [[Wordman/Favorites|Favorites]]&lt;br /&gt;
* Added [[Wordman/ReferenceStandard|Reference Standard]]&lt;br /&gt;
* Added [[LoreOneExalted/TheTruthAboutShadowlands]]&lt;br /&gt;
* Added [[Wordman/CommissionEngine|Commission Engine]]&lt;br /&gt;
* Added [[Challenges/AlternateSignatureCharacters]]&lt;br /&gt;
* Added [[Challenge/ArchipelagoConundrumStockCharacters]]&lt;br /&gt;
* Added [[CharmTypes2E]]&lt;br /&gt;
* Contributing to the [[LexiconOfElderDays]]&lt;br /&gt;
* Did some work on the [[Yu-ShanGates]]&lt;br /&gt;
* Did some work on the [[CreationTimeline]]&lt;br /&gt;
* [[Wordman/ORExThoughts|Commentary]] on the OREx game.&lt;br /&gt;
* Contributed the graph to the [[FrivYeti/YoziPolitics]] page&lt;br /&gt;
* Created the [[ConataeGaia]] project.&lt;br /&gt;
&lt;br /&gt;
=== Meta ===&lt;br /&gt;
&lt;br /&gt;
* [[ReaderCentricDesign]]&lt;br /&gt;
* I host the images for the [[Fonts]] page.&lt;br /&gt;
* I modified a skin on the [[CSSWikiSheets]] page.&lt;br /&gt;
* Initial draft of the [[InterPageLinks]] page. I also tracked down the bug fix for this, which has yet to be installed.&lt;br /&gt;
* Added a [[Wordman/MartialArtsRequest|Martial Arts Request]]&lt;br /&gt;
* Contribute to [[UserFriendlyCategories]]&lt;br /&gt;
* My [[Wordman/PdfReviewGuide|Pdf Review Guide]]&lt;br /&gt;
* [[Wordman/ScratchPad|Scratch Pad]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* 24 Jun 2004: Published [[EncounterPage]] concept.&lt;br /&gt;
* 29 Jun 2004: Published [[ForgottenSuns]] adventure.&lt;br /&gt;
* 19 Jun 2005: Uploaded two new random name generator files for Omnihedron to my Exalted page, one for Imperial names, one for charm names.&lt;br /&gt;
* 5 Oct 2005: Released first draft of custom storytellers screen on my Exalted page.&lt;br /&gt;
* 26 Jan 2006: Released map of Chiaroscuro.&lt;br /&gt;
* 18 Feb 2006: Released solar caste mark graphics/avatar icons.&lt;br /&gt;
* 22 Apr 2006: Posted Sable Disposition of Being style.&lt;br /&gt;
* 10 May 2006: Released map of Rathess&lt;br /&gt;
* 25 May 2006: Packaged [http://anathema.sf.net/ Anathema] for Mac OS X.&lt;br /&gt;
* 15 Nov 2006: Released abyssal caste mark graphics/avatar icons.&lt;br /&gt;
* 26 Nov 2006: Started [[Artifact/BestOf]]&lt;br /&gt;
*1 Feb 2007: Killed [[Artifact/BestOf]]&lt;br /&gt;
*2 Mar 2007: Authored the initial draft of [[DissectingDefenseValue]]&lt;br /&gt;
*20 Mar 2007: Released sidereal caste mark graphics/avatar icons.&lt;br /&gt;
*13 Dec 2007: Started on the [[UserFriendlyCategories]].&lt;br /&gt;
*18 Sep 2008: Initial pass of [[UserFriendlyCategories]] completed.&lt;br /&gt;
*31 Dec 2008: Public release of [[WhenAutochthonDreams]]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Just thought I'd let you know, your name generator links aren't working. - [[SagaciousAscendingHero]]&lt;br /&gt;
&lt;br /&gt;
* Umm. Seem OK to me. Keep in mind that these are not online generators. The links are to ''data files'' to be used with my Omnihedron software. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Hey, just ducked through a bunch of your stuff, your adventure and god-concept-analysis, and I'm truly floored.  Great work on everything, you are an enviable force in the Exalted community! --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
*Thanks!&lt;br /&gt;
&lt;br /&gt;
Hi there! I'm running an online digichat game set in the south, and I'd love to be able to use your Chiaroscuro map either directly or for reference. Is that possible?  --[[Megapope]]&lt;br /&gt;
&lt;br /&gt;
:That's why I made it public. Have fun. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Hi there, I'd just like to say thanks for writing [[ForgottenSuns]]. It sure did give my players some good stuff going on. I've done the story with them back in August 2005, and the campaign has been going on since then! We do have a [http://chroniclesoftheeast.blogspot.com blog] for it (it's in portuguese, though). There's a very quick summary of it in [[TheFallOfNexus]]. &lt;br /&gt;
&lt;br /&gt;
If you're going to use insulting words like &amp;quot;inane&amp;quot;, at least spell them right.  (More seriously: Be nice.  If you're doing wiki cleanup work, good for you, but doing cleanup work doesn't carry some entitlement to be snippy.  I'm saying this as someone who has had a tendency to be snippy herself, and has alienated nice people with it.)&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
I would just like to inform you that you da man.  Please don't think that your wiki cleanup work (to say nothing of everything else!) is not appreciated; there is a metric ton of awesome stuff on this wiki.  Actually being able to find it is great. ~[[Capric]]&lt;br /&gt;
&lt;br /&gt;
Just wanted to say that I've noticed you rearranging and classifying the wiki recently, and I think it is brilliant. Please keep it up, and you can be sure people -are- noticing and -are- benefiting it from it! &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hey Wordman. I was inspecting [[MartialArts]] and I noticed that the splitting by edition is not entirely accurate. Will you or your software be working on this, or is it up to the obsessive-compulsives among the wikizens to rectify the problem? - [[Han'ya]]&lt;br /&gt;
: I did the initial cut by hand. I assumed that others would be moved eventually, preferably by the aforementioned obsessive-compulsives. - [[Wordman]]&lt;br /&gt;
:: We'll get right on that. - [[Han'ya]]&lt;br /&gt;
&lt;br /&gt;
Thank you for the [[WikiMeta]] page.  It helped out a great deal on attacking the W Orphans - [[EwindaleMoss]]&lt;br /&gt;
&lt;br /&gt;
Hey, I was going through my links recently when I once again discovered the brilliance that is the Science article that you created. I was wondering if you had any plans on updating it to the most recent information that has come out (not that it needs much updating but it is 2009 and the last edit on the page was 2007, :) ). Anyway, great work on all you have done, and continue to do and I eagerly await any new gems of setting or mechanics that you come up with. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
: Oddly enough, I was thinking of doing so this morning, and have now done so. Please give the version on [http://fixalted.bazzalisk.org/index.php?title=Sciences version on Fixalted] a look and let me known if that was what you were looking for. - Wordman&lt;br /&gt;
&lt;br /&gt;
: This is a great coincidence, one that has me quite happy (yes, this was totally what I meant). I really honestly love your Science article and seeing it updated to take into account all the new variances and designs and things that occur in Second Edition is really great. In specific, I like the way you have done the new creation of charms and spells, as well as the way you organized (and changed the name of) Thaumaturgy. You addition of Hellcraft is great, as is the material science method you created, it makes a lot of sense - and theoretically, I could see the Autocondrian elemental aspects being part of that in some form. Anyway, this is a rule system that makes me want to play Exalted and use it in the game as a method of organizing and aiding in how power is achieved. Nice job on it. PS. By the way, do you have any interest in the idea of splitting mortal alchemy into two thaumaturgical sciences, one for organic products (call it Herbalism or some variance of that) and one for the inorganic products (which would be standard alchemy), I had always thought that such a thing would make sense. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
: Glad you like it. As for herbalism, I think the split makes more sense to 20th century minds (biology vs. chemistry) than it would to people in Creation. Also, Thaumaturgy is crunchy and expensive enough as it is, as far as I'm concerned. Still, if you want to make such a split in your campaign, it would be easy to do. - [[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman&amp;diff=94193</id>
		<title>Wordman</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman&amp;diff=94193"/>
				<updated>2015-11-02T22:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added link to Sciences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tend to host more involved stuff on my own [http://rpg.divnull.com/exalted/ Exalted page] or in my [http://rpg.divnull.com/ online campaign site], so most of what I post to the wiki will be fairly minor items or edits. I also have a couple of things on [http://fixalted.bazzalisk.org/index.php?title=User:Wordman Fixalted].&lt;br /&gt;
&lt;br /&gt;
== Wiki Pages ==&lt;br /&gt;
&lt;br /&gt;
=== Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[UnconsciousMythology]]&lt;br /&gt;
* Added [[DissectingDefenseValue]], then [[SuturedDefenseValue]]&lt;br /&gt;
* Added [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]]&lt;br /&gt;
* [[ShadowrunCrossover]]&lt;br /&gt;
* Added a [[Wordman/PrimordialTheory|Primordial Theory]]&lt;br /&gt;
* Added [[ExcellencyMath]]&lt;br /&gt;
* I calculated the odds for [[Somori/DragonsGambit|Dragon's Gambit]]&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* A way of using magic to go [[Wordman/BeyondAlchemy|Beyond Alchemy]]&lt;br /&gt;
* [[Wordman/Sciences]]: a more unified way of handling First Age knowledge.&lt;br /&gt;
* A detailed, complicated but flexible [[Wordman/AbilityRedesign|Ability Redesign]], useful mostly for grittier campaigns.&lt;br /&gt;
* House rules for [[Wordman/Craft|Craft]].&lt;br /&gt;
* A general [[Wordman/AbilityExpansionSystem|Ability Expansion System]]&lt;br /&gt;
* Added the [[Wordman/FirstAgeCalendar|First Age Calendar]]&lt;br /&gt;
* Added the [[Wordman/CalendarOfSetesh|Calendar of Setesh]]&lt;br /&gt;
* Added [[TriStatConversion]]&lt;br /&gt;
* Artifacts&lt;br /&gt;
** [[PolarCompass]]&lt;br /&gt;
** The [[Wordman/Strategenesis|Strategenesis]]&lt;br /&gt;
* Martial arts&lt;br /&gt;
** [[MartialArts/EternalMaterialStyle]]&lt;br /&gt;
** [[MartialArts/FallingPetalStyle]]&lt;br /&gt;
** [[MartialArts/PertinaciousAutomatonStyle]]&lt;br /&gt;
** [[MartialArts/SableDispositionOfBeingStyle]]&lt;br /&gt;
** Concept for [[MartialArtsRelay/Cards]]&lt;br /&gt;
** Concept for [[MartialArtsRelay/Simplicity]]&lt;br /&gt;
* [[Wordman/CompleteCharmTrees|Complete Charm Trees]]&lt;br /&gt;
* [[Wordman/IncrementalArtifacts|Incremental Artifacts]]&lt;br /&gt;
* [[WhenAutochthonDreams]]&lt;br /&gt;
* [[Wordman/AlternateSystems|Alternate Systems]]&lt;br /&gt;
* [[Wordman/Wraiths|Wraiths]]&lt;br /&gt;
* [[Wordman/WyldMagic|Wyld Magic]]&lt;br /&gt;
* [[Wordman/ExcessivelyRighteousBlossom]] -- a guess at 1E stats for Blossom, also using some MediaWiki specific tricks. in the layout.&lt;br /&gt;
* [[ExaltedPrime]]&lt;br /&gt;
&lt;br /&gt;
=== Public Projects ===&lt;br /&gt;
&lt;br /&gt;
* I initiated the [[MartialArtsMatrix]] page.&lt;br /&gt;
* I initiated the [[PimpMyDeathlord]] page.&lt;br /&gt;
* Added a bunch to the [[Calibration]] page.&lt;br /&gt;
* Added a few entries to the [[EbonDragon]] page.&lt;br /&gt;
* Wrote most of the [[LunarsAreFine/FairFolkCharms]] page.&lt;br /&gt;
* Originated the [[TrialBySchmendrick]] concept. &lt;br /&gt;
* Created the [[ExaltedAssociations]] page.&lt;br /&gt;
* Added the chart to [[FrivYeti/YoziPolitics]]&lt;br /&gt;
* Initiated the [[Artifacts/BestOf]]&lt;br /&gt;
* Added [[Wordman/Favorites|Favorites]]&lt;br /&gt;
* Added [[Wordman/ReferenceStandard|Reference Standard]]&lt;br /&gt;
* Added [[LoreOneExalted/TheTruthAboutShadowlands]]&lt;br /&gt;
* Added [[Wordman/CommissionEngine|Commission Engine]]&lt;br /&gt;
* Added [[Challenges/AlternateSignatureCharacters]]&lt;br /&gt;
* Added [[Challenge/ArchipelagoConundrumStockCharacters]]&lt;br /&gt;
* Added [[CharmTypes2E]]&lt;br /&gt;
* Contributing to the [[LexiconOfElderDays]]&lt;br /&gt;
* Did some work on the [[Yu-ShanGates]]&lt;br /&gt;
* Did some work on the [[CreationTimeline]]&lt;br /&gt;
* [[Wordman/ORExThoughts|Commentary]] on the OREx game.&lt;br /&gt;
* Contributed the graph to the [[FrivYeti/YoziPolitics]] page&lt;br /&gt;
* Created the [[ConataeGaia]] project.&lt;br /&gt;
&lt;br /&gt;
=== Meta ===&lt;br /&gt;
&lt;br /&gt;
* [[ReaderCentricDesign]]&lt;br /&gt;
* I host the images for the [[Fonts]] page.&lt;br /&gt;
* I modified a skin on the [[CSSWikiSheets]] page.&lt;br /&gt;
* Initial draft of the [[InterPageLinks]] page. I also tracked down the bug fix for this, which has yet to be installed.&lt;br /&gt;
* Added a [[Wordman/MartialArtsRequest|Martial Arts Request]]&lt;br /&gt;
* Contribute to [[UserFriendlyCategories]]&lt;br /&gt;
* My [[Wordman/PdfReviewGuide|Pdf Review Guide]]&lt;br /&gt;
* [[Wordman/ScratchPad|Scratch Pad]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* 24 Jun 2004: Published [[EncounterPage]] concept.&lt;br /&gt;
* 29 Jun 2004: Published [[ForgottenSuns]] adventure.&lt;br /&gt;
* 19 Jun 2005: Uploaded two new random name generator files for Omnihedron to my Exalted page, one for Imperial names, one for charm names.&lt;br /&gt;
* 5 Oct 2005: Released first draft of custom storytellers screen on my Exalted page.&lt;br /&gt;
* 26 Jan 2006: Released map of Chiaroscuro.&lt;br /&gt;
* 18 Feb 2006: Released solar caste mark graphics/avatar icons.&lt;br /&gt;
* 22 Apr 2006: Posted Sable Disposition of Being style.&lt;br /&gt;
* 10 May 2006: Released map of Rathess&lt;br /&gt;
* 25 May 2006: Packaged [http://anathema.sf.net/ Anathema] for Mac OS X.&lt;br /&gt;
* 15 Nov 2006: Released abyssal caste mark graphics/avatar icons.&lt;br /&gt;
* 26 Nov 2006: Started [[Artifact/BestOf]]&lt;br /&gt;
*1 Feb 2007: Killed [[Artifact/BestOf]]&lt;br /&gt;
*2 Mar 2007: Authored the initial draft of [[DissectingDefenseValue]]&lt;br /&gt;
*20 Mar 2007: Released sidereal caste mark graphics/avatar icons.&lt;br /&gt;
*13 Dec 2007: Started on the [[UserFriendlyCategories]].&lt;br /&gt;
*18 Sep 2008: Initial pass of [[UserFriendlyCategories]] completed.&lt;br /&gt;
*31 Dec 2008: Public release of [[WhenAutochthonDreams]]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Just thought I'd let you know, your name generator links aren't working. - [[SagaciousAscendingHero]]&lt;br /&gt;
&lt;br /&gt;
* Umm. Seem OK to me. Keep in mind that these are not online generators. The links are to ''data files'' to be used with my Omnihedron software. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Hey, just ducked through a bunch of your stuff, your adventure and god-concept-analysis, and I'm truly floored.  Great work on everything, you are an enviable force in the Exalted community! --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
*Thanks!&lt;br /&gt;
&lt;br /&gt;
Hi there! I'm running an online digichat game set in the south, and I'd love to be able to use your Chiaroscuro map either directly or for reference. Is that possible?  --[[Megapope]]&lt;br /&gt;
&lt;br /&gt;
:That's why I made it public. Have fun. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Hi there, I'd just like to say thanks for writing [[ForgottenSuns]]. It sure did give my players some good stuff going on. I've done the story with them back in August 2005, and the campaign has been going on since then! We do have a [http://chroniclesoftheeast.blogspot.com blog] for it (it's in portuguese, though). There's a very quick summary of it in [[TheFallOfNexus]]. &lt;br /&gt;
&lt;br /&gt;
If you're going to use insulting words like &amp;quot;inane&amp;quot;, at least spell them right.  (More seriously: Be nice.  If you're doing wiki cleanup work, good for you, but doing cleanup work doesn't carry some entitlement to be snippy.  I'm saying this as someone who has had a tendency to be snippy herself, and has alienated nice people with it.)&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
I would just like to inform you that you da man.  Please don't think that your wiki cleanup work (to say nothing of everything else!) is not appreciated; there is a metric ton of awesome stuff on this wiki.  Actually being able to find it is great. ~[[Capric]]&lt;br /&gt;
&lt;br /&gt;
Just wanted to say that I've noticed you rearranging and classifying the wiki recently, and I think it is brilliant. Please keep it up, and you can be sure people -are- noticing and -are- benefiting it from it! &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hey Wordman. I was inspecting [[MartialArts]] and I noticed that the splitting by edition is not entirely accurate. Will you or your software be working on this, or is it up to the obsessive-compulsives among the wikizens to rectify the problem? - [[Han'ya]]&lt;br /&gt;
: I did the initial cut by hand. I assumed that others would be moved eventually, preferably by the aforementioned obsessive-compulsives. - [[Wordman]]&lt;br /&gt;
:: We'll get right on that. - [[Han'ya]]&lt;br /&gt;
&lt;br /&gt;
Thank you for the [[WikiMeta]] page.  It helped out a great deal on attacking the W Orphans - [[EwindaleMoss]]&lt;br /&gt;
&lt;br /&gt;
Hey, I was going through my links recently when I once again discovered the brilliance that is the Science article that you created. I was wondering if you had any plans on updating it to the most recent information that has come out (not that it needs much updating but it is 2009 and the last edit on the page was 2007, :) ). Anyway, great work on all you have done, and continue to do and I eagerly await any new gems of setting or mechanics that you come up with. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
: Oddly enough, I was thinking of doing so this morning, and have now done so. Please give the version on [http://fixalted.bazzalisk.org/index.php?title=Sciences version on Fixalted] a look and let me known if that was what you were looking for. - Wordman&lt;br /&gt;
&lt;br /&gt;
: This is a great coincidence, one that has me quite happy (yes, this was totally what I meant). I really honestly love your Science article and seeing it updated to take into account all the new variances and designs and things that occur in Second Edition is really great. In specific, I like the way you have done the new creation of charms and spells, as well as the way you organized (and changed the name of) Thaumaturgy. You addition of Hellcraft is great, as is the material science method you created, it makes a lot of sense - and theoretically, I could see the Autocondrian elemental aspects being part of that in some form. Anyway, this is a rule system that makes me want to play Exalted and use it in the game as a method of organizing and aiding in how power is achieved. Nice job on it. PS. By the way, do you have any interest in the idea of splitting mortal alchemy into two thaumaturgical sciences, one for organic products (call it Herbalism or some variance of that) and one for the inorganic products (which would be standard alchemy), I had always thought that such a thing would make sense. -[[Heru]]&lt;br /&gt;
&lt;br /&gt;
: Glad you like it. As for herbalism, I think the split makes more sense to 20th century minds (biology vs. chemistry) than it would to people in Creation. Also, Thaumaturgy is crunchy and expensive enough as it is, as far as I'm concerned. Still, if you want to make such a split in your campaign, it would be easy to do. - [[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94192</id>
		<title>Wordman/Sciences</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/Sciences&amp;diff=94192"/>
				<updated>2015-11-02T21:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Copied from Fixalted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a copy of [http://fixalted.bazzalisk.org/index.php?title=Sciences my article of the same name on the Fixalted wiki]. It was originally posted there because, at the time, this wiki couldn't handle the table formatting. Now that it has been upgraded to MediaWiki, it now can. I'll likely not be altering this much but, if I do, I'll try to keep the version here and there in sync. If you want to comment on this article, please use the Discussion tab, above, rather than adding comments to the end.''&lt;br /&gt;
&lt;br /&gt;
''This system attempts to do several things at once, taking cues from various editions and approaches. It aims first to make the various bits of crafting, item creation, and so on a bit more consistent. At the same time, it attempts to widen the power curve a little, and make a clear distinction between &amp;quot;First Age&amp;quot; type feats and lesser magic, and act as a clear signal of when a character is capable of both.'' [[User:Wordman|Wordman]] 15:39, 16 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
With much effort, your circle discovers a cache of First Age knowledge, rediscovering secrets lost for centuries or more. It's a standard trope in Exalted, but what does it really mean? What can the characters do with this knowledge that they could not do before? By the book, there really is no ''mechanical'' difference; to be able to create First Age technology, for example, only a handful of abilities are needed (Occult, Lore and certain types of Craft). So why did you really need the First Age knowledge at all? Canonically, this is handled as a matter of ''plot''. That is, maybe the knowledge cache contains plans for specific artifacts so now the Storyteller will let you make that artifact, where he wouldn't before. Or, maybe it has details on how to build or operate a factory cathedral you couldn't handle before. The Storyteller is put into the position of making (and tracking) arbitrary choices about what is possible and what is not, hopefully having explained those choices to his players prior to their becoming important to the game.&lt;br /&gt;
&lt;br /&gt;
The system detailed here aims to replace those arbitrary plot choices with an abstract mechanical system for representing the types of &amp;quot;lost knowledge&amp;quot; that are important to Exalted, and how well any given character knows them. Along the way, it also tries to unify the various Craft systems in Exalted into something a bit more coherent, as well as &amp;quot;stretch out&amp;quot; the power curve for high level campaigns. It is intended for very long term campaigns, where &amp;quot;First Age discovery&amp;quot; is part of the plot and is intended to slowly unfold over many sessions.&lt;br /&gt;
&lt;br /&gt;
The system can be summarized as follows:&lt;br /&gt;
&lt;br /&gt;
* Instead of many different versions of Craft, there is only one Craft ability, but using this ability ''requires'' specialties.&lt;br /&gt;
* Exactly seven specific specialties are available to Craft.&lt;br /&gt;
* '''Sciences''', traits rated from zero to five dots, represent specific fields of &amp;quot;lost&amp;quot; knowledge. Unlike abilities or attributes, dots in sciences do ''not'' provide dice or other active effects. Instead, sciences act as a passive limitation on certain tasks. That is, some tasks are simply not possible unless you have a certain number of dots in a related science, but become possible once you do. Actually doing them still uses the standard ability/attribute system.&lt;br /&gt;
* Most sciences have steeper requirements than abilities, usually requiring the character to know one or more abilities at a certain level.&lt;br /&gt;
* Sciences ''always'' require instruction of some kind, either from a tutor, book or other source. ''This requirement is often the limiting factor in learning sciences'', particularly those dealing with First Age technology. So, the importance of finding a cache of First Age knowledge using this system is often that it provides instruction for various science ratings. In particular, something like a First Age tome might gain the property &amp;quot;provides instruction in &amp;lt;some science&amp;gt; at &amp;lt;some rating&amp;gt;&amp;quot;.&lt;br /&gt;
* Learning sciences ''may'' cost xp. At low levels, sciences cost only slightly more than than abilities, but become much more costly as they progress. The first dot in a science costs 2xp (assuming all the requirements are met). Additional levels cost a number of xp equal to the xp paid for the previous two levels, plus one. (Note that it is this xp cost that widens out the power curve. If this is something you are not trying to do in your campaign, you could simply drop xp costs from sciences altogether. Since the main limitation is access to instruction, eliminating xp doesn't change the gist of the system much.)&lt;br /&gt;
* Training time is campaign specific, and can be tuned by a Storyteller in order to control his game's pacing. At minimum, for a real over-the-top &amp;quot;high science&amp;quot; game, this should be 20 times the xp cost, in hours, assuming the required instruction. Training times for more standard campaigns might be five times longer, and &amp;quot;realistic&amp;quot; campaigns might be ten or more times longer. So, the progression goes like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! !! !!colspan=&amp;quot;3&amp;quot;|Training time (hours)&lt;br /&gt;
|-&lt;br /&gt;
!Science!!XP Cost!!Quick!!Average!!Long&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||2||40||200||400&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||3||60||300||600&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||6||120||600||1,200&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||10||200||1,000||2,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||17||340||1,700||3,400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These rules can be used in both First and Second Edition games; however, they will largely make reference to concepts from Second Edition books, particularly ''Wonders of the Lost Age'' and ''Oadenol's Codex'', as the rules in these books are mostly edition agnostic.&lt;br /&gt;
&lt;br /&gt;
== Craft ==&lt;br /&gt;
&lt;br /&gt;
Although you can use the Craft ability as written with this Science system, it was designed assuming two specific changes to Craft. First, there is just a single Craft ability; it is no longer required to purchase different &amp;quot;versions&amp;quot; of Craft. Instead, the standard crafts (air, earth, etc.) become specialties of the Craft ability. (It is also assumed to be possible to buy specialties without any dots in the Craft ability itself, though this makes using charms impossible, as it is the raw Craft score that is used to qualify for charm minimums.) Secondly, you are ''required'' to use a specialty when making Craft tests. If you lack a specialty in a required area of craftsmanship, you cannot use the Craft ability in that area. The idea here is that while Sciences expand the detail (and expense) of very high level magical crafting, mundane crafting gets much cheaper.&lt;br /&gt;
&lt;br /&gt;
When these rules list ability requirements, any applicable specialties should be included in the total. For example, something requiring Craft (Fire) 4 could be done by someone with two dots in Craft and a +2 Fire specialty. The following are the allowed specialties for craft:&lt;br /&gt;
&lt;br /&gt;
* '''Air''': Making small, decorative or high-precision items, also drawing, drafting, musical composition and embroidery.&lt;br /&gt;
* '''Earth''': Creating buildings and large objects with stone or earth, also stone sculpture.&lt;br /&gt;
* '''Fire''': Forging and casting large metal objects and creating objects using fire, also pottery and bronze sculpture. &lt;br /&gt;
* '''Water''': Boiling and cooking plants, chemicals and animal materials, also painting.&lt;br /&gt;
* '''Wood''': Carving, weaving and manipulating natural materials, also tailoring and sculpting from wax or clay.&lt;br /&gt;
* '''Fate''': Manipulating of the tapestry of destiny.&lt;br /&gt;
* '''Shaping''': Turning dreams into reality, also dream alteration and manipulating abstract concepts into reality.&lt;br /&gt;
&lt;br /&gt;
When rules in the book call for specific Craft tests, the test is instead converted to one using a specialty based on the type of work done, and possibly bound by a Science. For example, there is no &amp;quot;Magitech&amp;quot; specialty in the list above, so when the book calls for a Craft (Magitech) test, it is translated based on the type of work done. A canonical Craft (Magitech) test for altering a manse becomes a Craft test requiring both an Earth specialty and an appropriate rating of the Architectonics science. A full listing of these mappings is problematic, as various Craft abilities have been used without much pattern over the various editions and books, some even appearing (unexplained) once, never to be seen again. Mapping the more common &amp;quot;special&amp;quot; uses of craft in Second Edition is done like so:&lt;br /&gt;
&lt;br /&gt;
* Craft (Dream): Never explained, some spirits have this ability, presumably representing their ability to use dream altering charms. The new Shaping specialty is used for tests of this kind.&lt;br /&gt;
* Craft (Fate): Uses the new Fate specialty. While it would be possible to make some kind of Fate based science, the mechanics surrounding Fate already have their own, complex, expensive subsystem, so don't need more complication.&lt;br /&gt;
* Craft (First Age Devices): basic craft and magitech science&lt;br /&gt;
* Craft (Genesis): basic craft and genesis science&lt;br /&gt;
* Craft (Glamour): Uses the new Shaping specialty.&lt;br /&gt;
* Craft (Jadecrafting): basic craft and supernalis science&lt;br /&gt;
* Craft (Magitech): basic craft and architectonic and magitech sciences&lt;br /&gt;
* Craft (Moliation): basic craft and moliation science&lt;br /&gt;
* Craft (Necrosurgery): basic craft and necrosurgery science&lt;br /&gt;
* Craft (Pandemonium): basic craft and pandemonium science&lt;br /&gt;
* Craft (Quintessence): basic craft and supernalis science&lt;br /&gt;
* Craft (Soulforging): basic craft and soulforging science&lt;br /&gt;
* Craft (Vitriol): basic craft and vitriolum science&lt;br /&gt;
&lt;br /&gt;
== Architectonics ==&lt;br /&gt;
&lt;br /&gt;
Anyone who can channel essence can attune to a manse. Usually, those with skill can also figure out how to alter or repair a manse. With sufficient Craft, Lore and Occult skill, it is even possible to design a manse that will cap a demesne (core.246, ex2e.133). Without knowledge of the science of architectonics, however, the resulting manse does little else. Its designer will have no control over what kind of hearthstone is produced, and cannot give the structure any special abilities at all.&lt;br /&gt;
&lt;br /&gt;
Architectonics allows a character to design manses using the point-based powers found in ''Oadenol's Codex''. It also allows for the repair of such powers within manses, though 1- and 2-point powers can be repaired without it. Repairs and alteration of higher point powers is possible for those without the science, but the result is always substandard in some way (e.g. requires continual maintenance, leaks essence, etc.).&lt;br /&gt;
&lt;br /&gt;
Knowledge of manse construction and powers has been mostly remembered from the First Age. Given the large crews needed to build most manses, secrets of the lower levels of architectonics have been widely leaked and disseminated. Most large cities will have instructors, books and even manse-construction firms if you know where to look. Information on the higher levels of architectonics, however, are fairly closely guarded secrets. Clearly the Scarlet Empire possesses a full complement of this lore and, most likely, Lookshy does as well. First Age tombs and certain spirits may be among other sources.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||None||Attune to a manse with an Intelligence + Lore (1) test&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 12 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 15 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Total of 20 dots in Craft (Earth), Occult and Lore||Design of Manse &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; with 0-point powers, general repair or alteration of same&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 1, Occult 1, Craft (Earth) 2||Repair of 1-point powers&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 2, Occult 2, Craft (Earth) 3, Geomancy 1||Repair of 2-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Occult 3, Craft (Earth) 4, Geomancy 2&amp;lt;br/&amp;gt;instruction from fairly common books, instructors||Add 1-point powers into manse designs, repair of up to 3-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Occult 4, Craft (Earth) 5, Geomancy 3&amp;lt;br/&amp;gt;instruction from known but rare books, instructors||Add 2-point powers into manse designs, repair of up to 4-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Craft (Earth) 6, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 3-point powers into manse designs, repair of up to 5-point powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Craft (Earth) 7, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 4-point powers into manse designs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Craft (Earth) 8, Geomancy 3&amp;lt;br/&amp;gt;instruction from ???||Add 5-point powers into manse designs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charmcraft ==&lt;br /&gt;
&lt;br /&gt;
As charms increase in power, it becomes more difficult for exalts to learn them without help. Exalts without tutors or other knowledge of a charm are, essentially, forced to &amp;quot;invent&amp;quot; the charms they learn. This is no problem with charms up to Essence 5. Beyond this, however, it requires detailed knowledge of charm magic, represented by the charmcraft science. Charmcraft can be used both to learn existing charms and to invent new ones. (Absent teachers, both actions are essentially identical.)&lt;br /&gt;
&lt;br /&gt;
There are two exceptions to how charmcraft operates. The first is martial arts. Martial arts charms are more universal and, therefore, not as in tune with a character's essence as her &amp;quot;native&amp;quot; charms would be. Consequently, Martial Arts charms add one to their effective essence level to determine which level of charmcraft is needed to learn them without a trainer.&lt;br /&gt;
&lt;br /&gt;
The second exception is sidereal exalts. Sidereal magic is such that sidereals cannot invent entirely new charms, so they cannot use charmcraft to do so, though they can still use it to learn existing charms. On the other hand, sidereals are much more in tune with martial arts than other exalts, so treat charms for the Martial Arts ability as &amp;quot;standard&amp;quot; charms on the table below.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, charmcraft itself is most often learned through trial and error, so may be self-taught at twice the training time. Charmcraft is ''never'' needed for charms that are taught to the exalt by a teacher or some other source, no matter what their Essence minimum is. As you can gather from the following table, charmcraft should only be relevant to high Essence campaigns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Ability to use charms||Creation of standard charms requiring Essence 5 or less.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 4 or less.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 1, Essence 6||Creation of standard charms requiring Essence 6.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3, Essence 7||Creation of standard charms requiring Essence 7.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 6.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Occult 1, Essence 8||Creation of standard charms requiring Essence 8.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 7.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 3, Essence 9||Creation of standard charms requiring Essence 9.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 8.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 5, Essence 10||Creation of standard charms requiring Essence 10.&amp;lt;br/&amp;gt;Creation of Martial Arts charms requiring Essence 9.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Genesis ==&lt;br /&gt;
&lt;br /&gt;
First Age master craftsman worked with more than just the five magical materials, they created and altered life itself. Armed with the science of genesis, they cross-bred otherwise un-breedable species into strange new ones, mutated existing creates beyond recognition, even created whole creatures from nothing. Rules for creating life appear in ''Wonders of the Lost Age''. Use of the genesis science, however, replaces the Craft (Genesis) ability described in those rules. Instead, anything requiring a certain level of Craft (Genesis) instead requires dots in the genesis science. Actual rolls using this ability instead use some ability more appropriate to what is being done, usually either a Craft (Wood), Craft (Water) or Medicine roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Medicine 3, Craft (Wood) 1, Vivomancy 2||Creation of Artifact &amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Medicine 4, Craft (Wood) 2, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Medicine 5, Craft (Wood) 3, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Medicine 6, Craft (Wood) 4, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Medicine 7, Craft (Wood) 5, Vivomancy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; organisms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Helltech ==&lt;br /&gt;
&lt;br /&gt;
Malfean artificing makes use of vitriol and demons so extensively that creating any infernal or hellforged wonders requires mastery of a wide body of knowledge, represented by the helltech science. This is similar in many ways to Magitech and Genesis, using many of the same rules [exin.170]. The applications of helltech are extremely wide, so nearly all Craft specialties (and even Medicine) might be put to use when making tests, depending on the item being created. The rating of this science, however, places an upper bound on the rating of item that can be created. In addition to knowledge, using this science also requires a certain forcefulness of personality to harness and direct the demons involved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Presence 1, Craft (Water) 1, Vitriolum 1||Creation of Artifact &amp;amp;#x25CF; or Sapience &amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Presence 2, Craft (Water) 2, Vitriolum 2||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Presence 3, Craft (Water) 3, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Presence 4, Craft (Water) 4, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Presence 5, Craft (Water) 5, Vitriolum 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; or Sapience &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; helltech&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magitech ==&lt;br /&gt;
&lt;br /&gt;
Repair and, especially, construction of the magical artifacts of the First Age requires mastery not only of a wide body of skills, but also specific knowledge of magical technology, represented by the science of magictech. Rules for repairing artifacts appear in ''Wonders of the Lost Age'', while rules for designing them appear in ''Oadenol's Codex''. Use of the magitech science, however, replaces the Craft (Magitech) ability described in those rules. Instead, anything requiring a certain level of Craft (Magitech) instead requires dots in the magitech science. Actual rolls using this ability instead use a Craft roll under an appropriate standard element (usually Fire).&lt;br /&gt;
&lt;br /&gt;
In addition to the Lore and Occult need to learn the science, actually using it also typically requires ability in at least two crafts. A primary craft (usually Fire) must be one more than an artifact being repaired or two more than an artifact being designed. A secondary craft (usually Air) must be the same rating as the artifact being repaired or designed. Some artifacts require different primary and secondary abilities. For example, a magical wooden ship might use Craft (Wood) and Craft (Water). Some artifacts might also require more than two Craft skills.&lt;br /&gt;
&lt;br /&gt;
Magitech is not needed to build or repair the simple artifacts that can be constructed in the Second Age. A bent daiklaive, for example, can be repaired by anyone with enough Craft, Lore and Occult skill. Generally speaking, artifacts with listed Repair ratings (even one with Repair: 0) need Magitech, while those without a Repair rating do not.&lt;br /&gt;
&lt;br /&gt;
Very little magitech knowledge is available, even for a price. The Scarlet Empire and Lookshy have access to at least Magitech &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, but much of information known in the First Age has been lost. What has been recovered tends to be information about very specific items, rather than more general knowledge. Worse, much recovered lore makes use of techniques or materials that are no longer available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||None||Force attunement to an artifact of the wrong material with a Wits + Lore (3) test &lt;br /&gt;
|-&lt;br /&gt;
| ||Craft ''x''||Create a mundane work worth up to Resources ''x''&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 3, Occult 3, Craft (Fire) 3, Craft (Air) 1||Repair or design simple Artifact &amp;amp;#x25CF;-&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 3, Magitech 1||Repair or design simple Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 7, Occult 7, Craft (Fire) 7, Craft (Air) 4, Magitech 2||Repair or design simple Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
| ||Lore 3, Craft (Fire) 2, Craft (Air) 1||Repair &amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Craft (Fire) 3, Craft (Air) 1||Design of complex Artifact &amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection 1||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection 1||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection 2||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Craft (Fire) 7, Craft (Air) 5, Perfection 2||Design of complex Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;, Repair &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Necromantia ==&lt;br /&gt;
&lt;br /&gt;
Anyone able to use necromancy can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the necromantia science, without which the creation of new spells is not possible. This science can also be used to learn &amp;quot;existing&amp;quot; spells (e.g. those in the book) without the associated formula.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, necromantia can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Essence 3, Shadowlands circle necromancy||Design of shadowlands circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Essence 4, Labyrinth circle necromancy||Design of labyrinth circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Essence 5, Void circle necromancy||Design of void circle spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Necrosurgery ==&lt;br /&gt;
&lt;br /&gt;
Not all who traffic with the dead limit themselves to the mere summoning and raising of corpses. Some get more&amp;amp;hellip;creative, combining parts from dead of all kinds into monsters. This is only possible for those who know the science of necrosugery, the art of assembling and animating dead flesh and harnessing necrotic energy.&lt;br /&gt;
&lt;br /&gt;
Rules for necrosurgery were introduced in ''Abyssals'' and expanded in the ''Book of Bone and Ebony''. Those rules, however, made use of a special Craft skill which is not used here. Dots in the science of necrosurgery act as an upper limit on the size class (bone.97) or artifact rating of creations made with it. Anywhere rules call for Craft (Necrosurgery), use Craft (Water), Craft (Wood), or Medicine ability, as appropriate.&lt;br /&gt;
&lt;br /&gt;
Information on necrosurgery is hard to come by, even in the underworld. Deathlords are masters, and often teach it to favored servants but, even then, plans for specific creations are often tightly guarded, lest they fall into the hands of other deathlords.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 4, Occult 3, Medicine 3, Craft (Water) 1, Shadowlands circle necromancy||Creation of Size 1 or Artifact &amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 4, Medicine 4, Craft (Water) 2||Creation of Size 2 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Occult 5, Medicine 5, Craft (Water) 3, Labyrinth circle necromancy||Creation of Size 3 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 6, Occult 6, Medicine 6, Craft (Water) 4||Creation of Size 3 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 7, Occult 7, Medicine 7, Craft (Water) 5, Void circle necromancy||Creation of Size 4 or Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; entities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perfection ==&lt;br /&gt;
&lt;br /&gt;
This science represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional mundane weapons, armor and other items. This science can be learned for other crafts as well, but is usually learned with Craft (Fire).&lt;br /&gt;
&lt;br /&gt;
The science of perfection can be mastered by mortal craftsmen, so can be found in most large cities. Some teachers may be reluctant to part with their secrets, however, or require a long apprenticeship. Perfection can also be mastered with long hours of experimentation instead of a trainer, taking ten times the usual training time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 2, Craft (Fire) 4||Creation of exceptional items (ex2e.365)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3, Craft (Fire) 6||Creation of perfect items (ex2e.366)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Permanence ==&lt;br /&gt;
&lt;br /&gt;
''Wonders of the Lost Age'' mentions the &amp;quot;lost art&amp;quot; of creating self-sustaining and self-maintaining devices. Though this knowledge might exist somewhere, it is largely lost. If found, it would represent a science, dots of which would represent a limit on the level of device that could be made permanent.&lt;br /&gt;
&lt;br /&gt;
== Spellcraft ==&lt;br /&gt;
&lt;br /&gt;
Anyone able to use sorcery can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the spellcraft science, without which the creation of new spells is not possible. This science can also be used to learn &amp;quot;existing&amp;quot; spells (e.g. those in the book) without the associated formula.&lt;br /&gt;
&lt;br /&gt;
Unlike most sciences, spellcraft can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 3, Essence 3, Terrestrial circle sorcery||Design of terrestrial circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Essence 4, Celestial circle sorcery||Design of celestial circle spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 5, Essence 5, Solar circle sorcery||Design of solar circle spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== True Alchemy ==&lt;br /&gt;
&lt;br /&gt;
While mortal alchemists dabble with trivial effects (see Thaumaturgy, below), more powerful creations can be made using true magic. Like sorcery, [http://exalted.xi.co.nz/wiki/wiki.pl?Wordman/BeyondAlchemy magical alchemy] requires use of specific charms for each level. Higher levels of magical alchemy have been theorized, but never mastered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 5, Essence 2, Alchemy 2||Creation of Artifact &amp;amp;#x25CF; consumables&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Essence 3, Alchemy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF; consumables&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Essence 4, Alchemy 3||Creation of Artifact &amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF; consumables&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Material Sciences ==&lt;br /&gt;
&lt;br /&gt;
Certain materials in Exalted prove difficult to create or use, but have an importance greater than mundane materials. The material sciences represent the additional knowledge needed to create or work these crucial materials.&lt;br /&gt;
&lt;br /&gt;
=== Moliation ===&lt;br /&gt;
&lt;br /&gt;
Certain ghost charms allow the raw manipulation of the ghostly corpus, but such magic requires intricate knowledge to wield effectively. Knowledge of this science allows the use of charms with the Moliation keyword [rol2.115]. Such charms make tests using a Craft specialty appropriate to the kind of adjustments being made, usually Wood, but occasionally Air or even Shaping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use Essence 1 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 2, Lore 1||May use Essence 2 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Lore 1||May use Essence 3 moliation charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 2||May use any moliation charms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pandemonium ===&lt;br /&gt;
&lt;br /&gt;
While some ghosts can use Craft make the details of illusions look convincing, the actual knowledge of how to produce the illusions in the first place requires mastery of pandemonium. Dots in this science allow the use to charms with the Pandemonium keyword [rol2.116]. Such charms make tests using a Craft specialty related to the illusion being created: living creatures use Wood, buildings use Earth, jewelry would use Air, and so on. Illusions of the very fantastical or images out of nightmares would use Shaping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use Essence 1 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 2, Performance 1||May use Essence 2 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Performance 1||May use Essence 3 pandemonium charms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Performance 2||May use any pandemonium charms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soulforging ===&lt;br /&gt;
&lt;br /&gt;
The methods of creating soulsteel are closely regulated in the Underworld [rol2.116]. Access to this knowledge is represented by dots in the soulforging science. Actually doing the forging typically uses Craft (Fire). Gaining access to a teacher in this science is definitely the most difficult part of learning it. (Some storytellers may which to use this science as a model for sciences based on the other materials, but this is entirely optional.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 2, Lore 2, Craft (Fire) 3||May use Craft (Fire) to forge soulsteel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 4, Craft (Fire) 5||May use Craft (Fire) to forge more esoteric versions of soulsteel, such as Oblivion's Panoply [exab.218]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Supernalis ===&lt;br /&gt;
&lt;br /&gt;
Certain materials are &amp;quot;divine&amp;quot; in the sense that they are often used by the gods. Materials like quintessence can be fashioned into nearly anything with an appropriate Craft specialty, but the knowledge of how to actually harness the quintessence itself while doing so requires additional knowledge, represented by the science of supernalis. Training for the first dot of this science is fairly simple to acquire, particularly in the Underworld, where many ghosts know it. Even some mortals, particularly on the Blessed Isle make use of it. Knowledge of the higher ranks of this science, however, is typically found only in Yu-Shan.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 2, Lore 2||May work jade with basic Craft skills&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Lore 3, Craft (Water) 2||May work quintessence with basic Craft skills&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 4, Lore 4, Craft (Shaping) 2||May work ambrosia with basic Craft skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vitriolum ===&lt;br /&gt;
&lt;br /&gt;
Nearly all helltech makes use of vitriol in some way or another. Being extremely versatile, every type of basic crafting can make use of vitriol, but actually harnessing the material to be able to use it for crafting requires the specialized knowledge of the science of vitriolum. A character's rating in this science acts as an upper limit on the rank of rituals involving solutions of vitriol [exin.175]. Vitriol-related alchemy  uses Craft (Water).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Occult 1||May use known rank 0 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1, Craft (Water) 1, Alchemy 1||May use known rank 1 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3, Craft (Water) 2, Alchemy 2||May use known rank 2 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5, Craft (Water) 3, Alchemy 3||May use known rank 3 rituals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thaumaturgy ==&lt;br /&gt;
&lt;br /&gt;
Exalts do not have a monopoly on magic. Even mortals can use magic if they know the right techniques and rituals. Mortal magic is less effective than charms or sorcery, requiring slow, specific rituals to make it work. There are ten basic sciences that comprise mortal magic, known collectively as thaumaturgy, and each must be learned separately.&lt;br /&gt;
&lt;br /&gt;
In First Edition, this system replaces the rules for Arts and Sciences in the ''Player's Guide''. In Second Edition, it replaces the rules for occult arts. Note that while standard Second Edition occult arts provided both extra dice and the ability to perform various procedures, under these rules, sciences only provide the latter. Under these rules, it is possible to learn normal specialties based on sciences. For example, a character might learn an Occult specialty in Enchantment. The combination of dots in science and specialties would be mechanically equivalent to standard Second Edition art, though the former would be slightly cheaper. Sciences in these rules are also cheaper than sciences from First Edition.&lt;br /&gt;
&lt;br /&gt;
All of these sciences require the use of specific recipes for particular effects, the complexity is measured in ranks from zero to three. In some sciences, these are called &amp;quot;rituals&amp;quot;, in others &amp;quot;formula&amp;quot; or &amp;quot;procedures&amp;quot;. Whatever the name, the result is the same: a thaumaturge must know both the ritual itself as well as the science. Most rituals have additional ability or other requirements to function.&lt;br /&gt;
&lt;br /&gt;
Rules for thaumaturgy are covered in ''Oadenol's Codex'', though the use of science here replaces the &amp;quot;degree&amp;quot; system used in those rules. A rating in the appropriate science is needed to use rituals of the corresponding rank. Some rank zero rituals exist, which can be practiced by anyone with a single dot in Occult. All of the thaumaturgical sciences have the same basic requirements. Some sciences may require additional traits as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Requires!!Allows&lt;br /&gt;
|-&lt;br /&gt;
| ||Occult 1||May use known rank 0 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Occult 1||May use known rank 1 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 3||May use known rank 2 rituals&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Occult 5||May use known rank 3 rituals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thaumaturgical texts and teachers are fairly common, though mortal savants can be protective of secrets they think only they know. Unless otherwise noted, assume that training for any thaumaturgical science can be found in most major cities.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
Alchemy combines a number of disciplines, such as pharmacy, metallurgy, even cooking, to mix and transform different ingredients. Most alchemical formulas result in some type of material, usually a liquid, that provides useful effects when consumed. Other formulas focus only on transforming material from one type into another. Most mortal alchemy doesn't work very well on exalts. Alchemists use the procedures listed in the Art of Alchemy section in ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
Instruction in the all levels of alchemy is fairly easy to come by, with teachers and books available in most cities. In particular, the books ''Salt'', ''Aether'', and ''Gold'' provide a complete course.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 2, Craft (Water) 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Craft (Water) 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 4, Craft (Water) 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Astrology ===&lt;br /&gt;
&lt;br /&gt;
While nowhere near the fate-altering ability of sidereal astrology, the astrological sciences allow mortals and exalts alike to read the stars for various information. Typically, an astrologer needs instruments to read the stars and a collection of books of stellar lore. Astrologers use the procedures listed in the Art of Astrology section in ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Lore 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Lore 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demonology ===&lt;br /&gt;
&lt;br /&gt;
Exalts most often use sorcery to summon and bind demons, but even mortals can do so with the right rituals, albeit with greater danger. Rituals also exist for more than just summoning demons, but also guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning demons.&lt;br /&gt;
&lt;br /&gt;
Instruction in the basics of demonology can be found from instructors and books in some major cities, but many places consider such knowledge evil or, at least, criminal. Even knowing the basic science, demonic rituals are often closely guarded by those who know them. Rituals used in demonology are found on in the Art of Demon Summoning section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Elementalism ===&lt;br /&gt;
&lt;br /&gt;
Exalts most often use sorcery to summon and bind elementals, but even mortals can do so with the right rituals, albeit with less ability. Rituals also exist for other elemental-based effects, such as guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning elementals.&lt;br /&gt;
&lt;br /&gt;
Instruction in the basics of demonology can be found from instructors and books in most major cities, but some places consider such practices sacrilegious, criminal or just distasteful. Within cultures that embrace it, rituals are usually easy to come by, but some might be guarded secrets of clergy or savants. Rituals used in elementalism are found on in the Art of Elemental Summoning section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
Enchantment allows mortals to create items with very minor magical effects, such as warding talismans. Few exalts practice enchantment, as Magictech is more effective. &lt;br /&gt;
&lt;br /&gt;
Training in enchantment can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for religious or financial reasons. Rituals for enchantment can be found in the Art of Enchantment section of ''Oadenol's Codex''. In addition to the requirements listed in these rituals, Craft skill appropriate to the type of enchantment must be equal or exceed the rank of the ritual.&lt;br /&gt;
&lt;br /&gt;
=== Geomancy ===&lt;br /&gt;
&lt;br /&gt;
Power flows through the land, and the nature of material and shape on large scales can conduct that power. Geomancy allows both mortals and exalts alike to see and harness that flow through ritual.&lt;br /&gt;
&lt;br /&gt;
Training in geomancy can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for academic or financial reasons. Geomantic rituals are listed in the Art of Geomancy section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Orisonurgy ===&lt;br /&gt;
&lt;br /&gt;
Prayer allows mortals to request help from the gods, but such prayers in a ritual context are often much more effective. Some are actually prayers ''against'' certain gods, offering a degree of protection against them.&lt;br /&gt;
&lt;br /&gt;
Access to training in orisonurgy varies greatly by region. In some cultures, it is practiced nearly universally to some degree. In others, access to ritual prayer may be completely controlled by the clergy. Access to rituals tends to match the local trend in ritual prayer, but rituals will almost always be provincial, often to specific local gods. Major rituals are almost always controlled by clergy of some kind. Rituals used in orisonurgy include those in the both the Art of Spirit Beckoning and the Art of Weather Working sections of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Presence 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Presence 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Presence 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thanaturgy ===&lt;br /&gt;
&lt;br /&gt;
Most cultures have rituals surrounding treatment of the dead and the afterlife. These include protection against ghosts, as well as perceiving, communicating with and summoning them, even animating the dead.&lt;br /&gt;
&lt;br /&gt;
While most places frown on rituals to raise or summon the dead, nearly all of them condone and practice rituals protecting from ghosts. As such, training in thanaturgy is very easy to come by, but some of the more odious rituals are not. Rituals used in thanaturgy include those in Art of the Dead section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
=== Vivomancy ===&lt;br /&gt;
&lt;br /&gt;
Societies in Creation use magical rituals to improve crop yields, breeding results, and managing livestock. Such rituals dealing with living things like plants and animals form the science of vivomancy.&lt;br /&gt;
&lt;br /&gt;
Unlike most thaumaturgy, you are more likely to find training for vivomancy in rural areas. Rituals used in vivomancy include those in Art of Husbandry section of ''Oadenol's Codex''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science!!Additional Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;||Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;||Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x25CF;&amp;amp;#x25CF;&amp;amp;#x25CF;||Medicine 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warding ===&lt;br /&gt;
&lt;br /&gt;
While the sciences of demonology, elementalism and thanaturgy all have rituals that protect against entities in their field of influence, the science of warding focusses on protection of all kinds (including against the same types of creatures). It is rare, but possible, for one person to know both warding and one of these other sciences.&lt;br /&gt;
&lt;br /&gt;
Warding is almost universally accepted in Creation, so training is easy to find nearly anywhere. Rituals used in warding include those in the Art of Warding and Exorcism section of ''Oadenol's Codex''.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Favorites&amp;diff=94191</id>
		<title>Favorites</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Favorites&amp;diff=94191"/>
				<updated>2015-11-02T18:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* If you want to participate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Favorites project is an opt-in, group project intended to help readers more easily find popular pages, as well as to determine what those popular pages even are. Many wikizens already have sections in their personal page that present a list of their favorites and the idea here is to leverage such lists more effectively for other readers.&lt;br /&gt;
&lt;br /&gt;
== If you want to participate ==&lt;br /&gt;
&lt;br /&gt;
To take part in this project, all you need to do is create a subpage of your personal page called &amp;lt;nowiki&amp;gt;/Favorites&amp;lt;/nowiki&amp;gt;. You can put anything you want on this page as long as the following guidelines are followed:&lt;br /&gt;
#Any part of the page containing list items that start with links will be considered your &amp;quot;favorites&amp;quot;. So, lines that start with wiki text like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;*[[SomeLink]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;,  &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;*SomeOtherLink&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;**SomeSubListLink&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; are favorites, but no other links on the page will be. (The idea here is that such a restriction makes it easy for software to parse your favorites page and choose which links are your favorites and which are not.)&lt;br /&gt;
#Any given page should be linked as a favorite only once on your favorites page.&lt;br /&gt;
#Do not enter links that redirect to other pages. Instead, enter the final destination of the redirect.&lt;br /&gt;
#Of your favorites, only one page may be listed that is solely your own work, but it cannot be your main user page. That is, you can vote for exactly one of your own pages.&lt;br /&gt;
#Do be displayed in the &amp;quot;Top Favorites&amp;quot; list, a page must received two or more votes.&lt;br /&gt;
#Add a link to your favorites page in the list below.&lt;br /&gt;
&lt;br /&gt;
== Top Favorites ==&lt;br /&gt;
&lt;br /&gt;
These pages have been voted by the participating users (see below) as this wiki's favorite pages:&lt;br /&gt;
&lt;br /&gt;
:'''Favorite of 8 users:'''&lt;br /&gt;
::[[ATaxonomyOfMadness]]&lt;br /&gt;
:'''Favorite of 5 users:'''&lt;br /&gt;
::[[TheMyriadOfShades/CharmTheory]]&lt;br /&gt;
::[[TonyC/SolarsVsLion]]&lt;br /&gt;
:'''Favorite of 4 users:'''&lt;br /&gt;
::[[FourWillowsWeeping]]&lt;br /&gt;
::[[HowToEnrichCattleProduction]]&lt;br /&gt;
::[[Ikselam]]&lt;br /&gt;
::[[JPCardier/DemonKillerWhite]]&lt;br /&gt;
::[[MartialArtsRelay]]&lt;br /&gt;
:'''Favorite of 3 users:'''&lt;br /&gt;
::[[CrunchRelay]]&lt;br /&gt;
::[[FairFolkShapingCombatPrimer]]&lt;br /&gt;
::[[HearthStones/Ikselam]]&lt;br /&gt;
::[[LexiconOfElderDays]]&lt;br /&gt;
::[[LoreOneExalted]]&lt;br /&gt;
::[[OptimizingAstrology]]&lt;br /&gt;
::[[Quendalon/Numerology]]&lt;br /&gt;
::[[TheKawaiiEdition]]&lt;br /&gt;
::[[TheNexusProject]]&lt;br /&gt;
::[[TrialBySchmendrick]]&lt;br /&gt;
:'''Favorite of 2 users:'''&lt;br /&gt;
::[[ArtifactList]]&lt;br /&gt;
::[[ArtifactRelay]]&lt;br /&gt;
::[[Artifacts/Ikselam]]&lt;br /&gt;
::[[CelestialBureaucracy]]&lt;br /&gt;
::[[Eniko/RakshaChargen]]&lt;br /&gt;
::[[FrivYeti/SteelAndGlass]]&lt;br /&gt;
::[[FrivYeti/Wyldspan]]&lt;br /&gt;
::[[LunarsAreFine]]&lt;br /&gt;
::[[ManseRelay]]&lt;br /&gt;
::[[MartialArts/BestOf]]&lt;br /&gt;
::[[MartialArts/TreadingOnDiamondsStyle]]&lt;br /&gt;
::[[QuotesofGoodness]]&lt;br /&gt;
::[[Seiraryu/ElsewhereTavern]]&lt;br /&gt;
::[[Shataina/ManseCreation]]&lt;br /&gt;
::[[Telgar]]&lt;br /&gt;
::[[TheHoverpope/Demons]]&lt;br /&gt;
::[[WriterQuotes]]&lt;br /&gt;
&lt;br /&gt;
== Next Update ==&lt;br /&gt;
&lt;br /&gt;
21 Jun 2010&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I geeked out a bit last night and wrote the software to sum up the favorites. The results are fairly dull right now, since there are only three participants, so I'll wait to post them. Feel free to check out the current[[Favorites/RunLog]] and make sure it's working correctly. -- [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
So ... I guess the various non-favourite links on mine could screw up your thing.  Is there a tag or something that I can put on links I don't want to be counted?&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
Sort of. As I tried to explain above, any link that comes at the ''exact'' beginning of ''a list item'' is considered a favorite. Nothing else is. So, on your page, the link in the line &amp;quot;EJGRgunner is a friend of mine and never did much here, but&amp;quot; is ''not'' a favorite because it isn't part of a list, while the link in the list item that follows it is. By the same token, the first two list links to the Lexicon and the Nexus project are ''not'' counted as favorites, because the word &amp;quot;The&amp;quot; comes between the start of the list item and the link. Similarly, the &amp;quot;back to Shataina&amp;quot; is not counted, because the link does not occur at the immediate start of the list item. The other list links on your page would be counted, because the appear right at the start of the list items. So, I think if you removed &amp;quot;The&amp;quot; from the links to the Lexicon and the Nexus project, the code would correctly distinguish which of your links were real favorites and which are not. In its current form, the code would get everything correct except those first two. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
:OK, but I removed the &amp;quot;The&amp;quot; and it looks like they still didn't get counted.  Also, I think it would be helpful if people tried to put actual links on their lists rather than redirects.  It seems silly that both [[JPCardier/DemonKillerWhite]] and [[DemonKillerWhite]] are in the 1 list, despite the fact that the latter redirects to the former.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
:My bad. The last run I did was using page data from prior to your edits. This latest run includes your changes. I agree about redirects, but probably will not put in the effort to track down such things, though it might be possible. Instead, I've added a guideline above encouraging people to use the most recent page. Looks like people might have corrected the links you mentioned already. -- [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
What would people think of the addition of another page much like this one called &amp;quot;My Best&amp;quot; or something similar, where instead of a Favorites page, you could build a &amp;quot;My Best&amp;quot; page with, like, three links to what you think is your own best work, and similar code would assemble those into a list. Would that even be worth reading? What if you could had a &amp;quot;my best&amp;quot; section to your favorites page, with exactly two links to your own best stuff? Would more people participate in Favorites if they could toot their own horn a little? - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
:Isn't that what userpages are for? -[[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:I suppose. The idea here is that scattered links are unified on a single page, without authors having to worry about updating multiple places. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
::Perhaps volunteers could create an itemized section on their userpages for such a thing? - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
::Or maybe their Favorites page, which I'm already scanning. Dunno. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Is this still going to be updated? - [[Eniko]]&lt;br /&gt;
&lt;br /&gt;
As you can see in the version history, this actually was updated on 21 Dec 2007. I just forgot to change the &amp;quot;next update&amp;quot; date. As fate would have it, the spring equinox is on the 20th, so next update should be soon. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Given that there are more people participating now, I'm changing the rules a bit for the next update. See the start of the page. Basically, you can now add ''one'' of your own pages to your favorites list (but not your main user page); however, pages that receive only one vote will no longer be listed in the &amp;quot;Top Favorites&amp;quot; list. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Serious this time. No more one vote pages. - [[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Books&amp;diff=94190</id>
		<title>Books</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Books&amp;diff=94190"/>
				<updated>2015-11-01T08:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fill in Second Edition. Add Third&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of the books that exist for Exalted, including descriptions. See also [[ExaltedReleaseSchedule]], which tells us when not-yet-released books will come out.  Feel free to add your own notes and reviews to these book descriptions; please keep in mind that the purpose of these reviews is to help people decide whether to buy these books.  In other words, try to write things that say, for example, &amp;quot;I like this book because ...&amp;quot; rather than &amp;quot;This book r0xx0rz my s0xx0rz &amp;amp; I want to have GCG's children!&amp;quot;  Not that, you know, anyone &amp;lt;b&amp;gt;minds&amp;lt;/b&amp;gt; if you want to have Grabowski's children ... but try to give us some actual information on top of that little factoid.&lt;br /&gt;
&lt;br /&gt;
* back to [[WikiContent]]&lt;br /&gt;
&lt;br /&gt;
== Third Edition ==&lt;br /&gt;
&lt;br /&gt;
=== Core Books ===&lt;br /&gt;
* [[Books/ExaltedThird|Exalted Third Edition]]: The third edition core rules.&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
=== Core Books ===&lt;br /&gt;
* [[Books/ExaltedSecond|Exalted Second Edition]]: The new core rulebook for the redone Exalted.&lt;br /&gt;
* [[Books/ExaltedSecondStorytellersCompanion|Exalted 2nd Edition Storyteller's Companion]]&lt;br /&gt;
&lt;br /&gt;
=== Manuals of Exalted Power ===&lt;br /&gt;
Character books.&lt;br /&gt;
&lt;br /&gt;
* [[Books/TheDragonBloodedSecond|The Dragon-Blooded]]&lt;br /&gt;
* [[Books/LunarsSecond|Lunars]]&lt;br /&gt;
* [[Books/AbyssalsSecond|Abyssals]]&lt;br /&gt;
* [[Books/SiderealsSecond|Sidereals]]&lt;br /&gt;
* [[Books/AlchemicalsSecond|Alchemicals]]&lt;br /&gt;
* [[Books/InfernalsSecond|Infernals]], expanded by [[Books/BrokenWingedCrane|Broken Winged Crane]]&lt;br /&gt;
* [[Books/GracefulWickedMasques|Graceful Wicked Masques]]&lt;br /&gt;
&lt;br /&gt;
=== The Books of Sorcery ===&lt;br /&gt;
Magic books.&lt;br /&gt;
&lt;br /&gt;
* Volume 1: [[Books/WondersOfTheLostAge|Wonders of the Lost Age]]: Artifacts from the First Age.&lt;br /&gt;
* Volume 2: [[Books/WhiteAndBlackTreatises|White and Black Treatises]]: Spells and notes for Sorcery and Necromancy.&lt;br /&gt;
* Volume 3: [[Books/OadenolsCodex|Oadenol's Codex]]: More artifacts, rules for creating artifacts &amp;amp; manses, and the complete thaumaturgy system.&lt;br /&gt;
* Volume 4: [[Books/RollOfGloriousDivinity1|Roll of Glorious Divinity I]]: A roster of gods and elementals.&lt;br /&gt;
* Volume 5: [[Books/RollOfGloriousDivinity2|Roll of Glorious Divinity II]]: A roster of demons and ghosts. The electronic only [[Books/LostArtsOfTheDead|Lost Arts of the Dead]] supplements this volume with additional [[Arcanoi]].&lt;br /&gt;
&lt;br /&gt;
=== The Compass of Terrestrial Directions ===&lt;br /&gt;
Location books, one for each direction.&lt;br /&gt;
&lt;br /&gt;
* Volume 1: [[Books/CoTD1ScavengerLands|The Scavenger Lands]]&lt;br /&gt;
* Volume 2: [[Books/COTD2West|The West]]&lt;br /&gt;
* Volume 3: [[Books/CoTD3East|The East]]&lt;br /&gt;
* Volume 4: [[Books/CoTD4South|The South]]&lt;br /&gt;
* Volume 5: [[Books/CoTD5North|The North]]&lt;br /&gt;
&lt;br /&gt;
=== The Compass of Celestial Directions ===&lt;br /&gt;
Supernatural location books.&lt;br /&gt;
&lt;br /&gt;
* Volume 1: [[Books/TheBlessedIsle|The Blessed Isle]]&lt;br /&gt;
* Volume 2: [[Books/TheWyld|The Wyld]], expanded by [[Books/SplintersOfTheWyld|Splinters of the Wyld]]&lt;br /&gt;
* Volume 3: [[Books/Yu-Shan|Yu-Shan]]&lt;br /&gt;
* Volume 4: [[Books/TheUnderworld|The Underworld]]&lt;br /&gt;
* Volume 5: [[Books/Malfeas|Malfeas]]&lt;br /&gt;
* Volume 6: [[Books/Autochthonia|Autochthonia]]&lt;br /&gt;
&lt;br /&gt;
=== The Five Scrolls of Esoteric Wisdom ===&lt;br /&gt;
&amp;quot;We couldn't come up with a unifying theme&amp;quot; books.&lt;br /&gt;
&lt;br /&gt;
* Volume 1: [[Books/TheScrollOfTheMonk|The Scroll of the Monk]], expanded by [[Books/TheImperfectLotus|The Imperfect Lotus]]&lt;br /&gt;
* Volume 2: [[Books/TheScrollOfTheLesserRaces|The Scroll of the Lesser Races]]&lt;br /&gt;
* Volume 3: [[Books/TheScrollOfFallenRaces|The Scroll of Fallen Races]], expanded by [[Books/DebrisFromTheFallenRaces|Debris From the Fallen Races]]&lt;br /&gt;
* Volume 4: [[Books/TheScrollOfHeroes|The Scroll of Heroes]]&lt;br /&gt;
* Volume 5: [[Books/TheScrollOfExalts|The Scroll of Exalts]]&lt;br /&gt;
&lt;br /&gt;
=== Books that do not have a series title ===&lt;br /&gt;
* [[Books/TheScrollOfKings|The Scroll of Kings]]&lt;br /&gt;
* [[Books/DreamsOfTheFirstAge|Dreams of the First Age]]&lt;br /&gt;
* [[Books/ScrollOfSwallowedDarkness|Scroll of Swallowed Darkness]]&lt;br /&gt;
* [[Books/ShardsOfTheExaltedDream|Shards of the Exalted Dream]]&lt;br /&gt;
* [[Books/ThousandCorrectActions|The Thousand Correct Actions of the Upright Soldier]]&lt;br /&gt;
* [[Books/GloriesOfTheMostHigh|Glories of the Most High]]&lt;br /&gt;
* [[Books/InkMonkeys|Ink Monkeys]]&lt;br /&gt;
* [[Books/MastersOfJade|Masters of Jade]]&lt;br /&gt;
* [[Books/ReturnOfTheScarletEmpress|Return of the Scarlet Empress]]&lt;br /&gt;
* [[Books/UnderTheRose|Under the Rose]]&lt;br /&gt;
&lt;br /&gt;
=== Adventures ===&lt;br /&gt;
* [[Books/ReturnToTheTombOfFiveCorners|Return to the Tomb of Five Corners]]&lt;br /&gt;
* [[Books/ContagionOfLaw|Contagion of Law]]&lt;br /&gt;
* [[Books/DaughterOfNexus|Daughter of Nexus]]&lt;br /&gt;
* [[Books/DiseaseOfAnEvilConscience|Disease of an Evil Conscience]]&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
=== Core Rulebooks ===&lt;br /&gt;
These are books that are probably most useful for playing the game and &amp;lt;i&amp;gt;don't&amp;lt;/i&amp;gt; fall under the other categories.&lt;br /&gt;
&lt;br /&gt;
* [[Books/Exalted|Exalted]]: Hardback, with a picture of Harmonious Jade, Night Caste, on the cover.&lt;br /&gt;
* [[Books/ExaltedPlayersGuide|Exalted Players Guide]]: White Wolf had a contest that players could enter to try to get onto the cover of this book; the list of winning character descriptions is available [http://www.white-wolf.com/ExaltedWeb/ExaltedContest10292003.html here].  The cover girl is Heysha Black Asp, the guy on the back cover is Shado, and the winning characters are all on the inside cover as well as the outside.  On the inside cover, they are, from right to left: top row -- Maric, Hentoshi Salume, Heysha Black Asp, Rhazahd Va'deen, Ombato Hammer Horn; middle guy on cloud -- Shado; bottom row -- Shadow, Prophet of Crimson and Steel, [[ExaltedWiki]]'s very own [[Shataina/LadyShataina|Lady Shataina]] (creator: [[Shataina]]), Crumbling Pillar, and Tepet Kenjarek.&lt;br /&gt;
* [[Books/ExaltedStorytellersCompanion|Exalted Storyteller's Companion]]: The first supplement for Exalted. Softcover, red spine, has a picture of a lot of characters on the front. (These appear to be, clockwise from top: Tepet Ejava (the Roseblack), Chejop Kejak, Panther, Dace, Swan, Harmonious Jade, Arianna, and some Lunar dude.)    &amp;lt;i&amp;gt;Reviewed by [[Shataina]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fatsplats ===&lt;br /&gt;
These large, hardback books each describe a different sort of Exalted and a certain area of the setting.&lt;br /&gt;
&lt;br /&gt;
* [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]]: Cover character: Peleps Deled, Water Aspect.  &amp;lt;i&amp;gt;Reviewed by [[MidKnight]]&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[Books/ExaltedTheLunars|Exalted: The Lunars]]: Cover character: Strength of Many, Full Moon.&lt;br /&gt;
* [[Books/ExaltedTheAbyssals|Exalted: The Abyssals]]: Cover character: the Maiden of the Mirthless Smile, Dusk Caste.&lt;br /&gt;
* [[Books/ExaltedTheSidereals|Exalted: The Sidereals]]: Cover character: Shepherd of the North Star, Chosen of Journeys.&lt;br /&gt;
* [[Books/ExaltedTheFairFolk|Exalted: The Fair Folk]]: Cover character: Neshi of the Double Whips, Imperial Raksha. In the background (from right edge of front cover to left edge of rear) are Shikuzi, Laughing Boy, Neshi again, and Dilari of the Sea Foam.&lt;br /&gt;
* [[Books/ExaltedTheAutochthonians|Exalted: The Autochthonians]]: Cover character: Stern Whip of Industry, Jade Caste. - &amp;lt;i&amp;gt;Reviewed by [[Darloth]] and [[Falcon]]&amp;lt;/i&amp;gt;&lt;br /&gt;
=== Splatbooks ===&lt;br /&gt;
&lt;br /&gt;
==== Solar Caste Books ====&lt;br /&gt;
* [[Books/CasteBookDawn|Caste Book Dawn]]: Cover character: Dace.&lt;br /&gt;
* [[Books/CasteBookZenith|Caste Book Zenith]]: Cover character: Panther.&lt;br /&gt;
* [[Books/CasteBookTwilight|Caste Book Twilight]]: Cover character: Arianna.&lt;br /&gt;
* [[Books/CasteBookNight|Caste Book Night]]: Cover character: Harmonious Jade.&lt;br /&gt;
* [[Books/CasteBookEclipse|Caste Book Eclipse]]: Cover character: Swan.&lt;br /&gt;
&lt;br /&gt;
==== Dragon-Blooded Aspect Books ====&lt;br /&gt;
* [[Books/AspectBookAir|Aspect Book Air]]: Cover character: Tepet Arada.  &amp;lt;i&amp;gt;Reviewed by [[BaronSamedi]]&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[Books/AspectBookEarth|Aspect Book Earth]]: Cover character: Mnemon.&lt;br /&gt;
* [[Books/AspectBookFire|Aspect Book Fire]]: Cover character: Sesus Rafara.&lt;br /&gt;
* [[Books/AspectBookWater|Aspect Book Water]]: Cover character: Peleps Deled.&lt;br /&gt;
* [[Books/AspectBookWood|Aspect Bood Wood]]: Cover character: Sesus &amp;quot;The Slug&amp;quot; Nagezzer&lt;br /&gt;
&lt;br /&gt;
=== Adventures ===&lt;br /&gt;
* [[Books/RuinsOfRathess|Ruins of Rathess]]&lt;br /&gt;
* [[Books/TimeOfTumult|Time of Tumult]]&lt;br /&gt;
* [[Books/TombOfFiveCorners|Tomb of Five Corners]]&lt;br /&gt;
&lt;br /&gt;
=== Location Books ===&lt;br /&gt;
These either focus on a particular region of [[Creation]] or, despite having a different focus, shed a lot of light on an area.&lt;br /&gt;
&lt;br /&gt;
* [[Books/BastionsOfTheNorth|Bastions of the North]]&lt;br /&gt;
* [[Books/BloodAndSalt|Blood and Salt]] &amp;lt;i&amp;gt;Reviewed by [[BaronSamedi]]&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[Books/ExaltedTheOutcaste|Exalted: The Outcaste]]&lt;br /&gt;
* [[Books/HousesOfTheBullGod|Houses of the Bull God]]&lt;br /&gt;
* [[Books/KingdomOfHalta|Kingdom of Halta]]&lt;br /&gt;
* [[Books/RuinsOfRathess|Ruins of Rathess]]&lt;br /&gt;
* [[Books/ScavengerSons|Scavenger Sons]] &amp;lt;i&amp;gt;Quick Note by [[BrilliantRain]] &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sourcebooks ===&lt;br /&gt;
These expand on a particular facet of the game, system- or setting-wise.&lt;br /&gt;
&lt;br /&gt;
* [[Books/BookOfBoneAndEbony|Book of Bone and Ebony]]&lt;br /&gt;
* [[Books/BookOfThreeCircles|Book of Three Circles]]&lt;br /&gt;
* [[Books/CreaturesOfTheWyld|Creatures of the Wyld]]&lt;br /&gt;
* [[Books/CultOfTheIlluminated|Cult of the Illuminated]]&lt;br /&gt;
* [[Books/GamesOfDivinity|Games of Divinity]]  &amp;lt;i&amp;gt;Reviewed by [[Shataina]]&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[Books/ExaltedTheOutcaste|Exalted: The Outcaste]]&lt;br /&gt;
* [[Books/ManacleAndCoin|Manacle and Coin]]&lt;br /&gt;
* [[Books/SavageSeas|Savage Seas]]&lt;br /&gt;
* [[Books/SavantAndSorcerer|Savant and Sorcerer]]  &amp;lt;i&amp;gt;Reviewed by [[Shataina]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fiction ===&lt;br /&gt;
* Caste Novels&lt;br /&gt;
** [[Books/ADayDarkAsNight|A Day Dark as Night]]&lt;br /&gt;
** [[Books/RelicOfTheDawn|Relic of the Dawn]]&lt;br /&gt;
** [[Books/InNorthernTwilight|In Northern Twilight]]&lt;br /&gt;
** [[Books/PillarOfTheSun|Pillar of the Sun]]&lt;br /&gt;
** [[Books/AShadowOverHeavensEye|A Shadow over Heaven's Eye]]&lt;br /&gt;
* Trilogy of the Second Age&lt;br /&gt;
** [[Books/ChosenOfTheSun|Chosen of the Sun]]&lt;br /&gt;
** [[Books/BelovedOfTheDead|Beloved of the Dead]]&lt;br /&gt;
** [[Books/ChildrenOfTheDragon|Children of the Dragon]]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
That's Peleps Delad on the cover, not Sesus Ajusa.  And why does it have to be noted?  It seems that the other books are fine without such subtext.  In all actuality, I don't think descriptions of the covers are even that necessary when I think on it.  And why are they all links?  What's wrong with them just being a list and all that?&lt;br /&gt;
&lt;br /&gt;
T'is good otherwise.  Stuff.  [[Blaque]]&lt;br /&gt;
&lt;br /&gt;
:I just thought descriptions of who was on the covers would be kind of neat. As for the linkage... I intended to create a sub-page for each book that could be linked to from other wikipages and would have reviews, synopses, notes on availability and / or necessity, and other notes specifically related to the book itself. But I kinda stuck it on the back burner... -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
I couldn't remember all the cover characters, but I did my best.  (Also, I second Blaque, not that I have any idea who that guy on the Dragon-Blooded cover is, but he's definitely a Water Aspect at least.)  Do you care if other people put their own comments on these book subpages?  I probably will at some point (I have a &amp;lt;b&amp;gt;lot&amp;lt;/b&amp;gt; of time to kill today and free wireless internet to steal), but you can feel free to yell at me if you envisioned this as being a personal project.  :)&amp;lt;br&amp;gt;~ [[Shataina]]&amp;lt;br&amp;gt;PS: I see no reason for there to be both [[BookReviews]] and this page, so I'm going to put in redirects on [[BookReviews]] and transfer all that stuff over here, since this page is way better set up and I think it's better to have a more general overview plus reviews rather than a general overview page and a separate review page.&lt;br /&gt;
&lt;br /&gt;
:Heck, I don't mind at all. It's a wiki, after all... and I don't have all of the books, either. :( -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
::Rock.  One thing I've just noticed:  Amazon sucks for information about exactly what authors wrote which books, and so does the White Wolf website itself.  I'm now making entries for every book, so if anyone wants to go through them and write in the authors, that would be cool.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
Added a couple of cover characters. --[[MF]]&lt;br /&gt;
&lt;br /&gt;
: Um, Cathak Cainan is most certainly male.  I'm pretty sure the cover girl of AB:Fire is Sesus Rafara. -- [[Xeriar]]&lt;br /&gt;
&lt;br /&gt;
:: Changed, Rafara has the robes and the ring-chain-glove thing, while Cainan's.. um, armor-clad and has facial hair. If someone feels upset by me changing it, feel free to scream and whatnot. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
:: Cover &amp;lt;i&amp;gt;girl?&amp;lt;/i&amp;gt; Damn, do I ever need new glasses! --[[MF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The guy on the Lunars cover is Strength of Many, the Bull-totemed Full Moon in the splat and the ficiton.  He has the bull legs, not the Boar, who has tusks.  Just a note.  Its also [[SoM]]'s axe in the illustrations of him if you sit and compare to make sure.&lt;br /&gt;
&lt;br /&gt;
Stuff.  [[Blaque]]&lt;br /&gt;
&lt;br /&gt;
I'm gonna make a fiction catagory for a Day as Dark as Night, actually. It just seems wrong to me in adventures. As usual, if people object, just move it back and I won't do it again.&amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
:Added E:tFF's entry and cover character, A Day Dark As Night, and the Trilogy of the Second Age. Changed the order of the fiction books around, reformatted In Northern Twilight and Relic of the Dawn. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
Minor organizational reformat of the fiction section.  -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
Adding links for the last two caste novels, Autochthon fatsplat.  Also, highlighting Shataina's name (Mad Propz) -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
:Aww, thanks.  The character's at [[Shataina/LadyShataina]], if you care.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
So many minor edits. I can't count them all, but there's the result of my 3-4 AM anal-retentive organization spree. Enjoy. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
Hey, it says that the fatsplat for the Autochthonians comes out May 2, but it's, like, May 5th or 6th (I'm too lazy to check), and I haven't even heard anything about it yet. Are we sure that date's right? -- [[CaptainPenguin]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's out. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
I own a copy. It's good.&amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
I figured out who the guy on the front of the Autochthon book. He's on page 225. looking at the desciption and the cover it becomes quite obvious. - [[Paladinltd]]&lt;br /&gt;
&lt;br /&gt;
It's not him. MPAC rolls along on castors, has four arms and uses a daiklave rather than a grimcleaver. Could he be Stern Whip of Industry, perhaps? - [[Falcon]]&lt;br /&gt;
&lt;br /&gt;
:Stern Whip, that's what I thought. However, I think it's &amp;lt;nowiki&amp;gt;SWoI&amp;lt;/nowiki&amp;gt; who's depicted on the full-size image next to the intro story to Chapter 2, and he doesn't look much like the guy on the cover. Usually, the characters are very similar, no matter which artist drew them. -[[X]]&lt;br /&gt;
&lt;br /&gt;
::Ah I stand corrected. this is quite annoying. they should have just put Lissome Avid Engineer on there. at least she had a story. - [[Paladinltd]]&lt;br /&gt;
&lt;br /&gt;
:::Maybe we should just call him Bob the Jade-Caste Alchemical. He looks like a Bob to me... - [[Falcon|F]]&lt;br /&gt;
&lt;br /&gt;
:::I agree abvout LAE.  She should have been on the cover for the story reason... plus she's a hottie.  Other odd thing, most of the characters pictured in the caste descriptions are identifiable.  Well... 3 at least.  The Starmetal is clearly Lissome Avid Engineer, the Moonsilver I'm fairly certain is Excessively Righteous Blossom, and I'm darn sure I thought I knew who the Orichalcum was too.  Are the Caste characters from past Exalted fat splats generally identifiable as characters from intro pieces elsewhere in the book?  -[[Krendal]]&lt;br /&gt;
&lt;br /&gt;
::::Yes, which is really the only reason to suspect that the Jade Caste signature character is &amp;lt;nowiki&amp;gt;SWoI&amp;lt;/nowiki&amp;gt;.  Note also that the two mortals in the back cover background are clearly Tringle and Ives from the Chapter 1 [[Fictro|fictro]].  And frankly, I'm pleased that Lissome Avid Engineer didn't make the cover, because I'm sick of having to plaster the covers of Exalted books with contact paper in order to read them in public without raising eyebrows and getting lousy service from offended waitresses.  Furthermore, while I know at least one female electrical engineer who's enough of an exhibitionist to dress like that in public, I bet she doesn't do it while working; the less skin you expose, the less likely you are to get globs of hot solder spattered on it. --[[MF]]&lt;br /&gt;
&lt;br /&gt;
:::::Hmmm... actually, after I made that pose I went through the Alchemical castes, and I realized that I personally can only definitively identify the Moonsilver (Excessively Righteous Blossom) and the Starmetal (Lissome Avid Engineer).  I thought I felt like I knew who the Orichalcum was, but after combing the book, I couldn't place him.  And I have NO idea who the Soulsteel is or the Jade (theories about Stern Whip of Industry notwithstanding).  Then I was flipping through Fair Folk again, and I personally have no idea who any of that books caste figures are supposed to be (though others on here might).  So... I'm now wondering if at least some caste characters aren't necessarily clearing defined.  -[[Krendal]]&lt;br /&gt;
&lt;br /&gt;
::::::The Orichalcum looks to be Fair-Spoken Rishi; note that each of his eye-sockets contains four green eyes in a diamond formation, just as described on p. 225.  As for Fair Folk, Diplomat is &amp;lt;i&amp;gt;clearly&amp;lt;/i&amp;gt; Neshi of the Double Whips, Entertainer is Dilari of the Sea Foam, Warrior is Laughing Boy, Worker is Shikuzi. Same four that are in the background of the cover illustration, same four that figure in the chapter [[fictro]]s. --[[MF]]&lt;br /&gt;
&lt;br /&gt;
I just updated the Second Edition section to reflect the gameplan given in the back of Book/[[ExaltedSecondStorytellersCompanion]], along with everything I could find about upcoming releases. --[[Dataweaver]]&lt;br /&gt;
&lt;br /&gt;
Does anyone know about the status of the [[Books/ScrollOfKings|Scroll of Kings]]? It's not put as one of the Scrolls of Esoteric Wisdom, but the blurb in the Coming Next In This Series lists [[Books/TheScrollOfTheLesserRaces|The Scroll of the Lesser Races]] as the &amp;lt;i&amp;gt;second&amp;lt;/i&amp;gt; of the Scrolls of Esoteric Wisdom, which would put the [[Books/ScrollOfKings|Scroll of Kings]] as a volume 1.5 of the series. --[[Birion]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=94184</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=94184"/>
				<updated>2015-09-23T18:02:03Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fate Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== Fate Core ===&lt;br /&gt;
&lt;br /&gt;
A number of people have remarked that the Fate Core supplement [http://www.evilhat.com/home/fate-worlds-and-adventures/ Venture City Stories] has some good techniques for running Exalted with the system. Similar statements are made about the [http://fate-srd.com/fate-system-toolkit/six-viziers Six Viziers] magic system in the toolkit.&lt;br /&gt;
&lt;br /&gt;
Some [https://docs.google.com/document/d/1CgaAzSc7KWg0RZz76w52A1CY5i-5A2I0Cp3RhJdZGBQ/edit more directed conversions] also exist.&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SuturedDefenseValue&amp;diff=94183</id>
		<title>SuturedDefenseValue</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SuturedDefenseValue&amp;diff=94183"/>
				<updated>2015-09-23T17:42:35Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the process of [[DissectingDefenseValue]], which does a decent job of laying out what the Second Edition rules ''actually say'', it became clear that what the rules governing defense value actually say is, in many ways, an incoherent mess, filled with outright contradictions and ambiguous language. Now that DV has been dissected, this page aims to assemble various ways it can be stitched back together into something coherent that is still largely canonical. What follows are links to what are technically house rules, but house rules that stick to canon when they can.&lt;br /&gt;
&lt;br /&gt;
Some of the variations presented here may be used with others; some are mutually exclusive. If you want to add your own, add links here, then detail your change on separate pages. If you have a comment about a specific rule set, please make the comment in the page of that rule set, not on this page. If you use any of these variations, please indicate so by adding your name to the variations(s) that you use.&lt;br /&gt;
&lt;br /&gt;
== Minor Variations ==&lt;br /&gt;
&lt;br /&gt;
Minor variations are tweaks to few general rules and a meant to be mixed and matched, though some are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
=== Consistent Stunting Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/ConsistentStunting]] variation is a minor change to resolve a blatant rules contradiction. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[Wordman]]&lt;br /&gt;
*[[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
=== Wound/Mobility Consistency Variation ===&lt;br /&gt;
&lt;br /&gt;
The minor [[SuturedDefenseValue/WoundMobilityConsistency]] variation makes mobility penalties work the same way work as wound penalties do when modifying defense. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[Darloth]]&lt;br /&gt;
*[[Trithne]]&lt;br /&gt;
&lt;br /&gt;
=== Penalty Consistency Variation ===&lt;br /&gt;
&lt;br /&gt;
The minor[[SuturedDefenseValue/PenaltyConsistency]] variation makes wound penalties and mobility penalties work the same way in all cases. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[Wordman]]&lt;br /&gt;
*[[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
=== Pacing Intent Variation ===&lt;br /&gt;
&lt;br /&gt;
The[[SuturedDefenseValue/PacingIntent]] variation restores some speed to a static defense system by eliminating all defensive rolling. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[Wordman]]&lt;br /&gt;
*[[IanPrice]]&lt;br /&gt;
*[[Darloth]]&lt;br /&gt;
*[[Trithne]]&lt;br /&gt;
&lt;br /&gt;
=== Success Consistency Variation ===&lt;br /&gt;
&lt;br /&gt;
The[[SuturedDefenseValue/SuccessConsistency]] simplifies DV calculations by treating most DV modification like adding successes and, thus, ignoring dice caps. This is a fairly large change. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
=== Linguistic Normalization Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/LinguisticNormalization]] variation takes the approach that charms that add &amp;quot;half&amp;quot; of some value to defense are intended to work as pool adders. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Major Variations ==&lt;br /&gt;
&lt;br /&gt;
Major variations are meant to act as complete systems, generally using some combination of minor variations above, and typically with a guiding strategy to resolve ambiguities.&lt;br /&gt;
&lt;br /&gt;
=== Likely Canonical Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/LikelyCanonical]] variation is the best guess at what the actual ''intent'' of the published rules are. It assumes that the theory given at the start of [[DissectingDefenseValue]] is reasonably close to the truth and that the &amp;quot;everything modifies DV directly&amp;quot; based rules are what should have survived final editing.&lt;br /&gt;
&lt;br /&gt;
*your name here&lt;br /&gt;
&lt;br /&gt;
=== Nicer-Math Speed-Hybrid Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/NicerMathSpeedHybrid]] variation takes the Likely Canonical variation and eliminates some of its inconsistencies regarding penalties, virtues and stunts. At the same time, it speeds up the process by eliminating most of what little rolling remains.&lt;br /&gt;
&lt;br /&gt;
*[[Wordman]]&lt;br /&gt;
&lt;br /&gt;
=== No Pool Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/NoPool]] variation seeks consistency by eliminating any mention of pools for defense, ignoring the mathematical underpinnings of DV and giving it rules of its own. It is in some ways a greater departure than the others, but also may be simpler. It differs from the Likely Canonical version by treating inapplicable defenses as trumping charms. It is used by:&lt;br /&gt;
&lt;br /&gt;
*your name here&lt;br /&gt;
&lt;br /&gt;
=== Pool Consistency Variation ===&lt;br /&gt;
&lt;br /&gt;
The [[SuturedDefenseValue/PoolConsistency]] variation sticks with what might have been the mathematical intent of the rules, treating everything as dice pool modification. It is used by:&lt;br /&gt;
&lt;br /&gt;
*[[HeWhoSpeaksOfDarkness]]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Cool work going on here, I read through these and noticed a conspicuous lack of what I consider the best option; chucking static DV and rolling the damn dice. Would that houserule be a reasonable &amp;quot;Major Variation&amp;quot; within the context of this project? I ask because it feels less like suturing the Defense Value and more like amputating it. -[[Vaegrim]]&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Major Variation&amp;quot; sounds right to me. Go to town! - [[Wordman]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/Mrote&amp;diff=94182</id>
		<title>Artifacts/Mrote</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/Mrote&amp;diff=94182"/>
				<updated>2015-09-22T15:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CrownedSun/Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= Mrote, Orichalcum Throwing Klaive =&lt;br /&gt;
Forged in the First Age at the behest of the Night Caste 'Gilded Shadows', Mrote was one of the finest examples of artifice ever worked for the purpose of a Thrown weapon.  Nearly as long as a small sword, central haft wrapped with leather from a Behemoth, and dual-Orichalcum-Steel alloy blades etched with potent runes.  One of those runes, filled with pure Orichalcum, proclaims the weapons name: Mrote, a word in Old Realm conveying Power and Energy, especially that derived from the Sun.  One of the finest works of the Twilight who crafted it, the throwing blade remained in the possession of Gilded Shadows until the Usurpation.&lt;br /&gt;
&lt;br /&gt;
During that time, it was used for innumerable ends.  The life of many of an enemy of the Deliberative ended on the razor sharp edges of the blade, for it was the favorite weapon used by the Night Caste for assassination.  When the Circle stood against Balgalapar, Soul of the Ebon Dragon, in the Viridian Manse in the last days of the Court of Twilight, it was Mrote -- golden light flashing in the darkness -- that avenged the deaths of Golden Shadows companions, and that cut out the heart of the Demon Prince.  Years passed in which the blood of many dripped from the golden blade, until it was practically drenched in legions of Dragon-Blooded.  Fleeing the initial betrayal, Gilded Shadows hid in the depths of the East and worked his own revenge upon the Usurpers for half a century before he was finally brought down by the Saturn-Caste Exalt 'Mourning Aria' and a small legion of Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
The Cave, a potent Demense that Gilded Shadow had converted into a hideaway and center of operations, was converted into a tomb.  Ivory Dragons set the walls with niches to store the bodies of the Dragon-Blooded that had fallen, and a proper resting place for their murdered lord.  The blade Mrote, cleaned of the blood of their fellows, was set upon his chest and his hands folded across it.  Mourning Aria left the cave last of all, her quiet words forgotten by time, and sealed the chamber with sorcery of the Celestial Circle.&lt;br /&gt;
&lt;br /&gt;
There the blade remains, to this day, undisturbed since Mourning Aria sealed the tomb.&lt;br /&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;&lt;br /&gt;
 Orichalcum Throwing Knife&lt;br /&gt;
 (thrown) Accuracy +2, Damage +4L, Rate 2, Range 50 yards&lt;br /&gt;
 (melee) Accuracy +2, Damage +2L, Defense +0, Speed +5.&lt;br /&gt;
 Commitment: 2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Mrote:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Returning&amp;lt;/i&amp;gt;.  Mrote returns to the hand of its wielder at the end of the turn, unless impeded or blocked by some means, and can even move through Elsewhere to return to the hand of it's wielder if necessary at a cost of 1 mote.&lt;br /&gt;
* &amp;lt;i&amp;gt;Sunburn&amp;lt;/i&amp;gt;.  Mrote burns with golden solar radiance for a cost of 7 motes, as a reflexive action.  This adds twice the Essence of it's wielder as an additional source of damage, soaked separately.  The glare is bright enough to act as a beacon, or a torch, and lasts for a scene.&lt;br /&gt;
* &amp;lt;i&amp;gt;Sunflare&amp;lt;/i&amp;gt;.  Mrote can erupt in a glorious burst of blinding light for 3 motes, as a reflexive action.  Anyone other than a Solar Exalted within close proximity of Mote when it flares suffer -2 to all rolls that involve vision, including most combat rolls.  This penality lasts a number of turns equal to the wielders Essence.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/StormJacket&amp;diff=94181</id>
		<title>Artifacts/StormJacket</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/StormJacket&amp;diff=94181"/>
				<updated>2015-09-22T15:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
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&lt;div&gt;Back to [[CrownedSun/Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= Storm Jacket =&lt;br /&gt;
Long favored by the Night Castes of the First Age, a Storm Jacket is widely regarded as some of the best armor for those who can't afford to even look like they &amp;lt;b&amp;gt;might&amp;lt;/b&amp;gt; be wearing armor.  The jacket looks like nothing more than a comfortable overcoat, often cut in multiple fashions to fit into different situations.  The orichalcum or moonsilver used in their construction was contained in the interior lining of the coat, and was generally not visible to anyone who gave the wearer even a fairly long inspection.  The exterior of the coat typically looked like soft suede, or harder leather, depending on the desires of the ones who constructed the armor.  A small amount of starmetal was also used in every Storm Jacket, along with whatever primary material was used in its construction; this was to help direct blows so that they hit the magically reinforced material.&lt;br /&gt;
&lt;br /&gt;
The secrets of the Storm Jacket's construction and enchantment are largely lost, even with the few accounts of the First Age that remain.  A few wise Savants know the secrets of the armor's name, however, knowing that the Solar Anathema of the past would capture and bind some of the magic’s of exceedingly powerful storm elementals from the ever most north for the construction of these light fighting garments.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Storm Jacket&amp;lt;/i&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;&lt;br /&gt;
 Artifact Low-Profile Armor&lt;br /&gt;
 (statistics) 6/5 Soak, -0 Mobility penality, 1 Fatigue&lt;br /&gt;
 Commitment: 5&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Others Powers of the Storm Jacket&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Low-Profile&amp;lt;/i&amp;gt;.  A Storm Jacket that isn't generally known as armor is exceedingly hard to actually detect as any kind of protection; it looks very much like some normal item of clothing.  In the First Age, it was generally impossible to do such, since the Night Caste was constantly constructing new looks for their Storm Jackets to avoid giving themselves away -- in this fallen age, however, some might recognize the armor for what it is based on knowledge of the 'traditional' looks of the armor.  This requires a Int+Lore roll, at difficulty 7.  Actually finding the magical materials in a thorough examination (the only hint as to the armor's nature) requires five net successes on a difficulty 7 Per+Investigation roll.&lt;br /&gt;
* &amp;lt;i&amp;gt;Hidden Compartment&amp;lt;/i&amp;gt;.  The Storm Jacket has a variable number of normal pockets, mostly along the outer side of the armor.  However, it also contains two special pockets that link to small pockets of Elsewhere -- these can each be filled with items about the size of two knives, some papers, or other light items.  Anyone unattuned to the item trying to locate the existance of these pockets on a detailed search must get three net succeses on a difficulty 7 Per+Investigation roll.&lt;br /&gt;
* &amp;lt;i&amp;gt;Natural Line&amp;lt;/i&amp;gt;.  Due to the delicate arrangement of Starmetal along the lines of the jacket's interior, most blows are directed toward the actual armor.  In general, any blow not directed specifically at an unarmored portion of the armor will automatically hit the character's Storm Jacket and be subjected to the armors extra soak.  Anyone attempting to deliberately attack a part of the character not protected by the armor subtracts three successes from his attack roll.  If he gets at least three successes, he may ignore the target's soak.  Otherwise, he only manages to halve it by hitting a lightly armored portion of the Storm Jacket.  Note, the armor does not attract any blows that aren't aimed at the character nor attacks that would otherwise miss.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/RighteousnessAndJustice&amp;diff=94180</id>
		<title>Artifacts/RighteousnessAndJustice</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/RighteousnessAndJustice&amp;diff=94180"/>
				<updated>2015-09-22T15:54:19Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CrownedSun/Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= the Twin Orichalcum Blades, Righteousness and Justice =&lt;br /&gt;
&lt;br /&gt;
Of all the Blades ever crafted by Krannon Golden-Armed, Justice and Righteousness were among his most precious and beautiful designs, designed for the Zenith Caste Exalt Zhakain Sunfire.  Razor-edged Orichalcum Hooked Daiklaves, each a work of art in and of themselves.  The Blade Righteousness a glorious golden sheened blade that seems to burn brighter with the purity of the subjects soul, etched with proverbs of the faith of the Unconquered Sun and an edge as sharp as any Daiklave.  The Blade Justice is a hair shorter, it's blade forged a bit more evenly of Orichalcum and Steel alloy but still shining golden in the light of the Sun -- a single saying runs along the center of the blade, in the tounge of the Old Realm, &amp;quot;You cannot hide from Justice, the Light of the Zenith Sun sees all and penetrates all deceptions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carried by Zhakain for most of the First Age, the Blades feature a prominent part of many of his adventures throughout the Threshold states on the Edge of the Realm.  The Sunfire fought Demons, Behemoths, other Exalts and common brigands with the blade -- most of them falling before his blade, though he spared those who he felt could repent.  A fair amount of the Old Zenith's essence soaked into them over the centuries of their use, as well, leaving a lasting mark on the Artifact.  The Blades remember most of the Martial Arts magics and manuevers that were known to it's former wielder, making them an even more potent weapon in the hands of a Martial Artist who studies the same styles as Zhakain mastered in the First Age.&lt;br /&gt;
&lt;br /&gt;
The fate of the Blades after the death of Zhakain is unknown.  It is sure that his life-long friend, Kimi Chak, took the blades but what she then did with them has been lost to the legends of even the most learned.  Most suspect that they remain in the grave where the Zenith was buried, but even the location of that monument is lost to time and the passing of the Age.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Righteousness&amp;lt;/i&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;&lt;br /&gt;
  Orichalcum Hooked Daiklave&lt;br /&gt;
  (statistics) Speed +6, Accuracy +1, Damage +5L, Defense +4, Rate 5&lt;br /&gt;
  (minimums) S **, D ***, MA ***&lt;br /&gt;
  Commitment: 5&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the Blade, Righteousness:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Martial&amp;lt;/i&amp;gt;.  'Righteousness' can be used with any Martial Arts Charm as if it was an unarmed attack, even charms that normally do not allow the use of weapons or do not allow hook swords as a favored weapon.  This bonus is only gained if the weapon is commited and wielded together with it's sister-blade, Justice.  This power only works with Martial Arts styles that the First Age Zenith, Zhakain, knew and used in his long life.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Soul-Tempered Blade&amp;lt;/i&amp;gt;.  'Righteousness' adds the characters Conviction virtue to it's base damage rating, causing the blade to inflict more damage in the hands of the resolute and sure-willed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Virtue-channeling&amp;lt;/i&amp;gt;.  Much like other 'Virtue Blades', Righteousness allows the wielder to channel her highest virtue in appropriate circumstances without spending a willpower point.  The Exalt is still limited in how many times per story he can channel his virtue, however.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Corona of Sure Light&amp;lt;/i&amp;gt;.  The Exalt spends 5 motes to activate this power, which surrounds the blade in a sure unwavering white light.  It casts about as much light as a torch, and increases the difficulty to parry the weapons blows by +1.  The wielder gains +4 dice to any Virtue or Willpower roll while the light touches his skin.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Justice&amp;lt;/i&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;&lt;br /&gt;
  Orichalcum Hooked Daiklave&lt;br /&gt;
  (statistics) Speed +6, Accuracy +1, Damage +5L, Defense +4, Rate 5&lt;br /&gt;
  (minimums) S **, D ***, MA ***&lt;br /&gt;
  Commitment: 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the Blade, Justice:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Martial&amp;lt;/i&amp;gt;.  'Justice' can be used with any Martial Arts Charm as if it was an unarmed attack, even charms that normally do not allow the use of weapons or do not allow hook swords as a favored weapon.  This bonus is only gained if the weapon is commited and wielded together with it's sister-blade, Righteousness.  This power only works with Martial Arts styles that the First Age Zenith, Zhakain, knew and used in his long life.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Eye of the Just&amp;lt;/i&amp;gt;.  The Exalt wielding 'Justice' gains +3 dice to any Perception roll dealing with guilt and injustice, even indirectly.  This power costs 1 mote every time it is invoked, but should not be used to drain the character of Essence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Off-Handed Weapon&amp;lt;/i&amp;gt;.  3 motes of essence can be commited to 'Justice' as a reflexive (non-charm) action.  For as long as the essence is commited, the wielder gains an additional action with the blade as long as she is also wielding 'Righteousness' with her main (dice) action.  This additional action cannot be split, or used with Extra Action charms.  It does not prohibit the use of Split Dicepools or Extra Action charms with wielders main action however, and any other charms that the Exalt used with Righteousness can also be used with Justice (though the price must be paid separate for both).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
...and then there was &amp;lt;b&amp;gt;Truth&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hearthstone which Fox earned in the Spirit Cave, which is socketed in Justice.&lt;br /&gt;
&lt;br /&gt;
  Level 3 Solar-aspected Hearthstone&lt;br /&gt;
  &amp;lt;b&amp;gt;Trigger:&amp;lt;/b&amp;gt;  Speaking&lt;br /&gt;
  &amp;lt;b&amp;gt;Usage Limit:&amp;lt;/b&amp;gt;  Once per day&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Truth&amp;quot; allows the bearer to speak one truthful thing per day.  This can either be something that he knows to be true, or a bit of wisdom unbidden that comes to her lips.  In the first case, he adds three automatic successes on any social roll to convince others that he is telling the truth.  In order to use this aspect of the power, what the character is communicating must actually be true.  In the second case, what the character actually says is up to the Storyteller, but is always strictly truthful and has some bearing on the situation.  It will also make some sense within the context of the conversation to date (though it might be a little confusing or unexpected, it won't be completely out of left field).  If not used in the context of a larger situation, the character just speaks some random truthful fact that may or may not be useful.&amp;lt;br&amp;gt;&lt;br /&gt;
Truth appears as a clear diamond that occasionally shines with inner light.  It is very beautiful, and it's appearance calming.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/LongCoats&amp;diff=94179</id>
		<title>Artifacts/LongCoats</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/LongCoats&amp;diff=94179"/>
				<updated>2015-09-22T15:54:13Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CrownedSun/Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= the Long Coat =&lt;br /&gt;
Noted for their resemblance to a heavy jacket or coat, the Long Coat is one of the more popular types of light armor among the Exalted.  Able to be worn in almost any situation without attracting much attention, while still providing a moderate amount of protection.  It can be produced in a wide variety of cuts and types, though most often leans toward a long overcoat or duster.&lt;br /&gt;
&lt;br /&gt;
In the First Age, the Long Coat was most often used by those working under the Daggers of Heaven -- while the Solars themselves seldom wore such armor (with a few notable exceptions, who swore by the Long Coats), it was common among the Terrestrial Exalted who worked under them.  The Realm has retained the secrets of making this kind of armor, which involves ground up jade dust (blue is preferred; black, red, and green are also acceptable) worked into the tough fabric of the coat as its being worked.  The Deathlords have also produced some of this type of armor, though Soulsteel Long Coats tend to be more flashy and obvious with their skull and death motiff.&lt;br /&gt;
&lt;br /&gt;
Long Coats are almost always made of Jade, though some examples exist of Soulsteel or Orichalcum.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Long Coat&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Artifact Low-Profile Buff Jacket&lt;br /&gt;
 (statistics) 4/5 Soak, -0 Mobility penality, 1 Fatigue&lt;br /&gt;
 Commitment: 2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Long Coats:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Fastening.&amp;lt;/i&amp;gt;  It can be very conspicious to move around with your 'coat' all fastened up and otherwise deployed as effective armor.  This problem was solved by thin lodes of jade in the lining of the coat, outlining the natural intersections of the coat.  With a reflexive action, the Long Coat can fasten and secure itself.  The wielder can do this in responce to a sneak attack with a Per + Awareness roll, difficulty 3.&lt;br /&gt;
* &amp;lt;i&amp;gt;Concealing.&amp;lt;/i&amp;gt;  The wearer recieves +2 dice to conceal weapons beneath his Long Coat.  This can typically include anything up to the size of a Daiklave or Short Powerbow; anything larger (a Great Daiklave or a Long Powerbow) is too bulky to be effectively concealed by the magic.&lt;br /&gt;
&lt;br /&gt;
=== Comments: ===&lt;br /&gt;
The soak bonus for this seems a bit high, at least including the other powers... Perhaps 3/5 with commitment 3 would seem more appropriate to me. It's a very cool idea though, and I think I shall be borrowing it.&amp;lt;br&amp;gt; -- [[Darloth]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/CrownedKnives&amp;diff=94178</id>
		<title>Artifacts/CrownedKnives</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/CrownedKnives&amp;diff=94178"/>
				<updated>2015-09-22T15:54:07Z</updated>
		
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= Artifact Knives =&lt;br /&gt;
This is a small page for a specific type of artifact weapon, in this particular case -- knives!  All non-legendary artifact knives that I make will go on this particular subpage, in full detail, regardless of level or badassitude.&lt;br /&gt;
&lt;br /&gt;
=== the Serpeng Fang Knife ===&lt;br /&gt;
the &amp;lt;b&amp;gt;Serpent Fang Knife&amp;lt;/b&amp;gt; is commonly cast carefully carved and worked Green Jade, flowing veins of Moonsilver, or (rarely) brilliant Orichalcum.  Much smaller than a Daiklave, this fighting knife is a variant of the Short Daiklave -- even smaller, designed for close-in fighting and stealth work.  It's a swift weapon, light in the hand and well suited to swift quick attacks.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;Serpent Daiklave&lt;br /&gt;
 Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 (statistics) Speed +2, Accuracy +2, Damage +3L, Defense +1, Rate 7&lt;br /&gt;
 (minimums) D **&lt;br /&gt;
 Commitment: 3&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Other Powers of the Serpent Daiklave&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Serpent-sting&amp;lt;/i&amp;gt;.  Following a successful blow that penetrates armor, the wielder can choose to reflexively spend 3 motes and make a Stamina + Essence roll against a difficulty of the opponent's Resistance score.  Every success on this roll results in a -1 penality for the rest of the scene, from hallucinations.  The effects of this ability do not stack; if used again on the same opponent, apply the higher penality.&lt;br /&gt;
&lt;br /&gt;
=== (Element)'s Klaive ===&lt;br /&gt;
These fighing knives were made during the height of the First Age, and employ long lost techniques that make them especially dangerous by harnessing the raw power of the elements directly into the small razor-sharp blade.  Each was constructed primarily of the appropriate type of jade, with light inlays of orichalcum along the hilt and runes of the same material on the flat of the blade itself.  These blades were most commonly used by Solars and Lunars, but a number of exceptonal Dragon-Blooded had such a potent weapon crafted for them by their celestial lords.  In the Second Age, most examples of these weapons are kept by the Realm, with the Silver Pact and Lookshy having the next largest concentrations.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;(Element)'s Klaive&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;
 (general statistics) Speed +0, Accuracy +3, Damage +3L, Defense +1, Rate 6&lt;br /&gt;
 (thrown; &amp;lt;i&amp;gt;air only&amp;lt;/i&amp;gt;) Accuracy +2, Damage +4L, Range 150 yards, Rate 2&lt;br /&gt;
 (vs. wyld; &amp;lt;i&amp;gt;earth only&amp;lt;/i&amp;gt;) Accuracy +4, Damage +7A, Defense +1, Rate 6&lt;br /&gt;
 (minimums) S *&lt;br /&gt;
 Commitment: 7&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Other Powers of the (Element)'s Klaive&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Blessed by the Dragons&amp;lt;/i&amp;gt;.  There are five different types of Klaives, each blessed by a specific element and constructed according to lost principals of the First Age.  One of these weapons is always recognizable when unsheathed, despite it's appearance as a jade-and-orichalcum weapon, due to the strong feeling of elemental power that radiates from the blade.&lt;br /&gt;
** &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Air's Klaive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;.  These weapons are made of blue jade and orichalcum, and are ice-cold to the touch.  Any wound inflicted upon someone with this weapon does not bleed, as the victims blood freezes on contact with the blade.  This requires the subject soak an extra 3L of cold-based damage, and requires mortals to make a Stamina + Resistance roll (difficulty 3) to avoid a heart attack.  This weapon can also be thrown, with the stats listed above, returning to the wielders hand the turn after.  If this return is impeded in some fashion, the attuned user can retrieve the weapon by reflexively spending one mote, the weapon flitting back to his hand through Elsewhere.  These weapons usually come in sets of two.&lt;br /&gt;
** &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Earth's Klaive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;.  These weapons are made of white jade and orichalcum, and glisten lightly in the sunlight.  These weapons are especially potent against the Wyld, and were often kept as secondary weapons and tools by those travelling into the Chaos beyond Creation.  When used against the Fair Folk or any form of Wyld Creature or Monster, these weapons do extra damage (see above chart) and react in all ways as if the weapon was made of cold iron.  The bearer also recives +3 extra successes on any roll to resist Wyld Mutation, the effects of Fae powers or similar effects.  Finally, the bearer can spend 3 motes and mark a person or object with the blade (a shallow cut is fine) to convey the same resistance to them for a few days.&lt;br /&gt;
** &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Fire's Klaive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;.  These weapons are made from red jade and orichalcum, and are red hot to the touch.  Whenever unsheathed these blades give off a fine amount of smoke, and a few sparks.  The blade can be used to start a fire with a simple touch, and any attack does an extra 2L damage that must be soaked separately.  In addition, on any successful attack (even one that does no damage), the bearer can spend 4 motes of essence and engulf the victim in a vast hot-burning flame.  This flame counts as enviromental damage, and requires a Stamina + Resistance roll at difficulty 3 every turn.  On a success, the target takes 2L damage, while he takes 6L damage on a failure.  Armor provides no protection from this damage, but it can be soaked with Stamina -- no minimum damage applies.  This fire requires unusual methods to extinguish, but only lasts three turns at worst.&lt;br /&gt;
** &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Water's Klaive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;.  These weapons are made from black jade and orichalcum, and their touch stings with the bite of salt.  The cuts caused by this blade are exceedingly painful to the victim, and double any applicable wound penalities.  Even the initial -0 health level gives the victim a wound penality of one die to all actions.  Deliberate attempts to inflict pain are especially potent with this blade, and any rolls relying on such gain +3 extra dice.  In addition, this is a perfect close-in fighting weapon and can be utilized as if it was an unarmed attack with Brawl charms and attacks.  It may be used as a clinching-aid as well.&lt;br /&gt;
** &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wood's Klaive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;.  These weapons are made from green jade and oriclahcum, and have a tendency to grow in wicked and deadly shapes.  The blade must be periodically trimmed and managed, but this is relatively simply and only requires Craft 1.  This natural growth gives the blade a very organic look, and makes it more deadly -- it's damage is raised to +4L.  Anyone injured by this weapon has his essence imbalanced with raw wood energy.  The unfortunate victim (in a great deal of pain) takes a single unsoakable health level of damage every day, and must make a Stamina + Resistance roll at difficulty 2.  He must continue to make such rolls until he accumulates six successes (healing the essence imbalance) or perishes.  If a subject dies from this essence imbalance, a particularly hardy and thorny vine-bush grows from his body.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/DeliberativeGuardDress&amp;diff=94177</id>
		<title>Artifacts/DeliberativeGuardDress</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/DeliberativeGuardDress&amp;diff=94177"/>
				<updated>2015-09-22T15:54:00Z</updated>
		
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= First Age Deliberative Guard-Dress =&lt;br /&gt;
The Ceremonial Guards of the Solar Deliberative were one of a truely elite force within the Old Realm, though they were always kept within the Blessed Isle to guard against threats to the Councilors and their families.  Two hundred and fifty of the bravest and most honorable Terrestrial Exalted, these Dragon-Blooded were fifty of the bravest and most honorable Terrestrial Exalted of the Solar Realm -- rewarded for that bravery with service in the Guard, and the arms and armor their new station demanded.  Those who had been selected to join the Guard were typically those who had proven themselves in battle against the enemies of Creation, though toward the end of the Old Realm a large amount of favortism had creeped into the selection process -- a few Deliberators even went so far as to surround themselves with what could better be called Terrestrial Courtesans, chosen for their beauty and sexual prowess rather than skill at arms or honor.&lt;br /&gt;
&lt;br /&gt;
One was typically allowed to leave the Guardship at any time, and though the honor of the position was great it's demands were as well.  Most Terrestrials served for 50 years or so, and then retired leaving the honor to one of a younger generation -- such retirees were permitted to keep the symbols of the order, and thus there was a constant demand for the ceremonial Armor and Weapons of the Deliberative Guard.  As a result, this type of armor is among the most common type of powerful magical armor.  The Realm also manufactures a few examples of such armor, though only rarely as the process is somewhat prohibitively expensive in both Jade and labor.&lt;br /&gt;
&lt;br /&gt;
Jade Deliberative Guard-Dress is &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; made of Jade.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Deliberative Guard-Dress&amp;lt;/i&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;&lt;br /&gt;
 Jade Plate-and-Chain&lt;br /&gt;
 (statistics) 11/12 Soak, -2 Mobility penality, 3 Fatigue&lt;br /&gt;
 Commitment: 5&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Deliberative Guard-Dress:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Empire's Honor.&amp;lt;/i&amp;gt;  The demands of keeping order in the Deliberative chambers were quite taxing, and on occasion the Guards would even have to stand up before the awesome presence of the Solar Exalted.  Thus, the Deliberative Armor was designed with this in mind.  For 7 motes, and 1 willpower the wearer of the armor gains a few benefits for the rest of the scene.  For the purpose of mind control effects, he recieves three extra dice on any willpower rolls or comparisons.  In addition, double his Presence score.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Ceremonial Armor.&amp;lt;/i&amp;gt;  A large part of the Guard's purpose was show, another function that was built into the armor: those wearing Deliberative Guard-Dress recieve +1 dice on Appearance and Performance rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Cooperative Matrix.&amp;lt;/i&amp;gt;  The Guard was expected to work together, and their armor was designed to increase the natural aptitude of the Dragon-Blooded for cooperative charms and effects.  Subtract 1 mote from the charm cost of any cooperative effect, provided that all individuals who benefit are dressed in Deliberative Guard-Dress.  This rebate cannot reduce a charm cost below 1 mote.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/Suntooth&amp;diff=94176</id>
		<title>Artifacts/Suntooth</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/Suntooth&amp;diff=94176"/>
				<updated>2015-09-22T15:53:55Z</updated>
		
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= Suntooth, Orichalcum Katar =&lt;br /&gt;
One of the Twilight Smith's responcible for forging the Spear of Light in the days of the First Age, Dirtha Dun sought to replicate much of that knowledge in an endeavor only slightly less awesome.  Journeys to the very edge of Creation, where the Elemental Pole of Fire raged, allowed the First Age Twilight to harness some of the essential flames of Creation.  With these, she used some of the lore she had been gifted by the Unconquered Sun and that she had learned in the forging of the Spear -- creating an artifact based on many of the same principals.  While nowhere near as powerful as the Spear, for it lacked the blessing and soul of a God in it's core, much of the elemental nature of Fire was harnessed in the set of Khatars known as &amp;quot;Suntooth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The personal possession of their forger, Suntooth was both an object of power and an object of study to Dirtha Dun.  She often used it's powers to great effect during her struggles with the Fair Folk and Rogue Gods, and its power aided her immeasurably in many such endeavors.  The blade also served as an item of study, however, for it was pitifully weak compared to the raw might of the Spear and Dirtha Dun could feel that there was much untapped power within the Orichalcum Katar.  She thus devoted much time to unlocking it, and achieved much success -- unlocking the Firemind and Mantle of Flame powers.  A few spells were even constructed that took especial use of the Khatar's tie to the Elemental Pole, even being adopted by other Sorcerers who desired to use these magics even without the Khatar.&lt;br /&gt;
&lt;br /&gt;
Years before the Usurpation, Dirtha Dun hid away from Suntooth in a location long since forgotten by time -- along with much of her other sorcerous artifacts and instruments.  The exact reasons are lost to history, along with the location of this hiding place.&lt;br /&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Orichalcum Katar&lt;br /&gt;
  Accuracy +2, Damage +5L, Defense +1, Speed +3&lt;br /&gt;
  Commitment: 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Suntooth:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Sun Forged&amp;lt;/i&amp;gt;.  The Sun's Tooth cannot be permanently destroyed, so perfectly was it forged in the First Age.  As a reflexive action, the wielder can repair the Suntooth no matter how damaged it is.  This can be done reflexively following any effect that destroys the weapon, resulting in the weapon never having been destroyed in the first place.&lt;br /&gt;
* &amp;lt;i&amp;gt;Flamebond&amp;lt;/i&amp;gt;.  All social rolls to influence and affect Fire-aspected Elementals and Dragon-Blooded recieve an additional +3 dice.  You only gain +1 dice with regard to Fire-aspected Fair Folk, or God-Blooded.&lt;br /&gt;
* &amp;lt;i&amp;gt;Flamemind&amp;lt;/i&amp;gt;.  For one willpower point, the Wielder can control flame for the rest of the scene.  This requires a dice action on the characters turn, and is accomplished by way of a Willpower roll; the more successes achieved, the more the character can accomplish.  One success is sufficent to shield yourself from flame (you can abort to 'force flames away', much like a dodge), while five would allow almost total control of flame.&lt;br /&gt;
* &amp;lt;i&amp;gt;Halo of Pure Fire&amp;lt;/i&amp;gt;.  With a cost of 1 mote per +1L damage, Suntooth's Orichalcum blade can melt away into a white-hot bonfire of holy flame.  Easily hot enough to melt through armor and char the flesh of any foe who comes into contact with the blade, Suntooth stays in this burning stage for as long as the Solar keeps the motes commited.  He can spend no more motes on this power than his permanent Essence rating.  When in use, the damage inflicted by Sunfire is aggravated to Fae, Gods, Elementals, Demons and the Undead.&lt;br /&gt;
* &amp;lt;i&amp;gt;Mantle of Fire&amp;lt;/i&amp;gt;.  For 5 motes and a willpower, Suntooth can transform itself into a mantle and cloak of orange flame that hangs about the characters shoulders and flows behind him much like a cape.  This gives the character +4 dice to Presence rolls to impress or intimidate, and the warm cloak keeps the character comfortable in even the coldest climates.  Prolonged exposure might cause flammable items to char and smolder, but they will not catch aflame due to contact with the Mantle.  The Khatar remains in this form as long as the Solar keeps the essence commited, and can revert to it's normal form as a reflexive action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;  Some spells have increased effects when used with Suntooth.  These spells were originally invented by Dirtha Dun, and were originally ONLY possible with the aid of the artifact.  Other Sorcerers' (or Dirtha herself) adapted these essence workings to function, often to lesser effect, without the Artifact.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/CaelThal&amp;diff=94175</id>
		<title>Artifacts/CaelThal</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/CaelThal&amp;diff=94175"/>
				<updated>2015-09-22T15:53:50Z</updated>
		
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&lt;br /&gt;
= Cael`Thal =&lt;br /&gt;
=== the Legend of Galliwe, and the Blade of the Unconquered Sun ===&lt;br /&gt;
More details on this servant of the Unconquered Sun...and his eventual fate...later.&lt;br /&gt;
&lt;br /&gt;
=== the Blade of the Unconquered Sun ===&lt;br /&gt;
The Blade itself is a long single-edged blade of brilliant orichalcum inlayed with Starmetal, catching the light of the sun in a resplendent corona during the day and glimmering the colors of the yellow, scarlet, and violet under the light of the stars.  While the blade does not actually change in it's appearance, it almost seems to alter in length and form depending on the grip and combat style being utilized -- sometimes appearing as a short fighting blade while other times as a long fencing blade.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Cael`Thal&amp;lt;/i&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Orichalcum and Starmetal Daiklave&lt;br /&gt;
 (with Brawl) Speed +4, Accuracy +3, Damage +6L, Defense +1, Rate 5&lt;br /&gt;
 (with MA) Speed +3, Accuracy +3, Damage +4L, Defense +3, Rate 6&lt;br /&gt;
 (with Melee) Speed +6, Accuracy +2, Damage +8L, Defense +1, Rate 4&lt;br /&gt;
 (with Thrown) Accuracy +0, Damage +5L, Rate 1, Range 25&lt;br /&gt;
 (minimums) S ****&lt;br /&gt;
 Commitment: 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Other Powers of Cael`Thal&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Divine Tether&amp;lt;/i&amp;gt;.  With a one time cost of 25 motes, the wielder of Cael`Thal forms a divine connection with Galliwe.  This allows the God to communicate with the attuned wielder of the weapon, and use his charms on the Solar without penality.  The Solar may reflexively donate motes to Galliwe at will, and shift up to half of all of his essence regeneration to the God.  Due to his imprisonment, this is the only way that Galliwe can regain essence.  The Solar regains no essence when his pools are at full (and so has nothing to send Galliwe).&lt;br /&gt;
* &amp;lt;i&amp;gt;Flexible Grip&amp;lt;/i&amp;gt;.  Cael`Thal has a very flexible grip, it's spiritual essence altering itself depending on the way it is held and used in combat.  This blade can be used with any of the following Dawn Abilities without difficulty:  Brawl, Martial Arts, Melee, Thrown.  When used with Martial Arts it is considered a normal martial arts weapon, and can still only be used unarmed with styles that allow swords as signature weapons.  This includes any style that allows Hook Swords, Slashing Swords, or any kind of bladed weapon.  Otherwise, it is generally compatible with all charms.&lt;br /&gt;
* The Power of Virtue.  These four powers are synchronized with the four Virtues beloved by the Unconquered Sun.  Only a Solar can mastered all four; a Sidereal can master any two, while other Celestial Exalted (Abyssals, Lunars, Alchemicals) can learn any single power.  The Exalt must have the requisite Virtue at 3 dots or higher.&lt;br /&gt;
** &amp;lt;i&amp;gt;Hand of Mercy&amp;lt;/i&amp;gt; (Compassion).  This power costs 10 motes, and lasts for the scene.  The character's castemark blazes for as long as this power is actuvated, burning through anything attempting to cover it.  The character's weapon only inflicts bashing damage, but ignores any Armor (or Armor-like charms) that might boost the character's soak value.  Anyone successfully damaged while this power is activated must make a Stamina + Endurance roll at a difficulty equal to the amount of damage inflicted (max of 5), or fall unconscious.&lt;br /&gt;
** &amp;lt;i&amp;gt;Glorious Form of the Sun&amp;lt;/i&amp;gt; (Conviction).  This power costs 15 motes, and 2 willpower to invoke for the scene.  When activated, the character's anima glows with the strength and purity of the Sun -- it is considered totemic, but the character's totem does not appear.  Anyone trying to attack the character or defend against his attacks suffers a dice penality equal to his Essence rating due to the intensity of the light.  Any weapon not made of the Five Magical Materials is burned into fire before it hits the Solar, rendering the Solar immune to all such attacks.&lt;br /&gt;
** &amp;lt;i&amp;gt;Blade of Justice&amp;lt;/i&amp;gt; (Temperance).  This power costs 20 motes, and 3 willpower to invoke and has a duration of Indefinate.  When activated, the character's castemark burns for the duration of the effect.  A specific enemy of Heaven must be named when this power is invoked:  this can be any individual named by a Celestial Censor or the Incarna, someone who has broken a particularly severe Eclipse Caste oath (ST's option), or anyone named by the Speaker of the Deliberative (a title that no longer exists in the Second Age).  All attack and damage against this individual while the power is activated are considered perfect successes, with all dice coming up as a success.&lt;br /&gt;
** &amp;lt;i&amp;gt;Solar Smite&amp;lt;/i&amp;gt; (Valor).  This power costs 10 motes, 1 willpower and lasts for one turn.  The character's anima flares at the 8-10 level (even if he uses personal essence), and he strikes out with the fury and righteousness of the Unconquered Sun.  The Exalt gains his Essence in automatic successes to a single attack against a Creature of Darkness (a demon, deathknight, etc.)  If the attack hits, he can spend 5 motes reflexively to calculate damage as if the target did not defend against the attack.&lt;br /&gt;
* &amp;lt;i&amp;gt;Blade of the Sun&amp;lt;/i&amp;gt;.  The Solar gains his Essence rating in dice to any action that is given to him by the Unconquered Sun, or that enjoys his blessing.  This applies to all actions directly related to such blessings, but only to such actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Material's Bonus&amp;lt;/i&amp;gt;.  If attuned to by a Solar or a Sidereal, the blade gains a +1 accuracy, and +1 damage.  Neither type of Exalt need harmonize with the blade to gain this full bonus.&lt;br /&gt;
&amp;lt;i&amp;gt;Celestial Resonance&amp;lt;/i&amp;gt;.  Any Dragon-Blooded who tries to attune to this blade takes his Essence in aggravated unsoakable damage every hour for as long as the blade is attuned to him.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/DreamsOfShalados&amp;diff=94174</id>
		<title>Artifacts/DreamsOfShalados</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/DreamsOfShalados&amp;diff=94174"/>
				<updated>2015-09-22T15:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fix link&lt;/p&gt;
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&lt;br /&gt;
= Dreams of Shalados =&lt;br /&gt;
&lt;br /&gt;
When the Eye and Seven Despairs ascended to Cold House, and rose to take his first steps toward the shores of Creation, he brought with him a trophy from the depths of the Labryinth.  &amp;quot;Dreams of Shalados&amp;quot; is somewhat thinner than other daiklaves, but is more distinguished by it's color.  Like all Labryinthine Alloys, the Risen Black Dreamblade is of a pitch black ebon color -- laced through with red vein like patterns, that seem to shift slowly under the eye, if one stares too hard into the reflective surface of the blade.  The blade is a thing of razor sharp edges, serrated at the very tip and with a hilt wrapped in light brown leather from a nameless and senseless beast of the Labryinth.&lt;br /&gt;
&lt;br /&gt;
Shalados was one of the priests of the Malfaens, of the castes of spectres called Nephwracks, renowned for his words of black wisdom and his talent for prophecy and command.  One of the more vocal rivals of the Deathlords, for his was a more ancient and revered worship of the Dead Gods, he preached that the 'Fallen Ones' would bring only betrayal to the cause of Oblivion.  This continued for a short time, for the Deathlords are creatures of little patience, and the First and Forsaken Lion took the Nephwrack Shalados and bound him in chains of soulsteel.  The proud priest of the unending darkness would not recant, however, and enraged the Lion tossed the broken body of the Nephwrack to his comrade -- the Eye and Seven Despairs.&lt;br /&gt;
&lt;br /&gt;
The Eye and Seven Despairs forged the blade himself, working the metal slowly and savoring the screamed ministrations to Oblivion and the Dead Gods that escaped the Nephwracks form as his body was hammered down to plasm and alloyed with the dark metal of the Labryinth.  When the work was complete, the Eye and Seven Despairs hefted the blade and looked into its dark surface -- and promptly put it aside, to languish in his armories until one worthy of bearing it came forward.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreams of Shalados&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;the Risen Black Dreamblade&amp;lt;/b&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
  Soulsteel Daiklave&lt;br /&gt;
  Speed +7, Accuracy +3, Damage +6L, Defense +2, Rate 5&lt;br /&gt;
  Commitment: 5&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the Dreams of Shalados:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Ebon Dreams&amp;lt;/i&amp;gt;.  What little remains of the Nephwrack lingers on in the depths of the black steel, little more than the love of the Dead Gods and the urge to serve their whim.  The blade is considered to have to have a Visionary nature, it's vision being the nothingness of oblivion and the fulfillment of the dreams of the Dead Gods.  In addition the blade is considered to have an effective Whispers of 5, and substantial knowledge of Lore and Occult.  These abilities belong to the blade itself, and the knowledge contained within is only shared with the wielder when the will within wishes to do so.  This comes in the form of dreams, and a black whisper in the mind of the attuned wielder.&lt;br /&gt;
** &amp;lt;i&amp;gt;Whispers of Oblivion&amp;lt;/i&amp;gt;.  The bearer may spend a willpower to invoke the whispers of Shalados once per night.  The bearer can either use this whispers activation like any other (use the rules in Abyssals, page 135).  If used to gain the Melee ability, the Whispers roll is at +2 dice.  Alternatively, he can channel the essence of the blade and learn from the Malfaens the nature of someone important to their plans.  This requires a Perception + Whispers roll, as normal.  One success gives the Abyssal a name, three successes tells him of the persons nature and life, and five successes lets the Abyssal know why the Malfaens have focused on this one.  The Blade's whispers and your own can be used seperately during the same night.&lt;br /&gt;
** &amp;lt;i&amp;gt;Lore of the Void&amp;lt;/i&amp;gt;.  The bearer of the blade is considered to have Scope 0 with regard to the Labryinth, Spectres, and Scope 1 for the things of the Underworld and Stygia.  He adds +5 dice to all such Lore rolls as well; the advice of Shalados is sound.&lt;br /&gt;
* &amp;lt;i&amp;gt;Black Tongue&amp;lt;/i&amp;gt;.  For one willpower point, the bearer of the Risen Black Dreamblade can speak in the same dark tongue as Shalados himself.  This power lasts for the rest of the scene, and has the following benefits.&lt;br /&gt;
** The character is safe from any normal spectres, as they will not harm him.  Nephwracks hold the bearer of the blade in awe, though how they treat him will depend on his behavior and how well he 'carries the blade'.  Neither of these effects require Black Tongue to be active.&lt;br /&gt;
** You gain +3 dice to Performance rolls involving oration or singing, and Presence rolls involving Nephwracks, Deathlords, Abyssals, and other servants of Oblivion.&lt;br /&gt;
** You gain a pool of automatic successes equal to your Essence score, which you can use on Performance or Presence rolls for the rest of the scene, though once used they are considered gone.  When using this power, your voice becomes a dark and cold instrument of the Dead Gods themselves.&lt;br /&gt;
* &amp;lt;i&amp;gt;Seed of Oblivion&amp;lt;/i&amp;gt;.&lt;br /&gt;
** &amp;lt;i&amp;gt;Black Seed&amp;lt;/i&amp;gt;.  The bearer can spend 12 motes, 1 willpower as a reflexive action to enhance an attack, causing the Risen Black Dreamblade to glow an unholy black and pulsate with shadows.  The damage for this blow is equal to the character's Willpower + Essence, and ignores all forms of non-perfect soak but is not recorded on the target's wound track.  If the bearer can inflict an amount of damage equal to the targets willpower, that subject looses his nature over the next week and gains a new one given him by the Malfaens.  This damage need not be done in a single turn, but the essence must be paid for each attack.&lt;br /&gt;
** &amp;lt;i&amp;gt;Onyx Shadow&amp;lt;/i&amp;gt;.  The character can spend 2 motes as a reflexive action, causing thick black shadows to trail from the blade.  These are somewhat distracting, and subtract 1 die from all defensive rolls.  This ability lasts a scene.&lt;br /&gt;
** &amp;lt;i&amp;gt;Risen Host&amp;lt;/i&amp;gt;.  This power can be activated as a reflexive action, costing 10 motes of essence and lasting a scene.  Anyone slain by the Dreams of Shalados while this power is activated rises as a zombie at the end of the turn, under the command of the attuned wearer of the blade (&amp;lt;i&amp;gt;though Shalados himself has some control over them as well; bearer beware, if the gain the ancient nephwracks disfavor&amp;lt;/i&amp;gt;).  One injured by the blade, but who does not fall, finds himself suffering from dark dreams of nameless terrors and dark pleasures for a few days to several weeks.  This functions as the Nightmare flaw in the EPG.  The exact time one suffers in such a way depends on how much injury one took from the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The Breaking of the Blade&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Within the black soulsteel lies the dreaming Nephwrak, but he does not rest easily or completely.  Should his rest be disturbed, such as by the blade being broken in combat or a favored wielder being slain, then the ancient black ghost comes briefly awake.  All combat ends for the rest of the turn as all those around are captivated by the shadows and darkness that surge from the blade.  The Abyssal bearer of the blade, caressed and touched by the dark shadows, is lifted a full foot off the ground.  If the blade is still whole, it snaps apart with a deafening roar at the end of the turn,&lt;br /&gt;
&lt;br /&gt;
The Onyx Shadow of Shalados is then unleashed, and everyone except the attuned wielder of the blade is it's victim.  This spirit should be considered to be Essence 5 for most effects.  It has 50 health levels, all -0, and a L/B soak of 10/10.  It can attack everyone arrayed against it, and will consume anyone other than the attuned bearer, but may only make one attack per turn unless it splits it's dice pool.  Each attack has 8 dice, and subtracts -8 dice from the any defense used against it.  The spirit itself has little real defense other than soak, and an entropic defense that subtracts -8 dice from any attacks.  The blade does it's normal damage, with an effective strength equal to his Essence (so 10L damage), except that it avoids all armor and is soaked only with stamina.  Victims slain in this fashion automatically and immediately arise as zombies, under the full control of the blade.&lt;br /&gt;
&lt;br /&gt;
One small point of hope is that the spirit takes damage as an inanimate object, and any damage inflicted past soak is automatic.&lt;br /&gt;
&lt;br /&gt;
If Shalados was released via the breaking of the blade, then he decides rather or not to destroy it's previous wielder after everyone else has either fled or is dead at his feet.  This is based on the bearer's relationship with the blade, as well as the bearers importance and worth in the eyes of the Malfaens.  Either way, it then reforms, perfect and unharmed in every way.  If the Shadow-entity is instead destroyed, then the blade reforms a year and a day later at some point in the Underworld.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Commentary ==&lt;br /&gt;
&lt;br /&gt;
Just as a note.  Anyone who breaks the blade ON PURPOSE /really pisses off/ Shalados.  He's almost guarenteed to die -- but he will probably kill everyone else present first.  If the blade hates you, and it breaks, I advise you to run like hell away (screaming like a baby is optional):D  None the less, while the blade will let others flee...it WILL chase after it's bearer, if it desires his death.  It cannot reform until it's either killed him, or decided not to.&lt;br /&gt;
&lt;br /&gt;
Just in case it's not obvious; breaking the blade is BAD;P  It's not any easier than normal for an Artifact Blade of the 5MM, however. -- [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
Very nice.  I pity the Earth Immaculate who fights the bearer of this blade. :) -- [[Raindoll]]&lt;br /&gt;
&lt;br /&gt;
So you know, I &amp;lt;b&amp;gt;like&amp;lt;/b&amp;gt; this. It sort of strengthens the character where the character is weak. The biggest thing is proving you're worthy. &amp;quot;I'm not worthy, I'm not worthy!&amp;quot; - [[haren]]&lt;br /&gt;
&lt;br /&gt;
Glad you like to Haren, and yes, the Earth Immaculates was one of the inspirations for that power:D  Though I admit, I don't see this as being the kind of thing that happens all that often.  Hell, a wielder that lets the blade get broken in combat constantly will probably swiftly earn Shalados' ire with the aforementioned effects:D -- [[CrownedSun]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/HonorableArmor&amp;diff=94173</id>
		<title>Artifacts/HonorableArmor</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/HonorableArmor&amp;diff=94173"/>
				<updated>2015-09-22T15:53:01Z</updated>
		
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= First Age Legion's Officer Armor =&lt;br /&gt;
'Honorable Armor', as it is known, is another design that has managed to survive fairly well in the time immediately after the Usurpation.  While no where as impressive as Dragon Armor or even Jade Deliberative Guard-Dress (see below), the armor assigned to the Dragon-Blooded (and, rarely, Celestial Exalted) who were officers of the Deliberative’s Legions was effective and useful in it's intended role.  That role was largely not one of direct melee combat, but rather leadership and the perseverance of the Chain of Command.  Thus the 'Honorable Armor' is both protective for it's function in battle and inspiring as well.  A lamellar breastplate reinforced with jade or other magical materials, 'Honorable Armor' was lower-key so as not to attract too much attention from the battlefield but still able to inspire more than the necessary respect and battle-prowess in the common legionnaire.&lt;br /&gt;
&lt;br /&gt;
In the event of Death in battle, one's armor was typically buried with you or otherwise handled according to ones request.  It was also not uncommon for retired officers to retain their armor, possibly passing it along to their Exalted children who also headed into service of the Deliberative in her legions.  It is for this reason that more examples of the 'Honorable Armor' exist than perhaps any other First Age armor...&lt;br /&gt;
&lt;br /&gt;
'Honorable Armor' was commonly made of Jade, but examples made of all the other Magical Materials were known as well.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Honorable Armor of the Legion's Officer&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;i&amp;gt;Deliberative Guard-Dress&amp;lt;/i&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;&lt;br /&gt;
 Jade Plate-and-Chain&lt;br /&gt;
 (statistics) 8/9 Soak, -2 Mobility penality, 1 Fatigue&lt;br /&gt;
 Commitment: 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other Powers of the Honorable Armor of the Legion's Officer:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Shadow of Greatness.&amp;lt;/i&amp;gt;  The dangers of officers looking different from their troops is well-known, but the presence of an officer arrayed in all his finery is not to be underestimated.  The Solar craftsmen of the First Age found a way to manage both!  Any opponent trying to locate the wearer of Honorable Armor as an opposing Officer suffers a -3 penality to his awareness roll.  However, his own troops have +3 dice for any roll to locate their officer in the field of battle.  Lastly, the character gains +1 dice to all Performance and Presence rolls made while on the battlefield.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Honor's Spirit.&amp;lt;/i&amp;gt;  An officer in Honorable Armor of the Legion's Officer isn't just more inspiring to others however; he feels better about himself and his duties, and working in ways that play into his convictions and beliefs feed his will.  The character is considered to have an extra die of Conviction for all rolls involving the virtue (including channeling) while in the armor.  This does not affect limit break, but it can limit his possible behavior if it pushes his Conviction to 3.  This was considered an acceptable side-effect.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/CrownedJewelry&amp;diff=94172</id>
		<title>Artifacts/CrownedJewelry</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/CrownedJewelry&amp;diff=94172"/>
				<updated>2015-09-22T15:52:48Z</updated>
		
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= Artifact Jewelry =&lt;br /&gt;
This is a small page where I shall collection the different types of artifact jewelry that I create for my game, everything from interesting alternatives to Hearthstone Amulets to powerful magical necklaces and such.  All non-legendary artifact jewelry that I make will go on this particular subpage, in full detail, regardless of level or badassitude.&lt;br /&gt;
&lt;br /&gt;
== Jade Choker ==&lt;br /&gt;
These elaborate silver, gold and jade chokers are quite popular among the Dynasty.  Often set with various precious or magical stones, sparkling dimly in the low light of a dynastic party.  The centerpiece of the design is the single hearthstone setting, which is displayed prominately against the neckline and often combined with plunging necklines and elaborate settings of carved jade tastefully decorated with gold.  Among those that perfer the elegant design of a Jade Choker, there is considered to be a certain art inherent in the process -- many prominent matrons of the Realm compete quite fiercely to own the most beautiful choker which matches their favorite hearthstone in elegant and tasteful ways.&lt;br /&gt;
&lt;br /&gt;
While the primary purpose of the choker is to look attractive, the artifact is built with some basic functions as well.  The popular designs tend to vary every generation, but currently the following three variants seem the most popular:  The &amp;lt;i&amp;gt;Fire-eye Choker&amp;lt;/i&amp;gt;, made with the aid of Red-Jade, causes the wearer's eyes to glisten and burn with an intoxicating flame that attracts and keeps attention.  The &amp;lt;i&amp;gt;Hairfall Choker&amp;lt;/i&amp;gt;, made with Green Jade, controls and enhances the growth of the Dynasts hair, allowing him to develop vastly different hair-styles every morning.  The &amp;lt;i&amp;gt;Venom Eye Choker&amp;lt;/i&amp;gt;, made with Black Jade, glitters lightly and causes a spasm to run down the wearer's spine if he touches a glass or plate containing poison.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Jade Choker&amp;lt;/i&amp;gt;&lt;br /&gt;
 Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Commitment: 1 mote&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Powers of the Jade Choker&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fire-eye Choker&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;i&amp;gt;Blazing Eyes&amp;lt;/i&amp;gt;.  The attuned wearer of a Fire-eye Choker gains +1 dice bonus on stare downs, and lowers the difficulty to establish eye-contact with someone of the opposite sex by one.  In addition, others find him somewhat intriguing and interesting, though this has no exact game effect.  This style of Choker is often utilized by those who need a little extra push in the social arena.&lt;br /&gt;
* &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Hairfall Choker&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;i&amp;gt;Hair Growth&amp;lt;/i&amp;gt;.  The attuned wearer can commit one mote of Essence during the night while she sleeps, which causes her hair to grow at an exgerrated rate.  This growth is tightly controlled and resulted in the character looking like she woke up with long hair that had been extensively styled by a team of slaves.  It usually takes about three nights to grow hair down to the floor with this charm.&lt;br /&gt;
** &amp;lt;i&amp;gt;Hair Styling&amp;lt;/i&amp;gt;.  With the assistance of a mirror or some other way to oversee the process, the attuned wearer can style her own hair.  Excess or unwanted hair falls off as if cut, individual strands of hair straighten or curl as the character wishes, and she can even coax her hair into shapes normally impossible to maintain without a great number of pins or other measures.  This process requires a simple action, requires one minute, and costs three motes of essence.&lt;br /&gt;
* &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Venom Eye Choker&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;i&amp;gt;Venom's Warning&amp;lt;/i&amp;gt;.  If the character's bare flesh should touch poisoned liquid or solid food, or a container that has such, the jewels set in the character's choker glitter and sparkle.  The character also shivers lightly, a sickening sensation running down his spine.  The character can make a Wits+Awareness roll, difficulty 1, to notice these signs before he ingests any poison.&lt;br /&gt;
** &amp;lt;i&amp;gt;Poison's Bitter Taste&amp;lt;/i&amp;gt;.  If the character should accidentally ingest poison despite the warning caused by this charm, this artifact causes the poisoned liquid or chosen food to become bitter and vile.  The target may roll Stamina + Resistance; if he recieves at least three successes, he ejects the poison from his system via vomiting before he is affected.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Why does the Fire-Eye Choker specifically affect the opposite sex?  Creation is ferociously pansexual. - [[Quendalon]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/BeatenSilverDeliverance&amp;diff=94171</id>
		<title>Artifacts/BeatenSilverDeliverance</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/BeatenSilverDeliverance&amp;diff=94171"/>
				<updated>2015-09-22T15:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
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= Beaten Silver Deliverance, Moonsilver Dire Lance =&lt;br /&gt;
Many were the weapons of the Violet Goddess, but most favored of all was Beaten Silver Deliverance, forged by her own hands.  A long and flowing expanse of narrow Moonsilver, Beaten Silver Deliverance is constantly changing it's shape in subtle ways -- yet always it seems razor sharp and deadly at the arts of war, moving from one intimidating design to another.  Only the place where the bearer holds the weapon remains stable, folding itself to allow her the best possible grip and remaining in such a shape for as long as she touches the weapon.  While especially radiant in the Moonlight, the power of the Beaten Silver Deliverance is so strong that it gives off a small amount of moonlight no matter the time of day or surroundings.&lt;br /&gt;
&lt;br /&gt;
Among the Lunars, the Legend of the Beaten Silver Deliverance are many!  It is said that the Moonsilver Blade was inspired by Luna herself, forged in the nights of the Primordial War.  That it's brillant and perfect silver arc felled one of the Primordials, and no few of their creatures.  The stories of the Deliverance from the First Age have been better preserved, the list of battles fought and foes felled recorded by No Moons of the Silver Pack.  It is said that Juggernaut, while felled by the Dawn Vaorun, was harried and held at bay by the Deliverance.  The list goes on:  the Rogue God Thousand Graceful Whispers, Omn the Great Beast of the Waves, and the Fae Lord Lionmane -- all slain by the blade.  Some Lunars still tell the tales of the driving back of Arad the Hunter, and the Beaten Silver Deliverance always plays a key part in such tales.&lt;br /&gt;
&lt;br /&gt;
Few savants of the First Age would know the fate of the Dire Lance, except to imagine that it still remains with the First Age monster that originally forged and wielded it.  Yet, among the Lunars and other wise folk, it is known that with the death of the Violet Goddess some century ago the blade was taken to a special resting place according to the wishes of Tirah herself.  There it remains, to this day, it's location only known to a few of the Lunar Exalted who eagerly await her rebirth.&lt;br /&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Moonsilver Dire Lance&lt;br /&gt;
 (as Spear) Accuracy +2, Damage +7L, Defense +0, Speed +6&lt;br /&gt;
 (as Lance) Accuracy +1, Damage +5L/+14L, Defense -1, Speed +14&lt;br /&gt;
 (as Thrown) Accuracy +3, Damage +5L, Rate 2, Range 60 yards&lt;br /&gt;
 Commitment: 7&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Beaten Silver Deliverance:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Thrice-Forged&amp;lt;/i&amp;gt;.  Beaten Silver Deliverance was forged from the blessed Lunar Silver not once, but thrice -- in the form of a infantry's longspear, a cavalry lance, and a throwing javelin.  It can shift between any of these three forms as a free reflexive action, so long as it is in the hands of its attuned bearer.&lt;br /&gt;
* &amp;lt;i&amp;gt;Sure Deliverance&amp;lt;/i&amp;gt;.  In the form of a Spear, Beaten Silver Deliverance seeks to avoid obstacles and intervening cover between it and its target, shifting and even morphing to find purchase.  Any foe struck with the Spear has 5 dice removed from any dodge pool, and the wielder ignores any cover-based penalities to its attack roll.&lt;br /&gt;
* &amp;lt;i&amp;gt;Forceful Deliverance&amp;lt;/i&amp;gt;.  In the form of a Lance, Beaten Silver Deliverance is reactive and constantly shifting to offer the best impact on its target.  When used in a charge, the Exalt does not need to make a ride roll to keep hold of the Lance or resist being unseated.  Any foe struck in such a charge must make a Dexterity + Ride roll, difficulty of the wielders Essence, however or be knocked to the ground.&lt;br /&gt;
* &amp;lt;i&amp;gt;Piercing Deliverance&amp;lt;/i&amp;gt;.  In the form of a Javelin, Beaten Silver Deliverance flows and becomes almost liquid in mid-air, yet retains all of it's deadly razor sharpness and force.  A thrown attack that hits the target ignores half of the targets armor-based soak.&lt;br /&gt;
* &amp;lt;i&amp;gt;Moonsilver Barbs&amp;lt;/i&amp;gt;.  With a cost of 4 motes, the Beaten Silver Deliverance sprouts a number of vicious barbs for the rest of the scene.  These cause the spear to do additional damage equal to the bearer's Strength, soaked only by Stamina and Charm-based soak enhancers.  This damage is soaked separately, and is a result of the vicious barbs being torn out of the victims flesh.&lt;br /&gt;
* &amp;lt;i&amp;gt;Crying Moonsilver Infection&amp;lt;/i&amp;gt;.  With a cost of 7 motes, the Beaten Silver Deliverance seeps minute quantities of moonsilver-laced mercury for the rest of the scene.  This causes no ill effect on the weapon itself, but is dangerous to anyone injured by the Deliverance.  Each day following the infliction of the wound, they have to make a Stamina + Resistance roll with a difficulty of 1, plus the number of times they were injured during the battle (maximum of 5).  They take one lethal for each day, until they succeed in a roll.&lt;br /&gt;
* &amp;lt;i&amp;gt;Lunar's Call&amp;lt;/i&amp;gt;.  The Beaten Silver Deliverance knows the voice of it's master, and can hear his call from any location in Creation.  Upon hearing that call, the spear slices toward the wielder at unimaginable speeds -- a silver streak slicing through the air!  The cost of calling the spear varies depending on range, but the action itself is always reflexive.  If the spear is within sight, this costs only 1 mote and the character gains the spear immediately.  If the spear is within Essence in miles, it costs 5 motes and the character gains the spear at the beginning of the next turn.  Any further and the power costs 10 motes, and the character gains the spear at the end of the next turn.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/FoundationStaves&amp;diff=94170</id>
		<title>Artifacts/FoundationStaves</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/FoundationStaves&amp;diff=94170"/>
				<updated>2015-09-22T15:52:18Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[CrownedSun/Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= The Foundation Staves of the College of Sorcery =&lt;br /&gt;
While the Solar Exalted stood astride the world as the premiere masters of Sorcery, the other Celestial Exalted were none the less possessed of great prowess in these matters -- thus it was that, even though the Solars shined brighter than all others, the Lunars were among the members of the College of Sorcery (the Sidereals were not, for their own ineffable reasons).  Just as the Solar Faction was headed up by the all-powreful Ghal`Asun, Master of the Sun's Sorcery, so were the No Moons represented by the Dhal`Amun.  &lt;br /&gt;
&lt;br /&gt;
The two stood as the opposite ends of the symbolic mastery of magic.  The Ghal`Asun was the raw power and majesty of the Solar Circle, and all that the Gods' Chosen could accomplish.  The Dhal`Amun was the subtle mastery and cunning of the No Moons and Celestial Circle Sorcery, less potent but wielded with great care and prowess.  The two were always husband and wife, though frequently this bond was arranged for no more reason than the fact that both wished to assume the position.  Each, also, carried his own ceremonial tools -- key to these were the Foundation Staves.&lt;br /&gt;
&lt;br /&gt;
Two such staves existed.  One was primarily made of Orichalcum, but alloyed with a bit of Moonsilver and topped with a large diamond known as 'Hope'.  This was the staff of the Ghal`Asun.  The other was primarily made of Moonsilver, but alloyed with Orichalcum and topped with a large ruby known the 'Lord of Dragons'.  This was the staff of the Dhal`Amun.&lt;br /&gt;
&lt;br /&gt;
== the Ghal`Asun's Foundation Staff ==&lt;br /&gt;
 &amp;lt;i&amp;gt;Foundation Staff&amp;lt;/i&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Moonsilver and Orichalcum Staff&lt;br /&gt;
 (statistics) Accuracy +3, Damage +9B, Defense +2, Rate 3, Speed +8&lt;br /&gt;
 (minimums) S *, D **&lt;br /&gt;
 Commitment: 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the Ghal`Asun's Foundation Staff:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Powerful Magic&amp;lt;/i&amp;gt;.  The Orichalcum in your Foundation Staff makes your magic powerful and pure, filtering out all that is imperfect in the essence and creating a spell that is sublime and perfect in every way.  The wielder's Essence rating is considered to be four higher for the purposes of casting sorcery spells.  Other numerical effects are increased by 1/4rd (i.e., a Flying Guillotine inflicts 23L).  This power only works for a Twilight Caste Exalted, and causes his anima banner to flare at the 8-10 level.  You cannot use Efficient Casting or Energy Matrix while using this power.&lt;br /&gt;
* &amp;lt;i&amp;gt;Flowing Magic&amp;lt;/i&amp;gt;.  Any counterspell against one of your spells requires an Essence roll, at difficulty 2, to be successful.&lt;br /&gt;
* &amp;lt;i&amp;gt;Hope Diamond&amp;lt;/i&amp;gt;.  You gain +2 dice to your Conviction roll to regain willpower every morning.&lt;br /&gt;
* &amp;lt;i&amp;gt;Power of Choice&amp;lt;/i&amp;gt;.  Whenever you are casting a Sorcery spell with the aid of the Foundation staff (it must be in hand and obviously used during the casting of the spell), you have the choice of using one of the following abilities:&lt;br /&gt;
## &amp;lt;i&amp;gt;Efficient Casting&amp;lt;/i&amp;gt;.  You may reduce the cost of any sorcery spell you cast by one willpower point.  Terrestrial Circle spells require no willpower, Celestial Circle spells require 1 willpower, and Solar Circle spells require 2 willpower.&lt;br /&gt;
## &amp;lt;i&amp;gt;Energy Matrix&amp;lt;/i&amp;gt;.  The Matrix within allows you to contain the powerful display of Essence that normally accompanies any casting of Sorcery within the Foundation staff.  The staff glows and radiates power, but this is not highly visible to anyone that cannot directly see the staff.&lt;br /&gt;
&lt;br /&gt;
== the Dhal`Amun's Foundation Staff ==&lt;br /&gt;
 &amp;lt;i&amp;gt;Foundation Staff&amp;lt;/i&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;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 Moonsilver and Orichalcum Staff&lt;br /&gt;
 (statistics) Accuracy +3, Damage +9B, Defense +2, Rate 3, Speed +8&lt;br /&gt;
 (minimums) S *, D **&lt;br /&gt;
 Commitment: 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the Dhal`Amun's Foundation Staff:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Cunning Magic&amp;lt;/i&amp;gt;.  The Moonsilver in your Foundation Staff makes your magic flowing and supple, easily able to gush and shape itself to some extent -- resisting even attempts to tear it apart.  Any counterspell requires an Essence roll, resisted by your Essence + Occult, to be successful in dispelling one of your spells.  This requires that your No Moon caste banner be active, and takes the place of the usual cost break.  You cannot use 'Fast Casting' or 'Energy Matrix' while using this power.&lt;br /&gt;
* &amp;lt;i&amp;gt;Strong Magic&amp;lt;/i&amp;gt;.  Your Essence total is calculated as one greater than normal for all purposes related to casting sorcery spells.&lt;br /&gt;
* &amp;lt;i&amp;gt;the Lord of Dragons' Ruby&amp;lt;/i&amp;gt;.  You recieve +3 dice on any social checks relating to Lesser Elemental Dragons.  Your bonus is only +1 die should you be in a position to socialize with a Greater Elemental Dragon.&lt;br /&gt;
* &amp;lt;i&amp;gt;Power of Choice&amp;lt;/i&amp;gt;.  Whenever you are casting a Sorcery spell with the aid of the Foundation staff (it must be in hand and obviously used during the casting of the spell), you have the choice of using one of the following abilities:&lt;br /&gt;
## &amp;lt;i&amp;gt;Fast Casting&amp;lt;/i&amp;gt;.  You may reduce the casting time of the spell by one turn, so Terrestrial Circle spells cast in the same turn you begin them and Celestial Circle spells cast the next turn.&lt;br /&gt;
## &amp;lt;i&amp;gt;Energy Matrix&amp;lt;/i&amp;gt;.  The Matrix within allows you to contain the powerful display of Essence that normally accompanies any casting of Sorcery within the Foundation staff.  The staff glows and radiates power, but this is not highly visible to anyone that cannot directly see the staff.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MelWong/FirstTsurugiReforged&amp;diff=94169</id>
		<title>MelWong/FirstTsurugiReforged</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MelWong/FirstTsurugiReforged&amp;diff=94169"/>
				<updated>2015-09-22T15:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[MelWong]]&lt;br /&gt;
&lt;br /&gt;
= The First Tsurugi Reforged =&lt;br /&gt;
The First Tsurugi is a legendary daiklave of the First Age, reputedly reforged seven times by the hand of an ancient Full Moon in service to his Solar mate. Most savants misspeak when they believe mistakenly that the First Tsurugi is one sword, however. The truth of the matter is that the First Tsurugi is no less than six blades, all portioned out and reforged from a grand daiklave so vast and puissant that even its original owner could wield the blade only in his terrifying beastman shape. &lt;br /&gt;
&lt;br /&gt;
The seven epic verses detailing the story behind this mighty weapon's forging and eventual loss are now only poorly-translated fragments in this benighted Age. However, prose versions of the tale still survive in different incarnations through the various corners of Creation; a cautionary fable of hubris and demon-worship in the Blessed Isle, a heartbreaking story of loyalty rewarded by death in the far South, and a romantic bed-tale of a silver-clad knight coming to a golden princess' rescue in the forests of the East. &lt;br /&gt;
&lt;br /&gt;
Through all those various fragments, kernels of truth can be winnowed and strung together to form the original tale of the First Tsurugi and its two owners, plainspoken as it may be. &lt;br /&gt;
&lt;br /&gt;
The First Tsurugi was forged by Fenrir First-Tooth under Autocthon's watchful Eye in the days when the Exalted were new upon the face of Creation. It was Fenrir who, with teeth of moonsilver, claimed the sword-hand of a Primordial while the newborn Exalts battled the things that would become the Yozis. While his massive blade never did taste the heart's blood of one of those beings, its edge remembered the savor of those beings inimical to Creation, and was forever flavored thus. &lt;br /&gt;
&lt;br /&gt;
It so happened that Fenrir was hunting alone in the woods, as was his usual wont, in the great peace that followed the birth of the First Age. He stalked none and slew none under Sun's warm light, merely content to run with wolf-feet through the boles striped with the morning dawn. As the shadows shortened and then lengthened, he stopped at a stream to quench his thirst and found himself not alone. &lt;br /&gt;
&lt;br /&gt;
Sitting alone on a mossy bounder on the opposite bank of the stream was the Solar poet and sorceress Eidhi, student of Brigid, the Mother of Spells. Ink smudged her white hands and reams of fine silk paper were strewn, crumpled at her feet. It had been that she had sought the same solitude he had been looking for so as to pen a wedding verse which voice had eluded her for days. The birthing of the verse had so far been long and difficult, and her anger and frustration had grown as the words eluded her, but now she sat triumphant, having penned what would be later used as the sacred marriage vows of anyone wedded by both the priests of Sol Invictus and ever-changing Luna. &lt;br /&gt;
&lt;br /&gt;
Wordlessly Fenrir crossed the stream to sit down at Eidhi's feet, and listened as she spoke her verse, the stream gurgling gently in counterpoint to her sweet voice. She in turn reached down and ran her inkstained fingers through his hair as the last rays of Sun and the first rays of Moon shone down upon them. While their vows were later solemnized by the Hierophant of the Deliberative himself, they had considered themselves married at that very moment, their unspoken promises and eager consummation witnessed by the gods who had Exalted them, the faint stars of the Maidens, and the elements of the Dragons themselves. &lt;br /&gt;
&lt;br /&gt;
It so happened that Eidhi preferred to go into battle unarmed and unarmored, trusting to her Essence and her sorceries to keep her from harm and slay her foes. This, Fenrir thought, was unacceptable. He would not countenance the love of his life harmed, even slightly, by some foeman's stray arrow or sword. Nevertheless his duties in her name often took him far away from her, and he did not trust her honor guard of Terrestrial Exalts to defend her with the same ferocity he would. &lt;br /&gt;
&lt;br /&gt;
Thus he took to his sacred forge hidden in the wilds and reforged his mighty daiklave seven times in flames kindled from lightning caught in the far South and fueled with perfect anthracite coals traded from the Mountain Folk and the dusts of stars, rubies and diamonds. Chanting powerful sorceries, he infused each hammer-blow with powerful runes of protection and the tiniest portions of his own soul. &lt;br /&gt;
&lt;br /&gt;
The wealth of moonsilver the First Tsurugi had been forged from was now carefully portioned out into six separate daiklaves, augmented with traces of exotic substances and the other three of the Four Magical Materials. Each blade was named as it was quenched in a mixture of sap from sacred trees in the East, water from the Uttermost West and Fenrir's own blood, his Essence lending the moonsilver strength and flexibility.&lt;br /&gt;
&lt;br /&gt;
Each of the six daiklaves was carefully forged, hammered and peened to either be wielded separately or reassembled and wielded in the form of a grand daiklave resembling the original First Tsurugi before its sevenfold reforging. The final forge-sorcery he enacted was to reforge all six swords assembled in a flame kindled from the Sun and Moon's mingled rays, harmonizing its Essence flows to a Solar or Lunar anima and reinforcing the powerful runes of protection he had worked into it. &lt;br /&gt;
&lt;br /&gt;
When he returned to his beloved wife, he presented her with the First Tsurugi Reforged, to guard her from harm in his absence. At a command the six blades would spring apart and circle about their wielder, turning aside sword and arrow. At another command, the six swords Half Moon's Smile, No Moon's Tear, Waxing Moon's Guard, Waning Moon's Thrust, Full Moon's Edge and Moonsilver Heart would drive themselves magically towards chosen foes, attacking on their own. Thus, Eidhi would be protected by Fenrir's puissance and might even if he were not physically present. &lt;br /&gt;
&lt;br /&gt;
This tale has a sorrowful ending, however. Fenrir First-Tooth refused to leave his wife Eidhi Sun-Singer during the Ursupation. With fang and claw he fought the armored masses of Dragonblooded troops while she countered the fell magics of the Chosen of Saturn. Eventually, however, ill-aspected astrology and the tides of Terrestrial Exalts wore him down, and he fell mortally wounded before his love and life. In despair and anguish, Eidhi unleashed the full might of the First Tsurugi Reforged, slaying a full Circle of Sidereal Exalts but leaving herself wide open for the essence-reinforced weapons of the reinforcement troops. &lt;br /&gt;
&lt;br /&gt;
Out of sad respect the Solar and Lunar were buried together in a grand tomb, together in death as in life, with many of their treasures and belongings placed with them as grave goods. However, out of fear of what the First Tsurugi Reforged could do in the wrong hands, the Sidereals and Terrestrials disassembled the mighty blade and hid the separate daiklaves in the five corners of Creation, where they await the hand of their rightful owner and reunion with their forge-mates. &lt;br /&gt;
&lt;br /&gt;
The essence of Fenrir First-Tooth has since then been reborn time and again, seeking the lost Eidhi Sun-Singer, but to this day none of his incarnations has succeeded in finding his Solar wife, or the pieces of the First Tsurugi Reforged. &lt;br /&gt;
&lt;br /&gt;
== Half Moon's Smile and No Moon's Tear ==&lt;br /&gt;
&lt;br /&gt;
These paired, single-edged short daiklaves resemble mirror-imaged butterfly knives at first glance, each forged of bright moonsilver with a locking black jade grip and guard that fold back over onto the non-cutting back edge of each blade. When the grips fold out and lock into place, the long hafts and short broad blades of the daiklaves give them a certain resemblance to the heavy machetes used to clear heavy undergrowth with. &lt;br /&gt;
&lt;br /&gt;
Belying their seemingly heavy and brutal appearance is their swift and graceful handling. Fenrir First-Tooth forged the daiklaves to balance well and rest far back in the hand, as a good dueling weapon will. Furthermore the Half Moon's Smile and No Moon's Tear are light and easy to wield once attuned to their wielder's anima, for he foresaw his wife's lack of martial training and sought to craft her a weapon she could easily use. &lt;br /&gt;
&lt;br /&gt;
Each of the short daiklaves bears the simple maker's mark of Fenrir First-Tooth, and each daiklave's name is etched in Lunar script set parallel to the cutting edge of the blade beneath a stylized engraving of the phase of the moon it was named for - Luna's profile bearing a pearl-toothed grin for Half Moon's Smile and Luna's shadowed face with a single amethyst teardrop for No Moon's Tear. Each daiklave bears a single Hearthstone socket on the outer side of its grip/handguard assembly  above the blade-name and maker's mark - one on the right for Half Moon's Smile, and one on the left for No Moon's Tear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;&amp;amp;bull;&amp;lt;/b&amp;gt; each&amp;lt;br&amp;gt;&lt;br /&gt;
Paired short daiklaves&amp;lt;br&amp;gt;&lt;br /&gt;
Statistics: +3 spd, +4 acc, +4L, +1 def, rate 6&amp;lt;br&amp;gt;&lt;br /&gt;
Minimums: Str 1&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 3 each (moonsilver)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Half Moon's Smile and No Moon's Tear:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Harmony of Sun and Moon&amp;lt;/i&amp;gt;.  Reforged to harmonize their essence flows to the animas of Fenrir First-Tooth and his wife, Eidhi Sun-Singer, these daiklaves may be attuned to by either  Solars or Lunars for normal cost. &lt;br /&gt;
* &amp;lt;i&amp;gt;Tears (or Teeth) of the Silver Lady&amp;lt;/i&amp;gt;. The bearer of Half Moon's Smile or No Moon's Tear may expend 4 motes to have either short daiklave weep venomous tears or sprout venomous fangs for a single attack. Treat the daiklave as having been coated in arrow frog venom (Exalted core pg 243) for that one attack.&lt;br /&gt;
* &amp;lt;i&amp;gt;Sevenfold Forging of the Essence Matrix&amp;lt;/i&amp;gt;. When attuned to as a pair, reduce the commitment for both daiklaves from six motes to four motes. &lt;br /&gt;
&lt;br /&gt;
== Waxing Moon's Guard and Waning Moon's Thrust ==&lt;br /&gt;
&lt;br /&gt;
These two daiklaves are mirror-twins of each other, their hand-wide blades milled to a degree of accuracy no longer seen in the Age of Sorrows. The main cutting edge of each daiklave is straight-edged, meant for neat slicing kata The reverse edges are cunningly studded with mechanical-looking starmetal teeth leading up[ to a cutaway near the grip. This saw-blade edge was intended for use on poorly-armored foes, where the teeth would quickly rend flesh off bone, but it also made both daiklaves lighter and easier to handle. &lt;br /&gt;
&lt;br /&gt;
Both Waxing Moon's Guard and Waning Moon's Thrust were designed so reversing between the straight edge and saw-edge of the weapon would be as simple as shifting one's grip. The lack of a crossguard for either weapon ensured that there would be nothing to catch on clothing or an opponent's parrying weapon when such a maneuver was performed. &lt;br /&gt;
&lt;br /&gt;
As with all his other work, Fenrir First-Tooth signed each blade with his mon.  The names of the paired daiklaves are inscribed parallel to the straight edge of the blades. Above each name in Lunar script is Luna's face in a three-quarter profile, emerald-eyed and looking to the right for Waxing Moon's Guard, and sapphire-eyed and looking to the left for Waning Moon's Thrust. Each of these daiklaves has a hearthstone setting inset in a cutout in the blade - it appears as a round cutout in the moonsilver between Fenrir's mon and the blade-name when no Hearthstone has been set in it. &lt;br /&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; each&amp;lt;br&amp;gt;&lt;br /&gt;
Paired daiklaves&amp;lt;br&amp;gt;&lt;br /&gt;
+7 spd, +3 acc, +6L, +2 def, rate 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimums: Str 3&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 5 motes each (moonsilver)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of Waxing Moon's Guard and Waning Moon's Thrust:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Harmony of Sun and Moon&amp;lt;/i&amp;gt;.  Reforged to harmonize their essence flows to the animas of Fenrir First-Tooth and his wife, Eidhi Sun-Singer, these daiklaves may be attuned to by either  Solars or Lunars for normal cost. &lt;br /&gt;
* &amp;lt;i&amp;gt;Rending Teeth of the Wolf&amp;lt;/i&amp;gt;. At the beginning of his turn, the wielder of either daiklave may declare that he is reversing his grip on either blade so as to present the saw-edged teeth forward. In which case, the daiklave held in reverse-grip deals +8L damage, but the target's lethal soak from armor is doubled before applying damage.&lt;br /&gt;
* &amp;lt;i&amp;gt;Sevenfold Forging of the Essence Matrix&amp;lt;/i&amp;gt;. When attuned to as a pair, reduce the commitment for both daiklaves from ten motes to eight motes. &lt;br /&gt;
&lt;br /&gt;
== Full Moon's Edge ==&lt;br /&gt;
&lt;br /&gt;
Full Moon's Edge is the most unusual of the six swords that makes up the First Tsurugi Reforged. Hollow-bladed, it is little more than a palm-width sleeve of softer, flexible moonsilver hammered around a cutting edge of infinitely sharp adamant. The hollowed, split grip of this daiklave is set in the back edge of this blade with a cutout for its wielder's hand. &lt;br /&gt;
&lt;br /&gt;
Incredibly light and easy to wield for its size and breadth, the Full Moon's Edge was employed generally to wound opponents before they could present a credible defense, or any kind of an offense. Its incredibly sharp adamant cutting edge could be honed further through Essence, shearing through armor as though it were soft silk. &lt;br /&gt;
&lt;br /&gt;
Due to the unusual construction of the Full Moon's Edge, Fenrir First-Tooth was unable to place a Hearthstone socket in this weapon. Instead, Luna's pale face stares triumphant from both sides of the blade above the engraving proclaiming its name, her eyes and circlet inlaid diamonds of various cuts and hue. She is crowned with the simple mon that was the maker's mark of Fenrir First-Tooth.&lt;br /&gt;
&lt;br /&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;
Reaper daiklave&amp;lt;br&amp;gt;&lt;br /&gt;
Statistics: +9 spd, +4 acc, +4L, def +1, rate 4&amp;lt;br&amp;gt;&lt;br /&gt;
Minimums: Str 2, Dex 3&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 4 motes (moonsilver)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other Powers of the Full Moon's Edge:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Harmony of Sun and Moon&amp;lt;/i&amp;gt;. Reforged to harmonize its essence flows to the animas of Fenrir First-Tooth and his wife, Eidhi Sun-Singer, this daiklave may be attuned to by either  Solars or Lunars for normal cost. &lt;br /&gt;
* &amp;lt;i&amp;gt;Plate-Rending Keenness&amp;lt;/i&amp;gt;. The daiklave's wielder may spend 3 motes to make the Full Moon's Edge do piercing damage for a single attack. Treat the target's lethal soak from armor as half its true value when damage is applied. &lt;br /&gt;
&lt;br /&gt;
== Moonsilver Heart ==&lt;br /&gt;
&lt;br /&gt;
This grand daiklave is something of a skeleton blade, the core around which the First Tsurugi Reforged is assembled. Nevertheless, it is still a lethal weapon forged by a master Lunar craftsman, and is not to be underestimated or ignored. A pair of long moonsilver blades are married to a core and handguard of orichalcum-strengthened steel. The core of the blade extends past the handguard to form an oversize grip, which is wrapped with strips cut from the hide of slain behemoth. &lt;br /&gt;
&lt;br /&gt;
On twisting the grip clockwise both blades slide away from each other to form a complex split-sword, increasing the breadth and parrying area of the daiklave itself. The handguard expands outward to accomodate the widened array of both moonsilver blades and to protect its owner further. Completing the twist causes the split blade to collapse upon itself again and locks the crossguard open. It is in this configuration that the First Tsurugi Reforged begins to be assembled from its component daiklaves&lt;br /&gt;
&lt;br /&gt;
Fenrir First-Tooth signed his name on one edge of the sword, and inscribed the blade's name on the other. Framing the Old Realm script he used to name this blade (instead of Lunar script) are a pair of buff-topped, faceted hearts cut from exquisite red rubies. Due to the mechanics involved in this sword's construction interfering with necessary essence flows, there are no Hearthstone sockets in this daiklave.&lt;br /&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;
Grand daiklave&amp;lt;br&amp;gt;&lt;br /&gt;
+10 spd, +2 acc, +12L -1 def, rate 3&amp;lt;br&amp;gt;&lt;br /&gt;
Minimums: Str 3&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 8 motes (moonsilver)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other Powers of the Moonsilver Heart&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Harmony of Sun and Moon&amp;lt;/i&amp;gt;. Reforged to harmonize its essence flows to the animas of Fenrir First-Tooth and his wife, Eidhi Sun-Singer, this daiklave may be attuned to by either  Solars or Lunars for normal cost. &lt;br /&gt;
* &amp;lt;i&amp;gt;Blossoming Shield of Moonsilver&amp;lt;/i&amp;gt; At the beginning of his turn, the daiklave's wielder may announce that he is shifting the daiklave to its open-bladed, more defensive mode. Subtract 2L from damage and 2 from speed. The daiklave now has a defense bonus of +1. The Blossoming Shield of Moonsilver may not be deployed while the wielder is assembling or has assembled the blade into the First Tsurugi Reforged. &lt;br /&gt;
&lt;br /&gt;
== The First Tsurugi Reforged  ==&lt;br /&gt;
&lt;br /&gt;
Fenrir First-Tooth's masterwork has sadly never been seen in its true form since his death in the Ursupation. Were the six component daiklaves to be collected and attuned to by the same Exalt, their true magic begins to work itself. Each sword vibrates with a distinct harmonic tone, calling out to its forge-brothers, and the Exalt that holds the set of blades finds that he is instinctively guided to reassemble the legendary daiklave from its component parts. &lt;br /&gt;
&lt;br /&gt;
Assembling the daiklave takes an action per component sword. Disassembling it takes a similar time except in circumstances detailed below (see sidebar of additional powers). &lt;br /&gt;
&lt;br /&gt;
Fully assembled the First Tsurugi Reformed is statted as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Artifact &amp;lt;b&amp;gt;N/A&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Grand daiklave&amp;lt;br&amp;gt;&lt;br /&gt;
+10 spd, +2 acc, +13L, +1 def, rate 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimums: Str 3, Dex 3&amp;lt;br&amp;gt;&lt;br /&gt;
Commitment: 12 motes (moonsilver)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other powers of the First Tsurugi Reforged:&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Harmony of Sun and Moon&amp;lt;/i&amp;gt;. Reforged to harmonize its essence flows to the animas of Fenrir First-Tooth and his wife, Eidhi Sun-Singer, this daiklave may be attuned to by either  Solars or Lunars for normal cost. &lt;br /&gt;
* &amp;lt;I&amp;gt;Superlative Forging of the Essence Matrix&amp;lt;/i&amp;gt;. When all the blades are together, attuning to the set as a whole costs only 12 motes, and no more. Should any one of the daiklaves become unattuned from the set, however, the attument costs return in full. Should the owner not have enough free Essence in his pool to commit to the weapon, the daiklaves each become uncommitted starting with the Full Moon's Edge and working its way through the phases of the moon (full, waxing, half, waning, no-moon) until their wielder's essence pool can accommodate any of the daiklaves left, or until all that is left is the Moonsilver Heart. Moreover, all of the separate hearthstone settings resonate as though part of the same weapon, and thus the wielder of the First Tsurugi Reforged has access to the powers of each hearthstone socketed in each of its component daiklaves.&lt;br /&gt;
* &amp;lt;i&amp;gt;Six Brothers Forged From One&amp;lt;/i&amp;gt; Each of the daiklaves adds to the strengths of the others when assembled. Compile the statistics of the First Tsurugi Reforged as thus: Add to the statline of the grand daiklave +1 damage if the Full Moon's Edge is coupled to the Moonsilver Heart, +1 defense each for the Waxing Moon's Guard and the Waning Moon's Thrust, and +1 rate each for the Half Moon's Smile and the No Moon's Tear. The above statline for the weapon assumes all the six swords assembled together.&lt;br /&gt;
* &amp;lt;i&amp;gt;Unity of Razor Minds&amp;lt;/i&amp;gt; As long as the respective daiklaves are housed in the assembly of the First Tsurugi Reforged, the wielder may use any of their additional powers (Tears of the Silver Lady, Rending Teeth of the Wolf, Plate-Rending Keenness) for their respective mote costs. The only additional power explicitly not allowed for use with the First Tsurugi Reforged is Blossoming Shield of Moonsilver, as already detailed in that power's explanation&lt;br /&gt;
* &amp;lt;i&amp;gt;Intervention of Moonsilver and Steel&amp;lt;/i&amp;gt;. The wielder of First Tsurugi Reforged may spend 5 motes to reflexively eject any one of the daiklaves in the assembly save for Moonsilver Heart. Subtract the bonus of the ejected daiklave from the First Tsurugi Reforged's statline. Said daiklave may be caught and wielded in its wielder's off hand (should he be strong - or large - enough, remember that the First Tsurugi Reforged is a grand daiklave). Wielders seeking to wield more than one of the component daiklaves at the same time as the First Tsurugi Reforged had better have a damned good stunt OR some way of sprouting multiple arms. The wielder may also stunt to use the blade ejection as either a parry or a ranged throw attack, at which the range of the blade is his Essence in yards.&lt;br /&gt;
* &amp;lt;i&amp;gt;Remembrance of Foes Long Vanquished&amp;lt;/i&amp;gt;. The First Tsurugi was employed in the defeat of several Primordial fetiches. Some of them simply became weaker versions of themselves and rebuilt their forms into the now-extant Yozis. Others fell into what became the Underworld and became the Neverborn. When all six blades are attuned together as in Superlative Forging of the Essence Matrix, the moonsilver used to forge the First Tsurugi Reforged remembers its battles against those foes whose destinies surpassed or lay outside of of the weave of Creation and hungers to shed more blood. When the all the six component daiklaves of the First Tsurugi Reforged are attuned to the same Exalt, the moonsilver blades emit a resonance inimical to creatures outside of Fate, and deals aggravated damage to such entities. &lt;br /&gt;
* &amp;lt;i&amp;gt;Dance of the Four Magical Materials&amp;lt;/i&amp;gt;. An Exalt attuned to all the component swords of the First Tsurugi Reforged may wield one (or two) of the daiklaves and set the rest to protecting him from harm for the duration of combat. With the expenditure of 10 motes and 1 willpower, each of the daiklaves will dance in the air about their wielder. This provides the Exalt with 1 free parry action per turn, rolled with his Dex+Melee+appropriate specialties, per daiklave freed to dance about him. These parries are not splittable. Obviously, the daiklave (or daiklaves) the wielder is currently using manually does not get a free parry action. &lt;br /&gt;
* &amp;lt;i&amp;gt;Bladewind of the Razored Host&amp;lt;/i&amp;gt;. This is considered to be the First Tsurugi Reforged's most fearsome abillity, the most powerful of its magics and the reason it was disassembled and hidden in the five corners of Creation. On his initiative the wielder of the First Tsurugi Reborn may spend 10 motes and 1 willpower to command the component daiklaves to spring apart and attack targets within their Essence in yards of them. The Exalt may roll six attacks (at full dice pool) against the same target, or divide them up as he sees fit. These attacks are not splittable. The target (or targets) of this ability may attempt to dodge or parry the attacks coming at them if they have actions. Dodges and parries versus the Bladewind of the Razored Host are made at a difficulty to the First Tsurugi Reforged's wielder's Essence.&lt;br /&gt;
It takes the daiklaves a full round to return to their owner after all their attacks, successful or not, are done, but chances are once this ability is invoked there isn't anyone left for the First Tsurugi Reforged's wielder to deal with, anyway. &lt;br /&gt;
&lt;br /&gt;
* Back to [[[MelWong]]]'s artifacts. &lt;br /&gt;
&lt;br /&gt;
== Comments == &lt;br /&gt;
&lt;br /&gt;
I came up with this daiklave after watching FFVII: Advent Children and reading this [http://www.ff7acmovie.com/articles/ff7ac_reviews_and_analyses/clouds_6_piece_sword_in_ff7ac.html  excellent analysis] of the way Cloud's First Tsurugi assembles and disassembles. After some thought I decided to ratchet this up from a Level 5 to a N/A artifact. [[[MelWong]]]&lt;br /&gt;
&lt;br /&gt;
Awesome work! Having seen Advent Children myself, I toyed with the notion of statting up the First Tsurugi (although my version had each of the six blades being a different material) but having seen this... I don't think I could do it better. Bravo. --[[[DarkPhoenix]]]&lt;br /&gt;
&lt;br /&gt;
Well, this came about mostly because I was idly wondering how one could stat up a Lvl 5 daiklave in a campaign, and then kind of running away with the idea. Eating a sugary wedding cake topper for my anniversary probably didn't help. For some reason if you freeze a carrot cake for a year the cream cheese icing turns to milk solids + pure sugar. I had to do something with the excess energy, so I statted this thing up. - [[[MelWong]]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrownedSun&amp;diff=94168</id>
		<title>CrownedSun</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrownedSun&amp;diff=94168"/>
				<updated>2015-09-22T15:49:38Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crowned Sun, the Argumentative Eclipse =&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Also known as Brandon Lance Quina, neer-do-well and Floridian.  Currently living in South Florida, in the wonderful 'city' of Cape Coral (near Fort Myers, if your familiar with the area).  Aged 24, long-time Psychology Student (will he ever graduate?), and Exalted Storyteller.  Founder and Op of WoDIRC, an IRC channel on gryphon.magicstar.net for those familiar with IRC.  Newbies welcome, and despite the name of the channel we primarily discuss Exalted these days.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[CrownedSun/News]] Some recent news from the Crowned One&lt;br /&gt;
* A small page on [[WoDIRC]], on gryphon.magicstar.net&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Crowned Content =&lt;br /&gt;
* [[CrownedSun/TreasuresOfCreation]] A collected list of a lot of the things I've written, setting wise, for Exalted.&lt;br /&gt;
* [[Charms/Charms]] Charm Index Page, and links to all my Martial Arts styles.&lt;br /&gt;
** [[SolarCharms/SolarCharms]] leads directly to my Solar Exalted charms subpage.&lt;br /&gt;
** [[DragonBloodedCharms/DragonBloodedCharms]] leads directly to my Dragon Blooded charms subpage.&lt;br /&gt;
** [[LunarCharms/LunarCharms]] leads directly to my Lunar Exalted charms subpage.&lt;br /&gt;
** [[AbyssalCharms/AbyssalCharms]] leads directly to my Abyssal Exalted charms subpage.&lt;br /&gt;
** [[FairFolkCharms/FairFolkCharms]] leads directly to my Fair Folk charms subpage.&lt;br /&gt;
* [[Sorcery/Sorcery]] New workings of Sorcery, great and small!&lt;br /&gt;
* [[VirtueFlaws/VirtueFlaws]] New Virtue Flaws, to better torment your character.&lt;br /&gt;
* [[CrownedSun/HouseRules]] New and revised rules system, and other kinds of fun stuff!&lt;br /&gt;
&lt;br /&gt;
* [[CrownedSun/Artifacts]] is a page for all of my Artifacts, a home away from home if you will.&lt;br /&gt;
* [[Hearthstones]] is a page for Hearthstones, and where I'll be putting all of mine.&lt;br /&gt;
* [[CrownedSun/LegendaryFigures]] of the First Age&lt;br /&gt;
* [[CrownedSun/NiftyPeople]] of the Second Age&lt;br /&gt;
* [[MeritsAndFlaws]] is a page for generic Merits and Flaws, including a number made by me!&lt;br /&gt;
* [[HighSocialDB]] A rules modification for Exalted: the Dragon Blooded, with more emphasis on social stuff and less on combat!&lt;br /&gt;
&lt;br /&gt;
'''Links to Other Pages'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Balthasar/TheKaishar]] Developed (Charms and much else) by my friend Joel, from a Concept (and Spell) had by me.&lt;br /&gt;
&lt;br /&gt;
= Crowned Chronicles =&lt;br /&gt;
* '''[[GossamerAndIce]]''' is my new Fair Folk game, which will be running on Thursdays on IRC.  I'll be trying to do session summaries, but mostly this page will include various bits of setting information for the game.&lt;br /&gt;
** [[GossamerAndIce/NPCs]] is my memory page for NPCs in Gossamer and Ice.  I'll try to make this page player friendly!&lt;br /&gt;
* '''[[CrownedSun/WyldWanderers]]''' is back in play, and so I'll relink the page.  I need to do more summaries for the sessions, and will presumably do that while I'm running my DAF one-shot for the next few weeks.  We're still in Chapter 2, but we've moved past the first story.  Yay!&lt;br /&gt;
**[[CrownedSun/WyldNPCs]] is my memory page for NPCs in Wyld Wanderers.  Once again; information here will be mostly player friend.&lt;br /&gt;
&lt;br /&gt;
== Play Aids ==&lt;br /&gt;
* [[Stories/Stories]]]] With Fiction, currently just a pair of First Age things.&lt;br /&gt;
*[[CrownedSun/Scenarios]] How I would run a new Exalted game, if I was starting over from scratch&lt;br /&gt;
*[[CrownedSun/Flashbacks]] First Age memories from games I've run...&lt;br /&gt;
&lt;br /&gt;
== Past Chronicles ==&lt;br /&gt;
*[[CrownedSun/TimeOfTumult]] is my late and great game, which got the characters up to 300 and so xp -- of which about 100 was 'downtime XP', a trick that I am trying to avoid this time around.  Despite the name, I never did run any of the adventures from the book of the same name.&lt;br /&gt;
*[[CrownedSun/LunarChronicles]] was a fun Northern game, with a lot of links to various fun things.&lt;br /&gt;
*[[CrownedSun/RohanCharacters]] are the characters from the (now on haitus) Rohan game, the sequel to Time Of Tumult.  They might make good pregens:P  It'd take too much effort to remove 'em.&lt;br /&gt;
* '''[[CrownedSun/AbyssalGame]]''' has a small page made mostly by the players!  Cool, eh?  Also, check out[[CrownedSun/AbyssNPCs]] for the NPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Friends of the Crowned One =&lt;br /&gt;
* [[Balthasar]] Joel!  Home to [[ExMod]], Kaishar stuff (see direct link above), Abyssal Charms (coming soon) and much more.&lt;br /&gt;
* [[Telgar]] John!  Format his page and make it pretty!!!:P&lt;br /&gt;
* [[Ashande]] Kaine! Who likes making overly flawed characters, like Ashmere!&lt;br /&gt;
* [[haren]] Bri!  Who is very creative, and does a lot of nifty Abyssal stuff:0)&lt;br /&gt;
* Special Thanks to [[Ikselam]] for his help in cleaning up the Dala Varia stories in my Stories subpage.  If you haven't already, be sure to check out his own stories and his charms -- very good stuff.  I love his Little Gods, too.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Favorite Exalts:&amp;lt;/b&amp;gt;  Solar Exalted come in a steady first, with a big lead -- they are the most exciting and heroic of all the Splats, and have the coolest thematic.  I love the Sun, too!  After that, it's Dragon-Blooded (for dynastic coolness) and Sidereals (for secret agent-ness) in a nice round second place tie.  Abyssals (servants of the dark) come in third, and Lunars (barbarian heroics and shapeshifting galore) are in last place.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Favorite Exalted Supplement:&amp;lt;/b&amp;gt;  Games of Divinity probably takes the cake for me, even though the namesake of the book was slightly disappointing.  I love the portrayal of Gods and Demons, and even the Elementals are fun (though the general stuff on them isn't nearly as good on the other two chpaters).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Favorite Exalted Setting:&amp;lt;/b&amp;gt;  I'm growing fond of the North, though I've done a lot with it already.  Snow, ice and frosty-dangers have always been something I've found interesting, so it's a cool setting.  Many of my games end up in the South, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;My Email:&amp;lt;/b&amp;gt; quinabl@earthlink.net&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Other Hobbies:&amp;lt;/b&amp;gt;  Like many Roleplayers, I'm a geek.  I have an extensive collection of computer games (favorite of which, at the moment, is Morrowind.  I also play a lot of WC3, Age of Mythology, and even some Starcraft online.  C&amp;amp;C:Generals is a favorite, but I've never played it online due to not knowing a lot of people with it.  I enjoy college, and school -- soo much so that I've probably been there longer than I should:P&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Roleplaying History:&amp;lt;/b&amp;gt;  I've been roleplaying since I was 14, when I picked up a copy of the original Dungeons and Dragons, to play with my Cousin one summer, after a long experience with SSI's &amp;quot;Gold Box&amp;quot; computer games -- later updating to Advanced Dungeons and Dragons.  When I first checked out White Wolf, I didn't much like it -- it took Dark Ages to drag me from a D&amp;amp;D freak to the game table, and into the world of Horror.  Ravenloft prepared me a bit, and my games were getting more and more story like.  I still enjoy D&amp;amp;D a bit, but I've never enjoyed it as much once I started to get into skill based systems -- the tactical side can be cool, and some of the recent computer games have renewed my interest.  None the less, once I got into Vampire: the Dark Ages, I quickly got dragged into the other games too.  Wraith is still my favorite WW game, though I've played more Vampire than anything else.  I dabbled with the Aeoniverse games for a long time, but once Exalted got published it was like I'd found my way home.  I've always loved Fantasy, and Exalted seemed to me a 'D&amp;amp;D' that both had better themes and stories possible and cooler rules.  It took me a while to get my players hooked, but now we're all Exalted addicts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Other RPGs:&amp;lt;/b&amp;gt;  I got my start on [[DnD]], and played it for a while.  Favorite campaign settings were Dark Sun, and later Birthright:)  I've actually liked the Forgotten Realms stuff, but don't tell anyone.  I play, currently, in addition to Exalted (my main game, and the one that I'm playing which I enjoy the most)...Nobilis, Unknown Armies, All Flesh Must Be Eaten, GURPS, Silver Age Sentinels, and Hero System (mostly for non-Exalted Fantasy).  I'm currently (trying) to get an Unknown Armies game off the floor, and playing in a Lunar Pirates game.  I've also got a great love of the entire Aeoniverse, and the Dark Ages lines from White Wolf.&lt;br /&gt;
&lt;br /&gt;
= Crowned Comments = &lt;br /&gt;
&lt;br /&gt;
You're right, I do love the &amp;quot;Treasures of Creation&amp;quot; section, especially the part about the South. As a matter of fact, I'm probably going to incorporate Fire Iron into my Sidereal game.. The characters are about to go on a hunt for exotic components, so they can have two suits of Crimson Armor made up. ;) --[[Dissolvegirl]]&lt;br /&gt;
&lt;br /&gt;
Aah, schucks.  Thanks:)  I'm glad you like it.  -- [[CrownedSun]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifacts/JadeMail&amp;diff=94167</id>
		<title>Artifacts/JadeMail</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifacts/JadeMail&amp;diff=94167"/>
				<updated>2015-09-22T15:45:29Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[CrownedSun]]&lt;br /&gt;
&lt;br /&gt;
= Jade Mail of the Imperial Cavalry =&lt;br /&gt;
Much of the great artifice of the First Age is lost forever, and even the lesser arts of the Shogunate are difficult and costly to reproduce.  However, there is still a good amount of powerful artifice being undertaken in this darkened world.  One of these projects began several hundred years ago, when the Scarlet Empress invested in a small yet powerful force of Cavalry led by experienced Dragon-Blooded.  While it's true that most of the Cavalry used by the Realm is that belonging to it's tributary states, the Empress has always been canny and she well understood the importance of a strong and mobile force that could be used in the internal defense of the Realm and even (with some cost and hassel) used in the Threshold if needed.  One of the most important parts of this project, and the most successful, was the creation by then the Sorcerer-Smith Cathak Illinir of the Jade Mail.&lt;br /&gt;
&lt;br /&gt;
Largely considered horseman's armor, designed for protection and flexibility, Jade Mail was very well-recieved by the Dynasts that were hand-picked to lead the cavalry regiment.  It's impressive cut and noble bearing were quite popular throughout the dynasty for nearly a century, and even after the fad faded the potent armor still had quite a pull with the Dragon-Blooded of the Realm -- especially those that fancied themselves riders.  Within the centuries that have followed more than a few other Dragon-Blooded have sought out the Household of Cathak Illinir in order to obtain a suit of it for themselves.  By this point, of course, a good segment of the other Houses have stole and perfected the crafting of such potent armor, and it is now a common type of armor worn by the privledged of the Realm.&lt;br /&gt;
&lt;br /&gt;
Jade Mail is, obviously, always made with Jade.  It's make is rather complicated, and gets a fair amount of power out of that jade.  Some exceptional suits have been made by Illinir that utilize Orichalcum in small quantities, but these are individual and quite rare.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Jade Mail&amp;lt;/i&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;&lt;br /&gt;
 Artifact Chain Hauberk&lt;br /&gt;
 (statistics) 8/11 Soak, -2 Mobility penality, 1 Fatigue&lt;br /&gt;
 Commitment: 4&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Others Powers of the Jade Mail&amp;lt;/i&amp;gt;&lt;br /&gt;
* &amp;lt;i&amp;gt;Horse-Bound&amp;lt;/i&amp;gt;. The armor forms a sympathetic bond between rider and horse, allowing the Dragon-Blooded wearing the armor to utilize the full extent of his power without worry of slaying his mount.  This power requires that the rider be mounted and spend a Simple action as well as the expenditure of a single mote of essence to harmonize the wearer's soul with his mount.  If the horse and rider are separated, this power ends after the attuned individuals Essence in turns and must be reactivated.  There is otherwise no duration limit on this power.&lt;br /&gt;
* &amp;lt;i&amp;gt;Enduring&amp;lt;/i&amp;gt;. The armor adds strength to the character, empowering him against fatigue and wear that bleeds off even on the mount.  When wearing this armor the rider and horse each gain three extra dice to all Stamina+Endurance rolls, and can travel overland for longer periods of time without worrying about fatigue or exhaustion.&lt;br /&gt;
* &amp;lt;i&amp;gt;Imperial&amp;lt;/i&amp;gt;. Jade Mail is designed nearly as much for appearance as function, each suit being hand-crafted by skilled Sorcerer-Smiths with many subtle touches and a good deal of individual attention.  The wearer gains +2 dice on Intimidation or Leadership based rolls, and is filled with a feeling of confidence and surety.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=89855</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=89855"/>
				<updated>2012-11-01T16:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Add link to Scroll of the Fist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
[http://thor.divnull.com/pub/exalted/hacks/scroll-of-the-fist-revised.pdf Scroll of the Fist] is a fairly extensive Wu-Shu/Exalted conversion.&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89847</id>
		<title>CreationTimeline</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89847"/>
				<updated>2012-10-17T16:48:21Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a consolidated timeline of the events in Creation, as best we can figure out. All years are by the Realm calendar.&lt;br /&gt;
&lt;br /&gt;
== The Prehistoric Age ==&lt;br /&gt;
&lt;br /&gt;
All time before the end of the Primordial War is considered &amp;quot;before history&amp;quot;. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pp. 10-11).&lt;br /&gt;
&lt;br /&gt;
* [[DragonKings]] rule most of Creation, except the West, where they constantly clash with the [[Lintha]].&lt;br /&gt;
* [[Jadeborn]] created.&lt;br /&gt;
&lt;br /&gt;
=== Year 0 (very roughly RY -4,500) ===&lt;br /&gt;
&lt;br /&gt;
* Primordials surrender during Calibration.&lt;br /&gt;
* Four Primordials remain free: [[Gaia]], [[Autochthon]] and two others.&lt;br /&gt;
* [[SheWhoLivesInHerName]] burns away &amp;quot;nine out of every 10 important things&amp;quot; in the instants before her imprisonment.&lt;br /&gt;
&lt;br /&gt;
== Ochre Fountain Era (Year 1-109) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1 ===&lt;br /&gt;
&lt;br /&gt;
* [[Merela]] accepts the [[CrownOfThunders]] and the [[CreationRulingMandate]]. She rules from the [[OchreFountain]], a neighborhood of the mortal section of Rathess ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[ChejopKejak]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[TammizUshan]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Solars begin a rule that lasts for a &amp;quot;timeless age&amp;quot;. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 9 ===&lt;br /&gt;
&lt;br /&gt;
* [[Brigid]] returns to recently founded [[Sperimin]] with the secrets of [[Sorcery]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 17 ===&lt;br /&gt;
&lt;br /&gt;
* [[ChejopKejak]] exalts amidst fighting between the solars loyal to Merela, the [[GoldenHeroVassals]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 100 ===&lt;br /&gt;
&lt;br /&gt;
* Merela decrees the establishment of a central government for all Creation in [[Meru]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 101 ===&lt;br /&gt;
&lt;br /&gt;
* Jadeborn-made artifacts begin to deactivate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
&lt;br /&gt;
=== Year 108 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative proposed, suggesting all solars be given an equal voice. Merela rejects it. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
* Meru War begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 109 ===&lt;br /&gt;
&lt;br /&gt;
* Meru War ends with compromise, creating the Deliberative, but with Merela still as queen. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Deliberative demands [[Autochthon]] sanction the Jadeborn, or else the Deliberative would go to war against them. The Great Maker responds by placing the [[GreatGeas]] upon the Jadeborn. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
== First Deliberative Era (Year 110-652) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 110 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative renames [[OchreFountain]] to the [[Realm]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Many lunar exalted volunteer to explore the South, West and North. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Human settlement of the [[BlessedIsle]] begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 111 ===&lt;br /&gt;
&lt;br /&gt;
* Eight mortal heroes begin to secretly travel Creation at the behest of Autochthon, gathering components for the [[EwerOfSouls]] and filling it from the [[WellOfSouls]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 121 ===&lt;br /&gt;
&lt;br /&gt;
* Autochthon departs Creation, creating [[Autochthonia]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* The Autochthonian calendar, which calculates years &amp;quot;in the same fashion as the Old Realm&amp;quot;, begins. So, in the timeline within Autochthonia, &amp;quot;the current year&amp;quot;, corresponding to RY 768, &amp;quot;is 4878&amp;quot;; however, see notes in the section below on the Time of Cascading Years. ([[Books/ExaltedTheAutochthonians|Autochthonians]], pg. 24).&lt;br /&gt;
&lt;br /&gt;
=== Year 124 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid's student [[Thesis]] begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 230 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis's student Sonah founds the Sonan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 449 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah's student Nanica begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 550 (roughly RY -3,900) ===&lt;br /&gt;
&lt;br /&gt;
* Ascension Day, when the lesser elemental dragons were elevated to the status of gods.&lt;br /&gt;
&lt;br /&gt;
=== Year 594 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica's student Leelah begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 639 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] begins, with a [[FairFolk]] army seeking to end shape. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 652 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] ends, with the Deliberative throwing back the armies of the [[FairFolk]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
== The Unfurling Horizon Era (Year 653-1215) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 653 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative becomes more interested in the Wyld. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 700 ===&lt;br /&gt;
&lt;br /&gt;
* Leelah's student Derja founds the Derjan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 834 ===&lt;br /&gt;
&lt;br /&gt;
* Derja's student Chone begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1039 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid vanishes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 1107 ===&lt;br /&gt;
&lt;br /&gt;
* One of the free rougue Primordials launches attack at Creation's heart, starting the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1110 ===&lt;br /&gt;
&lt;br /&gt;
* [[FairFolk]] swear oaths granting eclipse caste solars diplomatic immunity. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
 &lt;br /&gt;
=== Year 1129 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis ceases teaching sorcery; joins the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1130 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah vanishes in search of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1199 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica dies in Primordial assault on [[Sperimin]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Leelah ceases teaching sorcery, joins [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1205 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltations of Brigid and Sonah reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1215 ===&lt;br /&gt;
&lt;br /&gt;
* Theis and Leelah die in final assault against Primordial forces. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* [[AftershockWar]] ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Shining Reflection Era (Year 1216-1721) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1238 ===&lt;br /&gt;
&lt;br /&gt;
* Chone's student Halleus begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1300 ===&lt;br /&gt;
&lt;br /&gt;
* Solar fashion dictates wearing and using items only made by ones self. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Directional languages (e.g. earthtongue, flametongue, etc.) intentionally developed, replacing Old Realm in mortal lands. Languages included built-in thaumaturgical prayers, acting to stabilize Creation. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1439 ===&lt;br /&gt;
&lt;br /&gt;
* Chone transfers all students to Halleus, ceases teaching sorcery, shifts focus to magitech engineering. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1650 (roughly RY -2,800) ===&lt;br /&gt;
&lt;br /&gt;
* The Kukla becomes the first greater elemental dragon and is promptly bound by the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
=== Year 1676 ===&lt;br /&gt;
&lt;br /&gt;
* Halleus' student Kemal begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1721 ===&lt;br /&gt;
&lt;br /&gt;
* 14th Ascending Wood: Death of Facet Raven, the first solar to die of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Thousand Struggles Era (Year 1722-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1734 ===&lt;br /&gt;
&lt;br /&gt;
* [[RosePetalTea]] stages military attack on [[BorZan]]'s prefecture, killing him. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1762 ===&lt;br /&gt;
&lt;br /&gt;
* Rival kills Chone and Derja. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Kemal's student Hano assumes teaching duties at the Derjan College. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1807 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of Ingosh Silverclaws. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1827 ===&lt;br /&gt;
&lt;br /&gt;
* Just after Calibration, a solar circle called the [[WhiteJadeFeatherSociety]] violate oaths to attack rivals within Meru. Within six months, Deliberative attendance ends, with many fleeing Meru entirely. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1946 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period begins, where no celestial exalted fight one another, despite constant expectation of conflict. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1983 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Devon founds the Devonian School of Sorcery.  ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 2046 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
== Time of Cascading Years (Year 2325-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2325 ===&lt;br /&gt;
&lt;br /&gt;
* Time becomes subjective, with different locations experiencing different durations. This era is measured from when this time split started to when it ended and time become universally applied again. Convention holds that this period is &amp;quot;officially counted&amp;quot; as 217 years long, but this a mostly arbitrary decision based on the time reference of the historians doing the labeling. To some, the period lasts a single afternoon. Within this section, each subjective timeline will be referenced independently, using &amp;quot;Cascading Years&amp;quot; (CY) as a subjective measurement from when this era begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Heaven's timeline ===&lt;br /&gt;
&lt;br /&gt;
* For heaven and all immaterial spirts, no time passes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Merela's timline ===&lt;br /&gt;
&lt;br /&gt;
* CY 1000: Era ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Autochthonian timeline ===&lt;br /&gt;
&lt;br /&gt;
While no official word exists on how Autochthonia experiences this timeline, it seems likely, being Elsewhere, that they experience it the same way that Heaven does: with no time passing. Since the Autochthonian time line is the only canonical one that spans the First Age to the present in a known number of years, this assumption will be used in the rest of this document when trying to determine the relation between First Age dates and RY 0. It is also assumed that Realm historians &amp;quot;officially&amp;quot; count the duration of the Time of Cascading years as 217 years. Naturally, events currently reckoned to have happened &amp;quot;3000 years ago&amp;quot; depend significantly on what timeline you are looking through.&lt;br /&gt;
&lt;br /&gt;
In any case, if these assumption are true, the following relations exist:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event !! First Age !! Autochthonia !! Realm&lt;br /&gt;
|-&lt;br /&gt;
| History begins || 0 || -121 || -4448&lt;br /&gt;
|-&lt;br /&gt;
| Autochthon leaves Creation || 121 || 0 || -4327&lt;br /&gt;
|- &lt;br /&gt;
| Start of Time of Cascading Years || 2325 || 2204 || -2123&lt;br /&gt;
|- &lt;br /&gt;
| End of Time of Cascading Years || 2543 || 2204 || -1906&lt;br /&gt;
|- &lt;br /&gt;
| Realm Begins || 4449 || 4110 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Present || 5217 || 4878 || 768&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Year 2543 ===&lt;br /&gt;
&lt;br /&gt;
* All survivors of this era, including Dragon-Blooded, all remember personally performing some notable task that restores Creation to its rightful configuration. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Souls of 73 celestial exalted who died during the era, including Halleus, reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
== The Second Deliberative Era ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2544 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence begins, where few exalted conflicts occur and not much research either. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
=== Year 2626 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2678 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative reestablished. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2730 ===&lt;br /&gt;
&lt;br /&gt;
* Treaty of Limbs ratified. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2758 ===&lt;br /&gt;
&lt;br /&gt;
* Kemal dies of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2931 ===&lt;br /&gt;
&lt;br /&gt;
* Devon incinerates his books, retires from public life and gifts his sorcerous academy at Sperimin to Hano's student Salina. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
* Salina founds Salinan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3125 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Silur founds the Silurian School of Sorcery, ostensibly to revive the traditions of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3193 ===&lt;br /&gt;
&lt;br /&gt;
* I AM activated. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
== Era of Dreams (Year 3204-3516) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 3204 ===&lt;br /&gt;
&lt;br /&gt;
* I AM transmission network established. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3255 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3275 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltation of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3280 ===&lt;br /&gt;
&lt;br /&gt;
* Anonymous Silurian sorcerer begins distributing the Abscissic Guide to summoning demons. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3366 ===&lt;br /&gt;
&lt;br /&gt;
* Black Nadir Concordat emerges from the Underworld with the secrets of [[Necromancy]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3491 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative votes in favor of Operation Wyldhand. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3493 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3494 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3516 (roughly RY -933) ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;present&amp;quot; for ''Dreams of the First Age'' campaigns. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -800 ===&lt;br /&gt;
&lt;br /&gt;
* The Unconquered Sun gets angry at the Solar Deliberative and turns his face from the Solar Exalted.&lt;br /&gt;
&lt;br /&gt;
== Usurpation &amp;amp; Shogunate ==&lt;br /&gt;
&lt;br /&gt;
=== circa RY -750 ===&lt;br /&gt;
&lt;br /&gt;
* The Usurpation, followed by &amp;quot;decades&amp;quot; of war to exterminate the Solars. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -700 ===&lt;br /&gt;
&lt;br /&gt;
* Start of an era where &amp;quot;the Dragon-Blooded managed to hold everything together for seven centuries&amp;quot;. ([[Books/SiderealsSecond|Manual of Exalted Power: The Sidereals]], pg. 224)&lt;br /&gt;
* &amp;quot;The Dragon-Blooded&amp;quot; rule for &amp;quot;centuries&amp;quot;. ([[Books/Exalted|Exalted]], p. 11) This refers to the [[Shogunate]].&lt;br /&gt;
&lt;br /&gt;
=== circa RY -405 ===&lt;br /&gt;
* Swan Dragon becomes Censor for  the South from &amp;quot;345 years after the Usurpation up until the last days of the Contagion&amp;quot;. His tenure is at least &amp;quot;a few hundred years&amp;quot;. ([[Books/HousesOfTheBullGod|Houses of the Bull God]], pg. 102)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -5 ===&lt;br /&gt;
&lt;br /&gt;
* The arrival of the [[GreatContagion|Great Contagion]]. Based on the description events between this and the founding of the Realm ([[Books/Exalted|Exalted]], pp. 11-12), this probably happened only a few years before RY 0.&lt;br /&gt;
&lt;br /&gt;
=== RY -1 === &lt;br /&gt;
&lt;br /&gt;
* The [[SeventhLegion|Seventh Legion]] encamps in [[Deheleshen]] (the future site of [[Lookshy]]) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
== The Second Age ==&lt;br /&gt;
&lt;br /&gt;
=== RY 0 ===&lt;br /&gt;
&lt;br /&gt;
Also known as [[YearOfSevenTigers|The Year of Seven Tigers]].&lt;br /&gt;
* The [[ScarletEmpress|Empress]] founds the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 17-22)&lt;br /&gt;
* The [[GreatContagion|Great Contagion]] ends.&lt;br /&gt;
&lt;br /&gt;
=== RY 12 ===&lt;br /&gt;
* The [[AllSeeingEye|All-Seeing Eye]] is chartered. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 20 ===&lt;br /&gt;
* [[Lookshy]] is founded on the ruins of Deheleshen. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 38 ===&lt;br /&gt;
* The core of the Realm ministries is in place by this year. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 40 ===&lt;br /&gt;
* The legions of the Realm first achieve full strength. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 45 ===&lt;br /&gt;
* Realm agents make first contact with [[Locations/ScavengerLands|Scavenger Lands]] cities, persuading some to swear fealty to the Empress; most cities refuse. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 47 ===&lt;br /&gt;
* First invasion of the Scavenger Lands by the Realm. The invading force is the Fourth Imperial Legion. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 52 ===&lt;br /&gt;
* [[Nexus/CouncilOfEntities|Council of Entities]] takes control of [[Nexus]]. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 53 ===&lt;br /&gt;
* Fourth Imperial Legion withdraws from the Scavenger Lands to its allied cities on the coast. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 69 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] born in [[GreatForks|Great Forks]]... or, at least, where Great Forks will be founded... ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 75 ===&lt;br /&gt;
* Second Realm invasion of the Scavenger Lands begins, with four legions as the invasion force. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Lookshy besieged by Realm forces ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Nexus occupied by Realm forces; Realm forces are pushed out after several weeks. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 76 ===&lt;br /&gt;
* Realm invasion of the Scavenger Lands continues. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Siege of Lookshy lifted by use of a First Age weapon. (This probably creates the shadowland of [[MourningField|Mourning Field]], in which case we know that Lookshy was besieged by the Sixth and Ninth Legions.) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Seventh Legion forces march to [[GreatForks|Great Forks]] -- or at least, to the conjunction of the [[YellowRiver|Yellow River]] and the [[RollingRiver|Rolling River]] where Great Forks will be founded in RY 278 -- and destroy the Fourth Imperial Legion there. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* Realm forces withdraw from the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 83 ===&lt;br /&gt;
* Realm ships raid merchant vessels of the Scavenger Lands, resulting in privateer campaigns against the Realm by those lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 88 ===&lt;br /&gt;
* Third and final invasion of the Scavenger Lands by the Realm, with seven legions. Seventh Legion forces are scattered, but units from [[Melevhil]] and [[Nathir]] tie up Realm forces. The invaders are harrassed by guerrilla forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* [[BremMarst|Brem Marst]] stuck in the Lap, studies with the [[Counters]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 89 ===&lt;br /&gt;
* Empress' Own Guard destroyed near [[Melevhil]]. The third invasion of the Scavenger Lands is repulsed. General Vondy Beulen of the Realm defects to [[Lookshy]] along with several Dragons. ([[Books/ScavengerSons|Scavenger Sons]], p. 66) &lt;br /&gt;
* [[BremMarst|Brem Marst]] returns home. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 95 ===&lt;br /&gt;
* The [[LeagueOfManyRivers|League of Many Rivers]] is formed by the free cities of the Scavenger Lands as an alliance of mutual aid and support. Members include [[Lookshy]], [[Nexus]], [[Sijan]], and others. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 99 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] founds the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 103 ===&lt;br /&gt;
* The [[RealmDeliberative|Deliberative]] of the Realm is created. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 104-109 ===&lt;br /&gt;
* Coastal states of the Scavenger lands join the League of Many Rivers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 114 ===&lt;br /&gt;
* An assassination attempt on the Empress prompts her to promote infighting among the servants of the Realm as a security measure. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
* The Empress takes the noble Rawar of Arjuf as a husband. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 117 ===&lt;br /&gt;
* The [[Guild]] moves its operations to [[Nexus]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 139 ===&lt;br /&gt;
* Ragara is born to the Empress and Rawar of Arjuf. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 146 ===&lt;br /&gt;
* [[BagrashKol|Bagrash Köl]] founds a kingdom in the [[Locations/North|North]] using the [[EyeOfAutochthon|Eye of Autochthon]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 174 ===&lt;br /&gt;
* The [[NineDuchies|Nine Duchies]] rebellion against the [[Realm]]. The [[Empress]] discovers [[Guild]] involvement after the rebellion is crushed. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
* The [[Guild]] withdraws from [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RY 176 ===&lt;br /&gt;
* The [[EyeOfAutochthon|Eye of Autochthon]] destroys [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 179 ===&lt;br /&gt;
* [[BramMarst|Bram Marst]] dies. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 211 ===&lt;br /&gt;
* The [[Delzahn]] horde conquers [[Chiaroscuro]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 223 ===&lt;br /&gt;
* By this year, most of the Threshold -- those nations on the shore of the Inland Sea -- is under Realm control. Exceptions include the Scavenger Lands and a few others. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 25)&lt;br /&gt;
&lt;br /&gt;
=== RY 244 ===&lt;br /&gt;
* House Manosque attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 263 ===&lt;br /&gt;
* Tensions increase between the [[LarisDistrict|Laris]] and [[VelenDistrict|Velen]] districts in the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 265 ===&lt;br /&gt;
* Tensions between the Laris and Velen districts in the Scavenger Lands erupt into a brief war. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 270 ===&lt;br /&gt;
* The Raksha Yseult re-enters Creation. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 64)&lt;br /&gt;
&lt;br /&gt;
=== RY 278 ===&lt;br /&gt;
* [[GreatForks|Great Forks]] is founded. (Scavenger Sons, p. 78)&lt;br /&gt;
&lt;br /&gt;
=== RY 281 ===&lt;br /&gt;
* Haltans make a treaty with the Fair Folk. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 29, 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 299 ===&lt;br /&gt;
* Peasant uprising on the [[Locations/Realm|Blessed Isle]]: Trae Leng's Revolt. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 301 ===&lt;br /&gt;
* The Realm sends an expedition into the Scavenger Lands, which is quickly crushed by Seventh Legion Forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 303 ===&lt;br /&gt;
* House Iselsi attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 318 ===&lt;br /&gt;
* The Outcaste [[DragonBlooded]] Summer Conflagration leads the Linowans in an attack on Halta and is miserably defeated. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 326 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: the Vengeful Harvest. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 335 ===&lt;br /&gt;
* The [[Guild]] establishes its first office on the [[Locations/Realm|Blessed Isle]], at [[Chanos]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 364 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;[[ArczeckhiHordes|Arczeckhi Hordes]] invade the [[Locations/ScavengerLands|Scavenger Lands]], according [[Books/ManacleAndCoin|Manacle and Coin]]. This seems to be about 90 years too early, though...&amp;lt;/i&amp;gt; ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 370 ===&lt;br /&gt;
* The Empress' husband Rawar of Arjuf is assassinated. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 371 ===&lt;br /&gt;
* The [[Guild]] establishes [[LordsCrossing|Lord's Crossing]] as its hub city in the [[Locations/Realm|Realm]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 393 ===&lt;br /&gt;
* The [[Realm]] begins taxing the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 416 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] begins between the [[Realm]] and the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 418 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] ends with a pseudo-compromise. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 435 ===&lt;br /&gt;
* [[ArczeckhiHordes|Arczeckhi Hordes]] invade the Scavenger Lands; are turned back by Guild mercenaries, Lookshy forces, and Hundred Kingdoms soldiers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 465 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Unbroken Rushes Rebellion. Lasts until RY 466. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28-29)&lt;br /&gt;
&lt;br /&gt;
=== RY 547 ===&lt;br /&gt;
* Fair Folk invade the Hundred Kingdoms; the League of Many Rivers alliance collapses under the assault. ([[Books/ScavengerSons|Scavenger Sons]], pp. 64-65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 554 ===&lt;br /&gt;
* Fair Folk are finally driven from the Hundred Kingdoms. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 557 ===&lt;br /&gt;
* The Confederation of Rivers is created by the major cities of the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 563 ===&lt;br /&gt;
* Beginning of the war between the Fair Folk nobles Slulura and Yseult, in the Northeast. Lasts until RY 568. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 60)&lt;br /&gt;
&lt;br /&gt;
=== RY 568 ===&lt;br /&gt;
* Creation of the stone forest of the Proving Ground ends the war between Slulura and Yseult. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 65)&lt;br /&gt;
&lt;br /&gt;
=== RY 591 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Ragara's Widow's Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 707 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Bloodied Scythe Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 708 ===&lt;br /&gt;
* House V'neef is founded. V'neef may have been born this year, but it seems more likely that she was already an adult when the house was founded. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 27, 84-87)&lt;br /&gt;
&lt;br /&gt;
=== RY 748 ===&lt;br /&gt;
* The Realm foments a coup d'etat in Thorns. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 750 ===&lt;br /&gt;
* Thorns attacks the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 754 ===&lt;br /&gt;
* Thorns is defeated by the Confederation of Rivers at Mishaka. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 757 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;The Scarlet Empress disappears during Calibration. ([[Books/ScavengerSons|Scavenger Sons]], p. 67) (This is probably in error; see [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]].)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 761 ===&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
* The Bull of the North attacks the Rokan-jin and Talinin tribes, leading to the war between him and the Realm (specifically the Tepet legions). This war lasts until Ascending Earth RY 764. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 38-41)&lt;br /&gt;
&lt;br /&gt;
=== RY 762 ===&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* War between the Bull of the North and northeastern tribes escalates; the Linowan enter the fray against the Bull.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
=== RY 763 ===&lt;br /&gt;
==== Descending Earth ====&lt;br /&gt;
* Linowans request aid from the Realm in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Descending Wood ====&lt;br /&gt;
* The Tepet legions join the Linowan in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Fire ====&lt;br /&gt;
* The Bull of the North commits completely to the war between his forces and the Realm in the Northeast.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Calibration ====&lt;br /&gt;
* The Empress disappears. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
=== RY 764 === &lt;br /&gt;
* Council of the Empty Throne elects Regent Fokuf to &amp;quot;reign&amp;quot; over the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33&lt;br /&gt;
* Thorns is conquered by [[MaskOfWinters|the Mask Of Winters]]. (Exalted, p. 77; [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Air ====&lt;br /&gt;
* Battle of Krellen Ford ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
* The Bull of the North's forces retreat from Krellen Ford, but devastate their Tepet pursuers after receving reinforcements. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
*Battle of Ironthorn Forest. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 40)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* Battle of Fallen Lapis. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Water ====&lt;br /&gt;
* Tepet forces begin retreat from the Bull of the North. (Kingdom of Halt, p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Earth ====&lt;br /&gt;
* Last of the Tepet legions in the Northeast are destroyed in the Battle of Futile Blood. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
=== RY 766 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;According to Scavenger Sons, p. 19, this is the earliest that the Bull of the North is mentioned, uniting the icewalker tribes. Obviously, this contradicts information in the [[Books/KingdomOfHalta|Kingdom of Halta]] sourcebook, which has him waging war in the northeast, south of the Linowan Nation, between 761 and 764. See [[Discussions/BullOfTheNorth]] for more on this.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 768 ===&lt;br /&gt;
&lt;br /&gt;
Present year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
RY 76 marks the end of the second invasion of the Scavenger Lands, as the Seventh Legion marches to Great Forks to defeat the forces there. Yet, reading down, Great Forks is not founded for more than two hundred years hence (RY 278). Am I missing something? ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Maybe they mean that the modern city of Great Forks wasn't founded until later, and the previous mention of Great Forks simply refers to the area?  Or maybe there was an old city that's separate from the new city?  Or maybe it's just that &amp;lt;insert usual comment about White Wolf's editors here&amp;gt;.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
::A thought on this particular problem: Does [[Books/ExaltedTheAbyssals|Exalted: The Abyssals]] give a date for when the [[PrincessMagnificentWithLipsOfCoralAndRobesOfBlackFeathers|Princess Magnificent]] was defeated by the three spirits of Great Forks? That would give us a ballpark for the city's founding. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
:My thoughts are not that the editing is done poorly, but rather that it is done as it is intended.  Not everyone agrees on certain parts of our own history.  So why should the 2nd Age be any different?  Not to mention everyone tells history a little differently.  Ever read how the British version about the American Revolution?  [[Savare]]&lt;br /&gt;
&lt;br /&gt;
:: The problem is this: Are the Exalted books written from an objective or subjective perspective? This has come up before with White Wolf, re: World of Darkness. As far as I can tell, all the books save the Caste / Aspect books are written from an objective point of view, i.e. what is written is true regardless of what the Scarlet Empress thinks; when material is either &amp;quot;from a certain point of view&amp;quot; or canonically left uncertain, that's usually made clear, as are in-character bits. Most of [[Books/ScavengerSons|Scavenger Sons]] is written from the objective point of view, so I think that the timeline errors -- which are not confined to Scavenger Sons, by the way -- are just that: errors. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
::I believe it's been suggested that such errors can be reified by assuming that they are a result of tangles in the Loom of Fate.  Thus, a battle can take place outside the walls of a city even though that city will not be founded for two hundred years.  This is the sort of thing that gives Chejop Kejak heartburn. - [[Quendalon]]&lt;br /&gt;
&lt;br /&gt;
:::That may have been suggested, but in my opinion, it sounds like a very thin attempt to rationalize poor editing.  I agree with [[JesseLowe]]; the books are (and should be) written from an objective point of view, except in certain sections where they are clearly speaking in the voice of an in-character source known to be biased, such as a Realm Historian.  Occam's Razor suggests that any other inconsistencies are, in fact, editing mistakes, and not part of an elaborate plot by the writers to deliberately cloud the facts.  --[[Toram]]&lt;br /&gt;
&lt;br /&gt;
The Outcaste and Alchemical books both make references to dates before the Realm calender began. Lookshy dates it's calander from the beginning of the Shogunate period, whilst the Authothonians have been counting the days since just after the Primordial War, I beleive. Maybe these two books would be useful in this instance?  --[[Megapope]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89845</id>
		<title>CreationTimeline</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89845"/>
				<updated>2012-10-17T16:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* = Year 1762 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a consolidated timeline of the events in Creation, as best we can figure out. All years are by the Realm calendar.&lt;br /&gt;
&lt;br /&gt;
== The Prehistoric Age ==&lt;br /&gt;
&lt;br /&gt;
All time before the end of the Primordial War is considered &amp;quot;before history&amp;quot;. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pp. 10-11).&lt;br /&gt;
&lt;br /&gt;
* [[DragonKings]] rule most of Creation, except the West, where they constantly clash with the [[Lintha]].&lt;br /&gt;
* [[Jadeborn]] created.&lt;br /&gt;
&lt;br /&gt;
=== Year 0 (very roughly RY -4,500) ===&lt;br /&gt;
&lt;br /&gt;
* Primordials surrender during Calibration.&lt;br /&gt;
* Four Primordials remain free: [[Gaia]], [[Autochthon]] and two others.&lt;br /&gt;
* [[SheWhoLivesInHerName]] burns away &amp;quot;nine out of every 10 important things&amp;quot; in the instants before her imprisonment.&lt;br /&gt;
&lt;br /&gt;
== Ochre Fountain Era (Year 1-109) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1 ===&lt;br /&gt;
&lt;br /&gt;
* [[Merela]] accepts the [[CrownOfThunders]] and the [[CreationRulingMandate]]. She rules from the [[OchreFountain]], a neighborhood of the mortal section of Rathess ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[ChejopKejak]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[TammizUshan]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Solars begin a rule that lasts for a &amp;quot;timeless age&amp;quot;. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 9 ===&lt;br /&gt;
&lt;br /&gt;
* [[Brigid]] returns to recently founded [[Sperimin]] with the secrets of [[Sorcery]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 17 ===&lt;br /&gt;
&lt;br /&gt;
* [[ChejopKejak]] exalts amidst fighting between the solars loyal to Merela, the [[GoldenHeroVassals]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 100 ===&lt;br /&gt;
&lt;br /&gt;
* Merela decrees the establishment of a central government for all Creation in [[Meru]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 101 ===&lt;br /&gt;
&lt;br /&gt;
* Jadeborn-made artifacts begin to deactivate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
&lt;br /&gt;
=== Year 108 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative proposed, suggesting all solars be given an equal voice. Merela rejects it. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
* Meru War begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 109 ===&lt;br /&gt;
&lt;br /&gt;
* Meru War ends with compromise, creating the Deliberative, but with Merela still as queen. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Deliberative demands [[Autochthon]] sanction the Jadeborn, or else the Deliberative would go to war against them. The Great Maker responds by placing the [[GreatGeas]] upon the Jadeborn. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
== First Deliberative Era (Year 110-652) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 110 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative renames [[OchreFountain]] to the [[Realm]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Many lunar exalted volunteer to explore the South, West and North. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Human settlement of the [[BlessedIsle]] begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 111 ===&lt;br /&gt;
&lt;br /&gt;
* Eight mortal heroes begin to secretly travel Creation at the behest of Autochthon, gathering components for the [[EwerOfSouls]] and filling it from the [[WellOfSouls]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 121 ===&lt;br /&gt;
&lt;br /&gt;
* Autochthon departs Creation, creating [[Autochthonia]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* The Autochthonian calendar, which calculates years &amp;quot;in the same fashion as the Old Realm&amp;quot;, begins. So, in the timeline within Autochthonia, &amp;quot;the current year&amp;quot;, corresponding to RY 768, &amp;quot;is 4878&amp;quot;; however, see notes in the section below on the Time of Cascading Years. ([[Books/ExaltedTheAutochthonians|Autochthonians]], pg. 24).&lt;br /&gt;
&lt;br /&gt;
=== Year 124 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid's student [[Thesis]] begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 230 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis's student Sonah founds the Sonan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 449 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah's student Nanica begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 550 (roughly RY -3,900) ===&lt;br /&gt;
&lt;br /&gt;
* Ascension Day, when the lesser elemental dragons were elevated to the status of gods.&lt;br /&gt;
&lt;br /&gt;
=== Year 594 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica's student Leelah begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 639 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] begins, with a [[FairFolk]] army seeking to end shape. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 652 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] ends, with the Deliberative throwing back the armies of the [[FairFolk]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
== The Unfurling Horizon Era (Year 653-1215) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 653 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative becomes more interested in the Wyld. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 700 ===&lt;br /&gt;
&lt;br /&gt;
* Leelah's student Derja founds the Derjan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 834 ===&lt;br /&gt;
&lt;br /&gt;
* Derja's student Chone begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1039 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid vanishes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 1107 ===&lt;br /&gt;
&lt;br /&gt;
* One of the free rougue Primordials launches attack at Creation's heart, starting the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1110 ===&lt;br /&gt;
&lt;br /&gt;
* [[FairFolk]] swear oaths granting eclipse caste solars diplomatic immunity. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
 &lt;br /&gt;
=== Year 1129 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis ceases teaching sorcery; joins the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1130 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah vanishes in search of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1199 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica dies in Primordial assault on [[Sperimin]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Leelah ceases teaching sorcery, joins [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1205 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltations of Brigid and Sonah reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1215 ===&lt;br /&gt;
&lt;br /&gt;
* Theis and Leelah die in final assault against Primordial forces. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* [[AftershockWar]] ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Shining Reflection Era (Year 1216-1721) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1238 ===&lt;br /&gt;
&lt;br /&gt;
* Chone's student Halleus begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1300 ===&lt;br /&gt;
&lt;br /&gt;
* Solar fashion dictates wearing and using items only made by ones self. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Directional languages (e.g. earthtongue, flametongue, etc.) intentionally developed, replacing Old Realm in mortal lands. Languages included built-in thaumaturgical prayers, acting to stabilize Creation. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1439 ===&lt;br /&gt;
&lt;br /&gt;
* Chone transfers all students to Halleus, ceases teaching sorcery, shifts focus to magitech engineering. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1650 (roughly RY -2,800) ===&lt;br /&gt;
&lt;br /&gt;
* The Kukla becomes the first greater elemental dragon and is promptly bound by the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
=== Year 1676 ===&lt;br /&gt;
&lt;br /&gt;
* Halleus' student Kemal begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1721 ===&lt;br /&gt;
&lt;br /&gt;
* 14th Ascending Wood: Death of Facet Raven, the first solar to die of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Thousand Struggles Era (Year 1722-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1734 ===&lt;br /&gt;
&lt;br /&gt;
* [[RosePetalTea]] stages military attack on [[BorZan]]'s prefecture, killing him. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1762 ===&lt;br /&gt;
&lt;br /&gt;
* Rival kills Chone and Derja. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Kemal's student Hano assumes teaching duties at the Derjan College. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1807 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of Ingosh Silverclaws. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1827 ===&lt;br /&gt;
&lt;br /&gt;
* Just after Calibration, a solar circle called the [[WhiteJadeFeatherSociety]] violate oaths to attack rivals within Meru. Within six months, Deliberative attendance ends, with many fleeing Meru entirely. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1946 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period begins, where no celestial exalted fight one another, despite constant expectation of conflict. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1983 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Devon founds the Devonian School of Sorcery.  ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 2046 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
== Time of Cascading Years (Year 2325-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2325 ===&lt;br /&gt;
&lt;br /&gt;
* Time becomes subjective, with different locations experiencing different durations. This era is measured from when this time split started to when it ended and time become universally applied again. Convention holds that this period is &amp;quot;officially counted&amp;quot; as 217 years long, but this a mostly arbitrary decision based on the time reference of the historians doing the labeling. To some, the period lasts a single afternoon. Within this section, each subjective timeline will be referenced independently, using &amp;quot;Cascading Years&amp;quot; (CY) as a subjective measurement from when this era begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Heaven's timeline ===&lt;br /&gt;
&lt;br /&gt;
* For heaven and all immaterial spirts, no time passes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Merela's timline ===&lt;br /&gt;
&lt;br /&gt;
* CY 1000: Era ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Autochthonian timeline ===&lt;br /&gt;
&lt;br /&gt;
While no official word exists on how Autochthonia experiences this timeline, it seems likely, being Elsewhere, that they experience it the same way that Heaven does: with no time passing. Since the Autochthonian time line is the only canonical one that spans the First Age to the present in a known number of years, this assumption will be used in the rest of this document when trying to determine the relation between First Age dates and RY 0. It is also assumed that Realm historians &amp;quot;officially&amp;quot; count the duration of the Time of Cascading years as 217 years. Naturally, events currently reckoned to have happened &amp;quot;3000 years ago&amp;quot; depend significantly on what timeline you are looking through.&lt;br /&gt;
&lt;br /&gt;
In any case, if these assumption are true, the following relations exist:&lt;br /&gt;
&lt;br /&gt;
|| '''Event''' || '''First Age''' || '''Autochthonia''' || '''Realm''' ||&lt;br /&gt;
|| History begins || 0 || -121 || -4448 ||&lt;br /&gt;
|| Autochthon leaves Creation || 121 || 0 || -4327 ||&lt;br /&gt;
|| Start of Time of Cascading Years || 2325 || 2204 || -2123 ||&lt;br /&gt;
|| End of Time of Cascading Years || 2543 || 2204 || -1906 ||&lt;br /&gt;
|| Realm Begins || 4449 || 4110 || 0 ||&lt;br /&gt;
|| Present || 5217 || 4878 || 768 ||&lt;br /&gt;
&lt;br /&gt;
=== Year 2543 ===&lt;br /&gt;
&lt;br /&gt;
* All survivors of this era, including Dragon-Blooded, all remember personally performing some notable task that restores Creation to its rightful configuration. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Souls of 73 celestial exalted who died during the era, including Halleus, reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
== The Second Deliberative Era ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2544 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence begins, where few exalted conflicts occur and not much research either. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
=== Year 2626 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2678 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative reestablished. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2730 ===&lt;br /&gt;
&lt;br /&gt;
* Treaty of Limbs ratified. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2758 ===&lt;br /&gt;
&lt;br /&gt;
* Kemal dies of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2931 ===&lt;br /&gt;
&lt;br /&gt;
* Devon incinerates his books, retires from public life and gifts his sorcerous academy at Sperimin to Hano's student Salina. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
* Salina founds Salinan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3125 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Silur founds the Silurian School of Sorcery, ostensibly to revive the traditions of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3193 ===&lt;br /&gt;
&lt;br /&gt;
* I AM activated. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
== Era of Dreams (Year 3204-3516) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 3204 ===&lt;br /&gt;
&lt;br /&gt;
* I AM transmission network established. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3255 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3275 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltation of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3280 ===&lt;br /&gt;
&lt;br /&gt;
* Anonymous Silurian sorcerer begins distributing the Abscissic Guide to summoning demons. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3366 ===&lt;br /&gt;
&lt;br /&gt;
* Black Nadir Concordat emerges from the Underworld with the secrets of [[Necromancy]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3491 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative votes in favor of Operation Wyldhand. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3493 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3494 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3516 (roughly RY -933) ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;present&amp;quot; for ''Dreams of the First Age'' campaigns. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -800 ===&lt;br /&gt;
&lt;br /&gt;
* The Unconquered Sun gets angry at the Solar Deliberative and turns his face from the Solar Exalted.&lt;br /&gt;
&lt;br /&gt;
== Usurpation &amp;amp; Shogunate ==&lt;br /&gt;
&lt;br /&gt;
=== circa RY -750 ===&lt;br /&gt;
&lt;br /&gt;
* The Usurpation, followed by &amp;quot;decades&amp;quot; of war to exterminate the Solars. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -700 ===&lt;br /&gt;
&lt;br /&gt;
* Start of an era where &amp;quot;the Dragon-Blooded managed to hold everything together for seven centuries&amp;quot;. ([[Books/SiderealsSecond|Manual of Exalted Power: The Sidereals]], pg. 224)&lt;br /&gt;
* &amp;quot;The Dragon-Blooded&amp;quot; rule for &amp;quot;centuries&amp;quot;. ([[Books/Exalted|Exalted]], p. 11) This refers to the [[Shogunate]].&lt;br /&gt;
&lt;br /&gt;
=== circa RY -405 ===&lt;br /&gt;
* Swan Dragon becomes Censor for  the South from &amp;quot;345 years after the Usurpation up until the last days of the Contagion&amp;quot;. His tenure is at least &amp;quot;a few hundred years&amp;quot;. ([[Books/HousesOfTheBullGod|Houses of the Bull God]], pg. 102)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -5 ===&lt;br /&gt;
&lt;br /&gt;
* The arrival of the [[GreatContagion|Great Contagion]]. Based on the description events between this and the founding of the Realm ([[Books/Exalted|Exalted]], pp. 11-12), this probably happened only a few years before RY 0.&lt;br /&gt;
&lt;br /&gt;
=== RY -1 === &lt;br /&gt;
&lt;br /&gt;
* The [[SeventhLegion|Seventh Legion]] encamps in [[Deheleshen]] (the future site of [[Lookshy]]) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
== The Second Age ==&lt;br /&gt;
&lt;br /&gt;
=== RY 0 ===&lt;br /&gt;
&lt;br /&gt;
Also known as [[YearOfSevenTigers|The Year of Seven Tigers]].&lt;br /&gt;
* The [[ScarletEmpress|Empress]] founds the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 17-22)&lt;br /&gt;
* The [[GreatContagion|Great Contagion]] ends.&lt;br /&gt;
&lt;br /&gt;
=== RY 12 ===&lt;br /&gt;
* The [[AllSeeingEye|All-Seeing Eye]] is chartered. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 20 ===&lt;br /&gt;
* [[Lookshy]] is founded on the ruins of Deheleshen. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 38 ===&lt;br /&gt;
* The core of the Realm ministries is in place by this year. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 40 ===&lt;br /&gt;
* The legions of the Realm first achieve full strength. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 45 ===&lt;br /&gt;
* Realm agents make first contact with [[Locations/ScavengerLands|Scavenger Lands]] cities, persuading some to swear fealty to the Empress; most cities refuse. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 47 ===&lt;br /&gt;
* First invasion of the Scavenger Lands by the Realm. The invading force is the Fourth Imperial Legion. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 52 ===&lt;br /&gt;
* [[Nexus/CouncilOfEntities|Council of Entities]] takes control of [[Nexus]]. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 53 ===&lt;br /&gt;
* Fourth Imperial Legion withdraws from the Scavenger Lands to its allied cities on the coast. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 69 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] born in [[GreatForks|Great Forks]]... or, at least, where Great Forks will be founded... ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 75 ===&lt;br /&gt;
* Second Realm invasion of the Scavenger Lands begins, with four legions as the invasion force. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Lookshy besieged by Realm forces ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Nexus occupied by Realm forces; Realm forces are pushed out after several weeks. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 76 ===&lt;br /&gt;
* Realm invasion of the Scavenger Lands continues. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Siege of Lookshy lifted by use of a First Age weapon. (This probably creates the shadowland of [[MourningField|Mourning Field]], in which case we know that Lookshy was besieged by the Sixth and Ninth Legions.) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Seventh Legion forces march to [[GreatForks|Great Forks]] -- or at least, to the conjunction of the [[YellowRiver|Yellow River]] and the [[RollingRiver|Rolling River]] where Great Forks will be founded in RY 278 -- and destroy the Fourth Imperial Legion there. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* Realm forces withdraw from the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 83 ===&lt;br /&gt;
* Realm ships raid merchant vessels of the Scavenger Lands, resulting in privateer campaigns against the Realm by those lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 88 ===&lt;br /&gt;
* Third and final invasion of the Scavenger Lands by the Realm, with seven legions. Seventh Legion forces are scattered, but units from [[Melevhil]] and [[Nathir]] tie up Realm forces. The invaders are harrassed by guerrilla forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* [[BremMarst|Brem Marst]] stuck in the Lap, studies with the [[Counters]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 89 ===&lt;br /&gt;
* Empress' Own Guard destroyed near [[Melevhil]]. The third invasion of the Scavenger Lands is repulsed. General Vondy Beulen of the Realm defects to [[Lookshy]] along with several Dragons. ([[Books/ScavengerSons|Scavenger Sons]], p. 66) &lt;br /&gt;
* [[BremMarst|Brem Marst]] returns home. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 95 ===&lt;br /&gt;
* The [[LeagueOfManyRivers|League of Many Rivers]] is formed by the free cities of the Scavenger Lands as an alliance of mutual aid and support. Members include [[Lookshy]], [[Nexus]], [[Sijan]], and others. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 99 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] founds the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 103 ===&lt;br /&gt;
* The [[RealmDeliberative|Deliberative]] of the Realm is created. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 104-109 ===&lt;br /&gt;
* Coastal states of the Scavenger lands join the League of Many Rivers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 114 ===&lt;br /&gt;
* An assassination attempt on the Empress prompts her to promote infighting among the servants of the Realm as a security measure. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
* The Empress takes the noble Rawar of Arjuf as a husband. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 117 ===&lt;br /&gt;
* The [[Guild]] moves its operations to [[Nexus]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 139 ===&lt;br /&gt;
* Ragara is born to the Empress and Rawar of Arjuf. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 146 ===&lt;br /&gt;
* [[BagrashKol|Bagrash Köl]] founds a kingdom in the [[Locations/North|North]] using the [[EyeOfAutochthon|Eye of Autochthon]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 174 ===&lt;br /&gt;
* The [[NineDuchies|Nine Duchies]] rebellion against the [[Realm]]. The [[Empress]] discovers [[Guild]] involvement after the rebellion is crushed. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
* The [[Guild]] withdraws from [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RY 176 ===&lt;br /&gt;
* The [[EyeOfAutochthon|Eye of Autochthon]] destroys [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 179 ===&lt;br /&gt;
* [[BramMarst|Bram Marst]] dies. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 211 ===&lt;br /&gt;
* The [[Delzahn]] horde conquers [[Chiaroscuro]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 223 ===&lt;br /&gt;
* By this year, most of the Threshold -- those nations on the shore of the Inland Sea -- is under Realm control. Exceptions include the Scavenger Lands and a few others. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 25)&lt;br /&gt;
&lt;br /&gt;
=== RY 244 ===&lt;br /&gt;
* House Manosque attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 263 ===&lt;br /&gt;
* Tensions increase between the [[LarisDistrict|Laris]] and [[VelenDistrict|Velen]] districts in the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 265 ===&lt;br /&gt;
* Tensions between the Laris and Velen districts in the Scavenger Lands erupt into a brief war. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 270 ===&lt;br /&gt;
* The Raksha Yseult re-enters Creation. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 64)&lt;br /&gt;
&lt;br /&gt;
=== RY 278 ===&lt;br /&gt;
* [[GreatForks|Great Forks]] is founded. (Scavenger Sons, p. 78)&lt;br /&gt;
&lt;br /&gt;
=== RY 281 ===&lt;br /&gt;
* Haltans make a treaty with the Fair Folk. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 29, 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 299 ===&lt;br /&gt;
* Peasant uprising on the [[Locations/Realm|Blessed Isle]]: Trae Leng's Revolt. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 301 ===&lt;br /&gt;
* The Realm sends an expedition into the Scavenger Lands, which is quickly crushed by Seventh Legion Forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 303 ===&lt;br /&gt;
* House Iselsi attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 318 ===&lt;br /&gt;
* The Outcaste [[DragonBlooded]] Summer Conflagration leads the Linowans in an attack on Halta and is miserably defeated. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 326 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: the Vengeful Harvest. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 335 ===&lt;br /&gt;
* The [[Guild]] establishes its first office on the [[Locations/Realm|Blessed Isle]], at [[Chanos]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 364 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;[[ArczeckhiHordes|Arczeckhi Hordes]] invade the [[Locations/ScavengerLands|Scavenger Lands]], according [[Books/ManacleAndCoin|Manacle and Coin]]. This seems to be about 90 years too early, though...&amp;lt;/i&amp;gt; ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 370 ===&lt;br /&gt;
* The Empress' husband Rawar of Arjuf is assassinated. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 371 ===&lt;br /&gt;
* The [[Guild]] establishes [[LordsCrossing|Lord's Crossing]] as its hub city in the [[Locations/Realm|Realm]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 393 ===&lt;br /&gt;
* The [[Realm]] begins taxing the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 416 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] begins between the [[Realm]] and the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 418 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] ends with a pseudo-compromise. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 435 ===&lt;br /&gt;
* [[ArczeckhiHordes|Arczeckhi Hordes]] invade the Scavenger Lands; are turned back by Guild mercenaries, Lookshy forces, and Hundred Kingdoms soldiers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 465 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Unbroken Rushes Rebellion. Lasts until RY 466. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28-29)&lt;br /&gt;
&lt;br /&gt;
=== RY 547 ===&lt;br /&gt;
* Fair Folk invade the Hundred Kingdoms; the League of Many Rivers alliance collapses under the assault. ([[Books/ScavengerSons|Scavenger Sons]], pp. 64-65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 554 ===&lt;br /&gt;
* Fair Folk are finally driven from the Hundred Kingdoms. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 557 ===&lt;br /&gt;
* The Confederation of Rivers is created by the major cities of the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 563 ===&lt;br /&gt;
* Beginning of the war between the Fair Folk nobles Slulura and Yseult, in the Northeast. Lasts until RY 568. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 60)&lt;br /&gt;
&lt;br /&gt;
=== RY 568 ===&lt;br /&gt;
* Creation of the stone forest of the Proving Ground ends the war between Slulura and Yseult. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 65)&lt;br /&gt;
&lt;br /&gt;
=== RY 591 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Ragara's Widow's Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 707 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Bloodied Scythe Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 708 ===&lt;br /&gt;
* House V'neef is founded. V'neef may have been born this year, but it seems more likely that she was already an adult when the house was founded. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 27, 84-87)&lt;br /&gt;
&lt;br /&gt;
=== RY 748 ===&lt;br /&gt;
* The Realm foments a coup d'etat in Thorns. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 750 ===&lt;br /&gt;
* Thorns attacks the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 754 ===&lt;br /&gt;
* Thorns is defeated by the Confederation of Rivers at Mishaka. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 757 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;The Scarlet Empress disappears during Calibration. ([[Books/ScavengerSons|Scavenger Sons]], p. 67) (This is probably in error; see [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]].)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 761 ===&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
* The Bull of the North attacks the Rokan-jin and Talinin tribes, leading to the war between him and the Realm (specifically the Tepet legions). This war lasts until Ascending Earth RY 764. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 38-41)&lt;br /&gt;
&lt;br /&gt;
=== RY 762 ===&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* War between the Bull of the North and northeastern tribes escalates; the Linowan enter the fray against the Bull.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
=== RY 763 ===&lt;br /&gt;
==== Descending Earth ====&lt;br /&gt;
* Linowans request aid from the Realm in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Descending Wood ====&lt;br /&gt;
* The Tepet legions join the Linowan in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Fire ====&lt;br /&gt;
* The Bull of the North commits completely to the war between his forces and the Realm in the Northeast.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Calibration ====&lt;br /&gt;
* The Empress disappears. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
=== RY 764 === &lt;br /&gt;
* Council of the Empty Throne elects Regent Fokuf to &amp;quot;reign&amp;quot; over the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33&lt;br /&gt;
* Thorns is conquered by [[MaskOfWinters|the Mask Of Winters]]. (Exalted, p. 77; [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Air ====&lt;br /&gt;
* Battle of Krellen Ford ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
* The Bull of the North's forces retreat from Krellen Ford, but devastate their Tepet pursuers after receving reinforcements. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
*Battle of Ironthorn Forest. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 40)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* Battle of Fallen Lapis. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Water ====&lt;br /&gt;
* Tepet forces begin retreat from the Bull of the North. (Kingdom of Halt, p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Earth ====&lt;br /&gt;
* Last of the Tepet legions in the Northeast are destroyed in the Battle of Futile Blood. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
=== RY 766 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;According to Scavenger Sons, p. 19, this is the earliest that the Bull of the North is mentioned, uniting the icewalker tribes. Obviously, this contradicts information in the [[Books/KingdomOfHalta|Kingdom of Halta]] sourcebook, which has him waging war in the northeast, south of the Linowan Nation, between 761 and 764. See [[Discussions/BullOfTheNorth]] for more on this.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 768 ===&lt;br /&gt;
&lt;br /&gt;
Present year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
RY 76 marks the end of the second invasion of the Scavenger Lands, as the Seventh Legion marches to Great Forks to defeat the forces there. Yet, reading down, Great Forks is not founded for more than two hundred years hence (RY 278). Am I missing something? ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Maybe they mean that the modern city of Great Forks wasn't founded until later, and the previous mention of Great Forks simply refers to the area?  Or maybe there was an old city that's separate from the new city?  Or maybe it's just that &amp;lt;insert usual comment about White Wolf's editors here&amp;gt;.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
::A thought on this particular problem: Does [[Books/ExaltedTheAbyssals|Exalted: The Abyssals]] give a date for when the [[PrincessMagnificentWithLipsOfCoralAndRobesOfBlackFeathers|Princess Magnificent]] was defeated by the three spirits of Great Forks? That would give us a ballpark for the city's founding. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
:My thoughts are not that the editing is done poorly, but rather that it is done as it is intended.  Not everyone agrees on certain parts of our own history.  So why should the 2nd Age be any different?  Not to mention everyone tells history a little differently.  Ever read how the British version about the American Revolution?  [[Savare]]&lt;br /&gt;
&lt;br /&gt;
:: The problem is this: Are the Exalted books written from an objective or subjective perspective? This has come up before with White Wolf, re: World of Darkness. As far as I can tell, all the books save the Caste / Aspect books are written from an objective point of view, i.e. what is written is true regardless of what the Scarlet Empress thinks; when material is either &amp;quot;from a certain point of view&amp;quot; or canonically left uncertain, that's usually made clear, as are in-character bits. Most of [[Books/ScavengerSons|Scavenger Sons]] is written from the objective point of view, so I think that the timeline errors -- which are not confined to Scavenger Sons, by the way -- are just that: errors. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
::I believe it's been suggested that such errors can be reified by assuming that they are a result of tangles in the Loom of Fate.  Thus, a battle can take place outside the walls of a city even though that city will not be founded for two hundred years.  This is the sort of thing that gives Chejop Kejak heartburn. - [[Quendalon]]&lt;br /&gt;
&lt;br /&gt;
:::That may have been suggested, but in my opinion, it sounds like a very thin attempt to rationalize poor editing.  I agree with [[JesseLowe]]; the books are (and should be) written from an objective point of view, except in certain sections where they are clearly speaking in the voice of an in-character source known to be biased, such as a Realm Historian.  Occam's Razor suggests that any other inconsistencies are, in fact, editing mistakes, and not part of an elaborate plot by the writers to deliberately cloud the facts.  --[[Toram]]&lt;br /&gt;
&lt;br /&gt;
The Outcaste and Alchemical books both make references to dates before the Realm calender began. Lookshy dates it's calander from the beginning of the Shogunate period, whilst the Authothonians have been counting the days since just after the Primordial War, I beleive. Maybe these two books would be useful in this instance?  --[[Megapope]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89843</id>
		<title>CreationTimeline</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CreationTimeline&amp;diff=89843"/>
				<updated>2012-10-17T16:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* = Year 1734 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a consolidated timeline of the events in Creation, as best we can figure out. All years are by the Realm calendar.&lt;br /&gt;
&lt;br /&gt;
== The Prehistoric Age ==&lt;br /&gt;
&lt;br /&gt;
All time before the end of the Primordial War is considered &amp;quot;before history&amp;quot;. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pp. 10-11).&lt;br /&gt;
&lt;br /&gt;
* [[DragonKings]] rule most of Creation, except the West, where they constantly clash with the [[Lintha]].&lt;br /&gt;
* [[Jadeborn]] created.&lt;br /&gt;
&lt;br /&gt;
=== Year 0 (very roughly RY -4,500) ===&lt;br /&gt;
&lt;br /&gt;
* Primordials surrender during Calibration.&lt;br /&gt;
* Four Primordials remain free: [[Gaia]], [[Autochthon]] and two others.&lt;br /&gt;
* [[SheWhoLivesInHerName]] burns away &amp;quot;nine out of every 10 important things&amp;quot; in the instants before her imprisonment.&lt;br /&gt;
&lt;br /&gt;
== Ochre Fountain Era (Year 1-109) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1 ===&lt;br /&gt;
&lt;br /&gt;
* [[Merela]] accepts the [[CrownOfThunders]] and the [[CreationRulingMandate]]. She rules from the [[OchreFountain]], a neighborhood of the mortal section of Rathess ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[ChejopKejak]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Birth of [[TammizUshan]] ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
* Solars begin a rule that lasts for a &amp;quot;timeless age&amp;quot;. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 9 ===&lt;br /&gt;
&lt;br /&gt;
* [[Brigid]] returns to recently founded [[Sperimin]] with the secrets of [[Sorcery]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 17 ===&lt;br /&gt;
&lt;br /&gt;
* [[ChejopKejak]] exalts amidst fighting between the solars loyal to Merela, the [[GoldenHeroVassals]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 100 ===&lt;br /&gt;
&lt;br /&gt;
* Merela decrees the establishment of a central government for all Creation in [[Meru]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 11)&lt;br /&gt;
&lt;br /&gt;
=== Year 101 ===&lt;br /&gt;
&lt;br /&gt;
* Jadeborn-made artifacts begin to deactivate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
&lt;br /&gt;
=== Year 108 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative proposed, suggesting all solars be given an equal voice. Merela rejects it. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 12)&lt;br /&gt;
* Meru War begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 109 ===&lt;br /&gt;
&lt;br /&gt;
* Meru War ends with compromise, creating the Deliberative, but with Merela still as queen. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Deliberative demands [[Autochthon]] sanction the Jadeborn, or else the Deliberative would go to war against them. The Great Maker responds by placing the [[GreatGeas]] upon the Jadeborn. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
== First Deliberative Era (Year 110-652) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 110 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative renames [[OchreFountain]] to the [[Realm]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Many lunar exalted volunteer to explore the South, West and North. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* Human settlement of the [[BlessedIsle]] begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 111 ===&lt;br /&gt;
&lt;br /&gt;
* Eight mortal heroes begin to secretly travel Creation at the behest of Autochthon, gathering components for the [[EwerOfSouls]] and filling it from the [[WellOfSouls]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 121 ===&lt;br /&gt;
&lt;br /&gt;
* Autochthon departs Creation, creating [[Autochthonia]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
* The Autochthonian calendar, which calculates years &amp;quot;in the same fashion as the Old Realm&amp;quot;, begins. So, in the timeline within Autochthonia, &amp;quot;the current year&amp;quot;, corresponding to RY 768, &amp;quot;is 4878&amp;quot;; however, see notes in the section below on the Time of Cascading Years. ([[Books/ExaltedTheAutochthonians|Autochthonians]], pg. 24).&lt;br /&gt;
&lt;br /&gt;
=== Year 124 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid's student [[Thesis]] begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 230 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis's student Sonah founds the Sonan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 449 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah's student Nanica begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 550 (roughly RY -3,900) ===&lt;br /&gt;
&lt;br /&gt;
* Ascension Day, when the lesser elemental dragons were elevated to the status of gods.&lt;br /&gt;
&lt;br /&gt;
=== Year 594 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica's student Leelah begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 639 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] begins, with a [[FairFolk]] army seeking to end shape. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 13)&lt;br /&gt;
&lt;br /&gt;
=== Year 652 ===&lt;br /&gt;
&lt;br /&gt;
* [[DissolutionInvasion]] ends, with the Deliberative throwing back the armies of the [[FairFolk]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
== The Unfurling Horizon Era (Year 653-1215) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 653 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative becomes more interested in the Wyld. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 700 ===&lt;br /&gt;
&lt;br /&gt;
* Leelah's student Derja founds the Derjan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 834 ===&lt;br /&gt;
&lt;br /&gt;
* Derja's student Chone begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1039 ===&lt;br /&gt;
&lt;br /&gt;
* Brigid vanishes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== Year 1107 ===&lt;br /&gt;
&lt;br /&gt;
* One of the free rougue Primordials launches attack at Creation's heart, starting the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1110 ===&lt;br /&gt;
&lt;br /&gt;
* [[FairFolk]] swear oaths granting eclipse caste solars diplomatic immunity. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 14)&lt;br /&gt;
 &lt;br /&gt;
=== Year 1129 ===&lt;br /&gt;
&lt;br /&gt;
* Thesis ceases teaching sorcery; joins the [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1130 ===&lt;br /&gt;
&lt;br /&gt;
* Sonah vanishes in search of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1199 ===&lt;br /&gt;
&lt;br /&gt;
* Nanica dies in Primordial assault on [[Sperimin]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Leelah ceases teaching sorcery, joins [[AftershockWar]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1205 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltations of Brigid and Sonah reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1215 ===&lt;br /&gt;
&lt;br /&gt;
* Theis and Leelah die in final assault against Primordial forces. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* [[AftershockWar]] ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Shining Reflection Era (Year 1216-1721) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1238 ===&lt;br /&gt;
&lt;br /&gt;
* Chone's student Halleus begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1300 ===&lt;br /&gt;
&lt;br /&gt;
* Solar fashion dictates wearing and using items only made by ones self. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
* Directional languages (e.g. earthtongue, flametongue, etc.) intentionally developed, replacing Old Realm in mortal lands. Languages included built-in thaumaturgical prayers, acting to stabilize Creation. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1439 ===&lt;br /&gt;
&lt;br /&gt;
* Chone transfers all students to Halleus, ceases teaching sorcery, shifts focus to magitech engineering. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== circa Year 1650 (roughly RY -2,800) ===&lt;br /&gt;
&lt;br /&gt;
* The Kukla becomes the first greater elemental dragon and is promptly bound by the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
=== Year 1676 ===&lt;br /&gt;
&lt;br /&gt;
* Halleus' student Kemal begins teaching sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
=== Year 1721 ===&lt;br /&gt;
&lt;br /&gt;
* 14th Ascending Wood: Death of Facet Raven, the first solar to die of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 15)&lt;br /&gt;
&lt;br /&gt;
== The Thousand Struggles Era (Year 1722-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 1734 ===&lt;br /&gt;
&lt;br /&gt;
* [[RosePetalTea]] stages military attack on [[BorZan]]'s prefecture, killing him. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1762 ==&lt;br /&gt;
&lt;br /&gt;
* Rival kills Chone and Derja. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Kemal's student Hano assumes teaching duties at the Derjan College. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1807 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of Ingosh Silverclaws. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1827 ===&lt;br /&gt;
&lt;br /&gt;
* Just after Calibration, a solar circle called the [[WhiteJadeFeatherSociety]] violate oaths to attack rivals within Meru. Within six months, Deliberative attendance ends, with many fleeing Meru entirely. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 16)&lt;br /&gt;
&lt;br /&gt;
=== Year 1946 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period begins, where no celestial exalted fight one another, despite constant expectation of conflict. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 1983 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Devon founds the Devonian School of Sorcery.  ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Year 2046 ===&lt;br /&gt;
&lt;br /&gt;
* Snow Period ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
== Time of Cascading Years (Year 2325-2543) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2325 ===&lt;br /&gt;
&lt;br /&gt;
* Time becomes subjective, with different locations experiencing different durations. This era is measured from when this time split started to when it ended and time become universally applied again. Convention holds that this period is &amp;quot;officially counted&amp;quot; as 217 years long, but this a mostly arbitrary decision based on the time reference of the historians doing the labeling. To some, the period lasts a single afternoon. Within this section, each subjective timeline will be referenced independently, using &amp;quot;Cascading Years&amp;quot; (CY) as a subjective measurement from when this era begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Heaven's timeline ===&lt;br /&gt;
&lt;br /&gt;
* For heaven and all immaterial spirts, no time passes. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Merela's timline ===&lt;br /&gt;
&lt;br /&gt;
* CY 1000: Era ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
&lt;br /&gt;
=== Autochthonian timeline ===&lt;br /&gt;
&lt;br /&gt;
While no official word exists on how Autochthonia experiences this timeline, it seems likely, being Elsewhere, that they experience it the same way that Heaven does: with no time passing. Since the Autochthonian time line is the only canonical one that spans the First Age to the present in a known number of years, this assumption will be used in the rest of this document when trying to determine the relation between First Age dates and RY 0. It is also assumed that Realm historians &amp;quot;officially&amp;quot; count the duration of the Time of Cascading years as 217 years. Naturally, events currently reckoned to have happened &amp;quot;3000 years ago&amp;quot; depend significantly on what timeline you are looking through.&lt;br /&gt;
&lt;br /&gt;
In any case, if these assumption are true, the following relations exist:&lt;br /&gt;
&lt;br /&gt;
|| '''Event''' || '''First Age''' || '''Autochthonia''' || '''Realm''' ||&lt;br /&gt;
|| History begins || 0 || -121 || -4448 ||&lt;br /&gt;
|| Autochthon leaves Creation || 121 || 0 || -4327 ||&lt;br /&gt;
|| Start of Time of Cascading Years || 2325 || 2204 || -2123 ||&lt;br /&gt;
|| End of Time of Cascading Years || 2543 || 2204 || -1906 ||&lt;br /&gt;
|| Realm Begins || 4449 || 4110 || 0 ||&lt;br /&gt;
|| Present || 5217 || 4878 || 768 ||&lt;br /&gt;
&lt;br /&gt;
=== Year 2543 ===&lt;br /&gt;
&lt;br /&gt;
* All survivors of this era, including Dragon-Blooded, all remember personally performing some notable task that restores Creation to its rightful configuration. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 17)&lt;br /&gt;
* Souls of 73 celestial exalted who died during the era, including Halleus, reincarnate. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
== The Second Deliberative Era ==&lt;br /&gt;
&lt;br /&gt;
=== Year 2544 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence begins, where few exalted conflicts occur and not much research either. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 18)&lt;br /&gt;
&lt;br /&gt;
=== Year 2626 ===&lt;br /&gt;
&lt;br /&gt;
* The Period of Long Silence ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2678 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative reestablished. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2730 ===&lt;br /&gt;
&lt;br /&gt;
* Treaty of Limbs ratified. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2758 ===&lt;br /&gt;
&lt;br /&gt;
* Kemal dies of old age. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 2931 ===&lt;br /&gt;
&lt;br /&gt;
* Devon incinerates his books, retires from public life and gifts his sorcerous academy at Sperimin to Hano's student Salina. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
* Salina founds Salinan School of Sorcery. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3125 ===&lt;br /&gt;
&lt;br /&gt;
* Hano's student Silur founds the Silurian School of Sorcery, ostensibly to revive the traditions of Brigid. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3193 ===&lt;br /&gt;
&lt;br /&gt;
* I AM activated. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
== Era of Dreams (Year 3204-3516) ==&lt;br /&gt;
&lt;br /&gt;
=== Year 3204 ===&lt;br /&gt;
&lt;br /&gt;
* I AM transmission network established. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3255 ===&lt;br /&gt;
&lt;br /&gt;
* Birth of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3275 ===&lt;br /&gt;
&lt;br /&gt;
* Exaltation of [[Leviathan]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3280 ===&lt;br /&gt;
&lt;br /&gt;
* Anonymous Silurian sorcerer begins distributing the Abscissic Guide to summoning demons. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3366 ===&lt;br /&gt;
&lt;br /&gt;
* Black Nadir Concordat emerges from the Underworld with the secrets of [[Necromancy]]. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3491 ===&lt;br /&gt;
&lt;br /&gt;
* Deliberative votes in favor of Operation Wyldhand. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3493 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand begins. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3494 ===&lt;br /&gt;
&lt;br /&gt;
* Operation Wyldhand ends. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== Year 3516 (roughly RY -933) ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;present&amp;quot; for ''Dreams of the First Age'' campaigns. ([[Books/DreamsOfTheFirstAge|Lands of Creation]], pg. 19)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -800 ===&lt;br /&gt;
&lt;br /&gt;
* The Unconquered Sun gets angry at the Solar Deliberative and turns his face from the Solar Exalted.&lt;br /&gt;
&lt;br /&gt;
== Usurpation &amp;amp; Shogunate ==&lt;br /&gt;
&lt;br /&gt;
=== circa RY -750 ===&lt;br /&gt;
&lt;br /&gt;
* The Usurpation, followed by &amp;quot;decades&amp;quot; of war to exterminate the Solars. ([[Books/Exalted|Exalted]], p. 11)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -700 ===&lt;br /&gt;
&lt;br /&gt;
* Start of an era where &amp;quot;the Dragon-Blooded managed to hold everything together for seven centuries&amp;quot;. ([[Books/SiderealsSecond|Manual of Exalted Power: The Sidereals]], pg. 224)&lt;br /&gt;
* &amp;quot;The Dragon-Blooded&amp;quot; rule for &amp;quot;centuries&amp;quot;. ([[Books/Exalted|Exalted]], p. 11) This refers to the [[Shogunate]].&lt;br /&gt;
&lt;br /&gt;
=== circa RY -405 ===&lt;br /&gt;
* Swan Dragon becomes Censor for  the South from &amp;quot;345 years after the Usurpation up until the last days of the Contagion&amp;quot;. His tenure is at least &amp;quot;a few hundred years&amp;quot;. ([[Books/HousesOfTheBullGod|Houses of the Bull God]], pg. 102)&lt;br /&gt;
&lt;br /&gt;
=== circa RY -5 ===&lt;br /&gt;
&lt;br /&gt;
* The arrival of the [[GreatContagion|Great Contagion]]. Based on the description events between this and the founding of the Realm ([[Books/Exalted|Exalted]], pp. 11-12), this probably happened only a few years before RY 0.&lt;br /&gt;
&lt;br /&gt;
=== RY -1 === &lt;br /&gt;
&lt;br /&gt;
* The [[SeventhLegion|Seventh Legion]] encamps in [[Deheleshen]] (the future site of [[Lookshy]]) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
== The Second Age ==&lt;br /&gt;
&lt;br /&gt;
=== RY 0 ===&lt;br /&gt;
&lt;br /&gt;
Also known as [[YearOfSevenTigers|The Year of Seven Tigers]].&lt;br /&gt;
* The [[ScarletEmpress|Empress]] founds the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 17-22)&lt;br /&gt;
* The [[GreatContagion|Great Contagion]] ends.&lt;br /&gt;
&lt;br /&gt;
=== RY 12 ===&lt;br /&gt;
* The [[AllSeeingEye|All-Seeing Eye]] is chartered. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 20 ===&lt;br /&gt;
* [[Lookshy]] is founded on the ruins of Deheleshen. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 38 ===&lt;br /&gt;
* The core of the Realm ministries is in place by this year. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 22)&lt;br /&gt;
&lt;br /&gt;
=== RY 40 ===&lt;br /&gt;
* The legions of the Realm first achieve full strength. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 45 ===&lt;br /&gt;
* Realm agents make first contact with [[Locations/ScavengerLands|Scavenger Lands]] cities, persuading some to swear fealty to the Empress; most cities refuse. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 47 ===&lt;br /&gt;
* First invasion of the Scavenger Lands by the Realm. The invading force is the Fourth Imperial Legion. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 52 ===&lt;br /&gt;
* [[Nexus/CouncilOfEntities|Council of Entities]] takes control of [[Nexus]]. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 53 ===&lt;br /&gt;
* Fourth Imperial Legion withdraws from the Scavenger Lands to its allied cities on the coast. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 69 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] born in [[GreatForks|Great Forks]]... or, at least, where Great Forks will be founded... ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 75 ===&lt;br /&gt;
* Second Realm invasion of the Scavenger Lands begins, with four legions as the invasion force. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Lookshy besieged by Realm forces ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Nexus occupied by Realm forces; Realm forces are pushed out after several weeks. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 76 ===&lt;br /&gt;
* Realm invasion of the Scavenger Lands continues. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Siege of Lookshy lifted by use of a First Age weapon. (This probably creates the shadowland of [[MourningField|Mourning Field]], in which case we know that Lookshy was besieged by the Sixth and Ninth Legions.) ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
** Seventh Legion forces march to [[GreatForks|Great Forks]] -- or at least, to the conjunction of the [[YellowRiver|Yellow River]] and the [[RollingRiver|Rolling River]] where Great Forks will be founded in RY 278 -- and destroy the Fourth Imperial Legion there. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* Realm forces withdraw from the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 83 ===&lt;br /&gt;
* Realm ships raid merchant vessels of the Scavenger Lands, resulting in privateer campaigns against the Realm by those lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 88 ===&lt;br /&gt;
* Third and final invasion of the Scavenger Lands by the Realm, with seven legions. Seventh Legion forces are scattered, but units from [[Melevhil]] and [[Nathir]] tie up Realm forces. The invaders are harrassed by guerrilla forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
* [[BremMarst|Brem Marst]] stuck in the Lap, studies with the [[Counters]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 89 ===&lt;br /&gt;
* Empress' Own Guard destroyed near [[Melevhil]]. The third invasion of the Scavenger Lands is repulsed. General Vondy Beulen of the Realm defects to [[Lookshy]] along with several Dragons. ([[Books/ScavengerSons|Scavenger Sons]], p. 66) &lt;br /&gt;
* [[BremMarst|Brem Marst]] returns home. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 95 ===&lt;br /&gt;
* The [[LeagueOfManyRivers|League of Many Rivers]] is formed by the free cities of the Scavenger Lands as an alliance of mutual aid and support. Members include [[Lookshy]], [[Nexus]], [[Sijan]], and others. ([[Books/ScavengerSons|Scavenger Sons]], p. 66)&lt;br /&gt;
&lt;br /&gt;
=== RY 99 ===&lt;br /&gt;
* [[BremMarst|Brem Marst]] founds the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 103 ===&lt;br /&gt;
* The [[RealmDeliberative|Deliberative]] of the Realm is created. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 23)&lt;br /&gt;
&lt;br /&gt;
=== RY 104-109 ===&lt;br /&gt;
* Coastal states of the Scavenger lands join the League of Many Rivers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 114 ===&lt;br /&gt;
* An assassination attempt on the Empress prompts her to promote infighting among the servants of the Realm as a security measure. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
* The Empress takes the noble Rawar of Arjuf as a husband. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 117 ===&lt;br /&gt;
* The [[Guild]] moves its operations to [[Nexus]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 139 ===&lt;br /&gt;
* Ragara is born to the Empress and Rawar of Arjuf. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 146 ===&lt;br /&gt;
* [[BagrashKol|Bagrash Köl]] founds a kingdom in the [[Locations/North|North]] using the [[EyeOfAutochthon|Eye of Autochthon]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 174 ===&lt;br /&gt;
* The [[NineDuchies|Nine Duchies]] rebellion against the [[Realm]]. The [[Empress]] discovers [[Guild]] involvement after the rebellion is crushed. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
* The [[Guild]] withdraws from [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RY 176 ===&lt;br /&gt;
* The [[EyeOfAutochthon|Eye of Autochthon]] destroys [[BagrashKol|Bagrash Köl]]'s kingdom. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 179 ===&lt;br /&gt;
* [[BramMarst|Bram Marst]] dies. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 211 ===&lt;br /&gt;
* The [[Delzahn]] horde conquers [[Chiaroscuro]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 223 ===&lt;br /&gt;
* By this year, most of the Threshold -- those nations on the shore of the Inland Sea -- is under Realm control. Exceptions include the Scavenger Lands and a few others. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 25)&lt;br /&gt;
&lt;br /&gt;
=== RY 244 ===&lt;br /&gt;
* House Manosque attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 263 ===&lt;br /&gt;
* Tensions increase between the [[LarisDistrict|Laris]] and [[VelenDistrict|Velen]] districts in the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 265 ===&lt;br /&gt;
* Tensions between the Laris and Velen districts in the Scavenger Lands erupt into a brief war. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 270 ===&lt;br /&gt;
* The Raksha Yseult re-enters Creation. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 64)&lt;br /&gt;
&lt;br /&gt;
=== RY 278 ===&lt;br /&gt;
* [[GreatForks|Great Forks]] is founded. (Scavenger Sons, p. 78)&lt;br /&gt;
&lt;br /&gt;
=== RY 281 ===&lt;br /&gt;
* Haltans make a treaty with the Fair Folk. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 29, 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 299 ===&lt;br /&gt;
* Peasant uprising on the [[Locations/Realm|Blessed Isle]]: Trae Leng's Revolt. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 301 ===&lt;br /&gt;
* The Realm sends an expedition into the Scavenger Lands, which is quickly crushed by Seventh Legion Forces. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 303 ===&lt;br /&gt;
* House Iselsi attempts a coup in the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 24)&lt;br /&gt;
&lt;br /&gt;
=== RY 318 ===&lt;br /&gt;
* The Outcaste [[DragonBlooded]] Summer Conflagration leads the Linowans in an attack on Halta and is miserably defeated. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 37)&lt;br /&gt;
&lt;br /&gt;
=== RY 326 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: the Vengeful Harvest. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 335 ===&lt;br /&gt;
* The [[Guild]] establishes its first office on the [[Locations/Realm|Blessed Isle]], at [[Chanos]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 364 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;[[ArczeckhiHordes|Arczeckhi Hordes]] invade the [[Locations/ScavengerLands|Scavenger Lands]], according [[Books/ManacleAndCoin|Manacle and Coin]]. This seems to be about 90 years too early, though...&amp;lt;/i&amp;gt; ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 370 ===&lt;br /&gt;
* The Empress' husband Rawar of Arjuf is assassinated. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 26)&lt;br /&gt;
&lt;br /&gt;
=== RY 371 ===&lt;br /&gt;
* The [[Guild]] establishes [[LordsCrossing|Lord's Crossing]] as its hub city in the [[Locations/Realm|Realm]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 393 ===&lt;br /&gt;
* The [[Realm]] begins taxing the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 416 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] begins between the [[Realm]] and the [[Guild]]. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 418 ===&lt;br /&gt;
* The [[TradeWar|Trade War]] ends with a pseudo-compromise. ([[Books/ManacleAndCoin|Manacle and Coin]], p. 13)&lt;br /&gt;
&lt;br /&gt;
=== RY 435 ===&lt;br /&gt;
* [[ArczeckhiHordes|Arczeckhi Hordes]] invade the Scavenger Lands; are turned back by Guild mercenaries, Lookshy forces, and Hundred Kingdoms soldiers. ([[Books/ScavengerSons|Scavenger Sons]], p. 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 465 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Unbroken Rushes Rebellion. Lasts until RY 466. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28-29)&lt;br /&gt;
&lt;br /&gt;
=== RY 547 ===&lt;br /&gt;
* Fair Folk invade the Hundred Kingdoms; the League of Many Rivers alliance collapses under the assault. ([[Books/ScavengerSons|Scavenger Sons]], pp. 64-65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 554 ===&lt;br /&gt;
* Fair Folk are finally driven from the Hundred Kingdoms. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 557 ===&lt;br /&gt;
* The Confederation of Rivers is created by the major cities of the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 563 ===&lt;br /&gt;
* Beginning of the war between the Fair Folk nobles Slulura and Yseult, in the Northeast. Lasts until RY 568. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 60)&lt;br /&gt;
&lt;br /&gt;
=== RY 568 ===&lt;br /&gt;
* Creation of the stone forest of the Proving Ground ends the war between Slulura and Yseult. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 65)&lt;br /&gt;
&lt;br /&gt;
=== RY 591 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Ragara's Widow's Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 707 ===&lt;br /&gt;
* Peasant uprising on the Blessed Isle: Bloodied Scythe Uprising. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], p. 28)&lt;br /&gt;
&lt;br /&gt;
=== RY 708 ===&lt;br /&gt;
* House V'neef is founded. V'neef may have been born this year, but it seems more likely that she was already an adult when the house was founded. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 27, 84-87)&lt;br /&gt;
&lt;br /&gt;
=== RY 748 ===&lt;br /&gt;
* The Realm foments a coup d'etat in Thorns. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 750 ===&lt;br /&gt;
* Thorns attacks the Scavenger Lands. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 754 ===&lt;br /&gt;
* Thorns is defeated by the Confederation of Rivers at Mishaka. ([[Books/ScavengerSons|Scavenger Sons]], pp. 65, 67)&lt;br /&gt;
&lt;br /&gt;
=== RY 757 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;The Scarlet Empress disappears during Calibration. ([[Books/ScavengerSons|Scavenger Sons]], p. 67) (This is probably in error; see [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]].)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 761 ===&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
* The Bull of the North attacks the Rokan-jin and Talinin tribes, leading to the war between him and the Realm (specifically the Tepet legions). This war lasts until Ascending Earth RY 764. ([[Books/KingdomOfHalta|Kingdom of Halta]], pp. 38-41)&lt;br /&gt;
&lt;br /&gt;
=== RY 762 ===&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* War between the Bull of the North and northeastern tribes escalates; the Linowan enter the fray against the Bull.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
=== RY 763 ===&lt;br /&gt;
==== Descending Earth ====&lt;br /&gt;
* Linowans request aid from the Realm in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Descending Wood ====&lt;br /&gt;
* The Tepet legions join the Linowan in their war with the Bull of the North.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Fire ====&lt;br /&gt;
* The Bull of the North commits completely to the war between his forces and the Realm in the Northeast.  ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 38)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Calibration ====&lt;br /&gt;
* The Empress disappears. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
=== RY 764 === &lt;br /&gt;
* Council of the Empty Throne elects Regent Fokuf to &amp;quot;reign&amp;quot; over the Realm. ([[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33&lt;br /&gt;
* Thorns is conquered by [[MaskOfWinters|the Mask Of Winters]]. (Exalted, p. 77; [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]], pp. 30, 33)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Air ====&lt;br /&gt;
* Battle of Krellen Ford ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
* The Bull of the North's forces retreat from Krellen Ford, but devastate their Tepet pursuers after receving reinforcements. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 39)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Air ====&lt;br /&gt;
*Battle of Ironthorn Forest. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 40)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Water ====&lt;br /&gt;
* Battle of Fallen Lapis. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Resplendent Water ====&lt;br /&gt;
* Tepet forces begin retreat from the Bull of the North. (Kingdom of Halt, p. 41)&lt;br /&gt;
&lt;br /&gt;
==== Ascending Earth ====&lt;br /&gt;
* Last of the Tepet legions in the Northeast are destroyed in the Battle of Futile Blood. ([[Books/KingdomOfHalta|Kingdom of Halta]], p. 41)&lt;br /&gt;
&lt;br /&gt;
=== RY 766 ===&lt;br /&gt;
* &amp;lt;i&amp;gt;According to Scavenger Sons, p. 19, this is the earliest that the Bull of the North is mentioned, uniting the icewalker tribes. Obviously, this contradicts information in the [[Books/KingdomOfHalta|Kingdom of Halta]] sourcebook, which has him waging war in the northeast, south of the Linowan Nation, between 761 and 764. See [[Discussions/BullOfTheNorth]] for more on this.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RY 768 ===&lt;br /&gt;
&lt;br /&gt;
Present year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
RY 76 marks the end of the second invasion of the Scavenger Lands, as the Seventh Legion marches to Great Forks to defeat the forces there. Yet, reading down, Great Forks is not founded for more than two hundred years hence (RY 278). Am I missing something? ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Maybe they mean that the modern city of Great Forks wasn't founded until later, and the previous mention of Great Forks simply refers to the area?  Or maybe there was an old city that's separate from the new city?  Or maybe it's just that &amp;lt;insert usual comment about White Wolf's editors here&amp;gt;.&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
::A thought on this particular problem: Does [[Books/ExaltedTheAbyssals|Exalted: The Abyssals]] give a date for when the [[PrincessMagnificentWithLipsOfCoralAndRobesOfBlackFeathers|Princess Magnificent]] was defeated by the three spirits of Great Forks? That would give us a ballpark for the city's founding. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
:My thoughts are not that the editing is done poorly, but rather that it is done as it is intended.  Not everyone agrees on certain parts of our own history.  So why should the 2nd Age be any different?  Not to mention everyone tells history a little differently.  Ever read how the British version about the American Revolution?  [[Savare]]&lt;br /&gt;
&lt;br /&gt;
:: The problem is this: Are the Exalted books written from an objective or subjective perspective? This has come up before with White Wolf, re: World of Darkness. As far as I can tell, all the books save the Caste / Aspect books are written from an objective point of view, i.e. what is written is true regardless of what the Scarlet Empress thinks; when material is either &amp;quot;from a certain point of view&amp;quot; or canonically left uncertain, that's usually made clear, as are in-character bits. Most of [[Books/ScavengerSons|Scavenger Sons]] is written from the objective point of view, so I think that the timeline errors -- which are not confined to Scavenger Sons, by the way -- are just that: errors. -- [[JesseLowe]]&lt;br /&gt;
&lt;br /&gt;
::I believe it's been suggested that such errors can be reified by assuming that they are a result of tangles in the Loom of Fate.  Thus, a battle can take place outside the walls of a city even though that city will not be founded for two hundred years.  This is the sort of thing that gives Chejop Kejak heartburn. - [[Quendalon]]&lt;br /&gt;
&lt;br /&gt;
:::That may have been suggested, but in my opinion, it sounds like a very thin attempt to rationalize poor editing.  I agree with [[JesseLowe]]; the books are (and should be) written from an objective point of view, except in certain sections where they are clearly speaking in the voice of an in-character source known to be biased, such as a Realm Historian.  Occam's Razor suggests that any other inconsistencies are, in fact, editing mistakes, and not part of an elaborate plot by the writers to deliberately cloud the facts.  --[[Toram]]&lt;br /&gt;
&lt;br /&gt;
The Outcaste and Alchemical books both make references to dates before the Realm calender began. Lookshy dates it's calander from the beginning of the Shogunate period, whilst the Authothonians have been counting the days since just after the Primordial War, I beleive. Maybe these two books would be useful in this instance?  --[[Megapope]]&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=88039</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=88039"/>
				<updated>2012-04-03T21:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: HeroQuest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
=== HeroQuest ===&lt;br /&gt;
&lt;br /&gt;
David Scott has [http://www.davidscott.org.uk/heroquestexalted/Home.html published a &amp;quot;genre pack&amp;quot;] to play [http://store.moondesignpublications.com/product/heroquest-core-rules HeroQuest] in the Exalted setting. This is a very scalable, narrativst system.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=HowDoIDoThat&amp;diff=87193</id>
		<title>HowDoIDoThat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=HowDoIDoThat&amp;diff=87193"/>
				<updated>2011-10-28T14:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* How should I set up my user page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Experience with the [[UserFriendlyCategories]] project reveals a number of common mistakes people make when using this wiki, mostly because the proper method is not that obvious. This page intends to act as a primer for wiki users that distills information from help pages like [[WhatIsAWiki]], [[TextFormattingRules]] and [[BestPractices]] in a way that is a bit more intelligible and less daunting for a newcomer.''&lt;br /&gt;
&lt;br /&gt;
If you're reading this, you probably want to do something with the wiki, but aren't quite sure how to go about it. Hopefully, one of the questions below will match your desire and the answer will show you the way.&lt;br /&gt;
&lt;br /&gt;
== What should I do first? ==&lt;br /&gt;
&lt;br /&gt;
The first thing to do is follow the [[QuickStartGuide]]'s advice on making your user page. Much of the wiki is based around your user page.&lt;br /&gt;
&lt;br /&gt;
== How should I set up my user page? ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time, this wiki was run using software called UseModWiki. It is now run using MediaWiki. Why does this matter? Well, MediaWiki has the concept of &amp;quot;namespaces&amp;quot;, once of which is the &amp;quot;user&amp;quot; name space. If you are used to MediaWiki, this is where your userpage would usually go; however, the wiki existed for so long without namespaces that most people ''do not use'' the user name space (or any other namespace). This is one area where people who are used to using MediaWiki are likely to be more confused than people who don't, because this wiki intentionally ''does not use'' some of MediaWiki's features. Generally speaking, your pages will fit into this site better if you don't either. Here is one approach that seems to work (though there may be others):&lt;br /&gt;
&lt;br /&gt;
# When you add your name to the [[UserPages]], don't use the user namespace. For example, add the link as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# This will create a link to your user page, which you can edit as usual.&lt;br /&gt;
# Go to your &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page. Add the line &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#REDIRECT [[MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to it and save. This will make any reference to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; lead to your &amp;quot;real&amp;quot; user page. For example, links to your username on the [[Special:RecentChanges|recent changes]] page will then lead to your real user page, instead of the one in the user namespace.&lt;br /&gt;
&lt;br /&gt;
If this last step seems inscrutable and confusing, don't worry about it. Just follow the first two steps.&lt;br /&gt;
&lt;br /&gt;
== How can I practice using wiki markup without screwing things up? ==&lt;br /&gt;
&lt;br /&gt;
There are two main places where you can experiment with formatting text and seeing how things look with basic impunity. The first is your user page (another reason why creating one is important). The other is the [[SandBox]].&lt;br /&gt;
&lt;br /&gt;
When you are experimenting, you should make sure to check the &amp;quot;Minor edit&amp;quot; checkbox when saving. This will prevent your tinkering from being announced on the [[RecentChanges]] page (except to people who specifically turn on a setting in their Preferences to see minor edits).&lt;br /&gt;
&lt;br /&gt;
Also, any time your are editing, make sure you log in. (See [[BestPractices]] for how to do this.)&lt;br /&gt;
&lt;br /&gt;
== What should I name a new page? ==&lt;br /&gt;
&lt;br /&gt;
This is an area where a lot of first timers make mistakes, so a bit of learning here before your start making pages will save you (and others) a lot of aggravation.&lt;br /&gt;
&lt;br /&gt;
When you look at the names of existing pages, you might get the (incorrect) impression that names act like paths in a directory. This is not actually the case. As is (not very well) explained in [[SlashLinksAreNotPaths]], the idea of a page name isn't to somehow use &amp;quot;paths&amp;quot; to categorize it, but rather to come up with a unique identifier for a page that doesn't monopolize common names for any one user.&lt;br /&gt;
&lt;br /&gt;
As an example: suppose you have this cool way of using adamant weapons in your campaign, and want to share it with people. You might think to call the page &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. The problem with using that name is that this page is about ''your'' way of using adamant weapons. Someone else might also have a good, but totally different idea about adamant weapons and also want to claim the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; name.&lt;br /&gt;
&lt;br /&gt;
So, who &amp;quot;wins&amp;quot; the name? Neither of you. The convention that has evolved is to create unique page names by starting with your username, followed by a slash, followed by whatever you want to call it (e.g. you call yours &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fred/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and the other guy calls his &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Bob/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;). In this way, you can make all the pages in your &amp;quot;space&amp;quot; have unique names ''within that space'', and don't stomp on the name choices of others. Note that you should not use spaces or underscores in page names, but rather [[WordsJammedTogether]] (again, see [[BestPractices]]).&lt;br /&gt;
&lt;br /&gt;
So, your first instinct should always be to '''create pages following a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/WhateverPageNameYouLike&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; pattern''', unless you have a really good reason not to. (This is spelled out more completely in [[BestPractices]].)&lt;br /&gt;
&lt;br /&gt;
What might those good reasons be? They exist, but it is sort of one of those &amp;quot;if you have to ask, you shouldn't do it&amp;quot; kind of things. As you gain more experience with this wiki community, you will get to a point where you &amp;quot;just know&amp;quot; if creating a &amp;quot;top level&amp;quot; page is appropriate. But, here are the typical deviations from the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/WhateverPageNameYouLike&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; pattern.&lt;br /&gt;
&lt;br /&gt;
# For some reason, some very common types of user content has evolved to use a different naming convention. Key among these are pages containing custom charms. If you have a page containing your own, say, solar lore charms, the &amp;quot;correct&amp;quot; convention for that page is to call it &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;SolarLore/YourUserName&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, adding a link to it on the [[SolarLore]] page. Keep your eyes open for other pages that work like this.&lt;br /&gt;
# Pages about martial arts styles have also developed their own convention. Typically, they are &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;MartialArts/NameOfTheStyle&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Projects ''intended to be communal'' and open to all editors, such as [[ATaxonomyOfMadness]] or the [[LexiconOfElderDays]], are best served as &amp;quot;top level&amp;quot; links. Likewise, pages created as &amp;quot;top level&amp;quot; links are usually ''assumed to be communal'', so don't be surprised when others start editing them.&lt;br /&gt;
# As another example, say you wanted to create a page that collected ''everyone's'' ideas about adamant weapons. That would be a case where the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; name would be appropriate. Such a page would contain links to both &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fred/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Bob/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and an expectation that others would add to and alter the page at will.&lt;br /&gt;
# Some large projects warrant a top level page, even though they are mainly the work of one author (such as [[SilverMasks]] or some large campaign pages). As a beginner, though, you are better off assuming that this does not apply to you, even if you think it might. One crucial thing about such pages is that they avoid general terms for names, and so keep uniqueness without &amp;quot;laying claim&amp;quot; to an important name.&lt;br /&gt;
# When in doubt, post a message on [[NamingAdvice]] or your user page asking people for help (make sure that the &amp;quot;Minor edit&amp;quot; box is ''unchecked'' and plead for help in the comment, so that people seeing the [[RecentChanges]] page will see).&lt;br /&gt;
&lt;br /&gt;
== How do I edit pages I don't &amp;quot;own&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Technically, you have the ability to edit any page in the wiki, but this is sometimes rude. Your own pages are obviously fine to edit. As mentioned above, &amp;quot;top level&amp;quot; pages are also considered fair game. Directly editing the pages of others is usually considered bad. Instead, ''commenting'' on the pages of others is considered appropriate. That is, most pages have a &amp;quot;comments&amp;quot; section at the bottom, where people can comment on what the user is doing. (If the page doesn't have such a section, most people won't mind if you add one, unless the page says that they are not looking for comments.)&lt;br /&gt;
&lt;br /&gt;
It is considered bad form to ''delete'' comments, always. Sometimes people create &amp;quot;old comments&amp;quot; pages to clean up a page, moving &amp;quot;outdated&amp;quot; comments there, but comments typically exist forever once made.&lt;br /&gt;
&lt;br /&gt;
Some exceptions to this exist. For example, sometimes people will correct typos or incorrect formatting on the pages of others, but this is usually accompanied with a comment that it was done.&lt;br /&gt;
&lt;br /&gt;
== Oops, I named a page badly. How do I move or delete it? ==&lt;br /&gt;
&lt;br /&gt;
In the old software, you could not do this. The MediaWiki software, however, can. See [[Help:Moving a page]] and [[Help:Deleting a page]]. In some cases, you may be better off just using a [[Help:Redirect|redirect]] instead.&lt;br /&gt;
&lt;br /&gt;
== How do I make links look better? ==&lt;br /&gt;
&lt;br /&gt;
Suppose you have a link that leads to the [[CrunchRelay]], but you want the link to say &amp;quot;I love the crunch relay&amp;quot;. To do so, you'd create a link that looked like this &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[CrunchRelay|I love the crunch relay]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. It would render like this: [[CrunchRelay|I love the crunch relay]].&lt;br /&gt;
&lt;br /&gt;
You can see more about this in [[TextFormattingRules]].&lt;br /&gt;
&lt;br /&gt;
== How do I track my campaign on this wiki? ==&lt;br /&gt;
&lt;br /&gt;
Build a page like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/NameOfTheCampaign&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and add a links to it to both your own user page and the [[Campaigns]] page.&lt;br /&gt;
&lt;br /&gt;
== How do I track my characters on this wiki? ==&lt;br /&gt;
&lt;br /&gt;
Build a page like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/CharacterName&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and add a links to it to both your own user page and to one of the sub-pages of the [[Characters]] page. For example, if the character is a solar, put your link on [[Characters/Solars]]. You should also look at [[FormatStandards/CharacterFormat]].&lt;br /&gt;
&lt;br /&gt;
== How can I make a link that leads to the middle of a page, rather than the top? ==&lt;br /&gt;
&lt;br /&gt;
This wiki provides named anchors automatically whenever you use a section heading, and a simple way to link to them. See more at [[InterPageLinks]].&lt;br /&gt;
&lt;br /&gt;
== How do I use tables? ==&lt;br /&gt;
&lt;br /&gt;
For formatting advice, see [[TextFormattingRules]].&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=HowDoIDoThat&amp;diff=87191</id>
		<title>HowDoIDoThat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=HowDoIDoThat&amp;diff=87191"/>
				<updated>2011-10-28T14:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added question about how to handle the User: namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Experience with the [[UserFriendlyCategories]] project reveals a number of common mistakes people make when using this wiki, mostly because the proper method is not that obvious. This page intends to act as a primer for wiki users that distills information from help pages like [[WhatIsAWiki]], [[TextFormattingRules]] and [[BestPractices]] in a way that is a bit more intelligible and less daunting for a newcomer.''&lt;br /&gt;
&lt;br /&gt;
If you're reading this, you probably want to do something with the wiki, but aren't quite sure how to go about it. Hopefully, one of the questions below will match your desire and the answer will show you the way.&lt;br /&gt;
&lt;br /&gt;
== What should I do first? ==&lt;br /&gt;
&lt;br /&gt;
The first thing to do is follow the [[QuickStartGuide]]'s advice on making your user page. Much of the wiki is based around your user page.&lt;br /&gt;
&lt;br /&gt;
== How should I set up my user page? ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time, this wiki was run using software called UseModWiki. It is now run using MediaWiki. Why does this matter? Well, MediaWiki has the concept of &amp;quot;namespaces&amp;quot;, once of which is the &amp;quot;user&amp;quot; name space. If you are used to MediaWiki, this is where your userpage would usually go; however, the wiki existed for so long without namespaces that most people ''do not use'' the user name space (or any other namespace). This is one area where people who are used to using MediaWiki are likely to be more confused than people who don't, because this wiki intentionally ''does not use'' some of MediaWiki's features. Generally speaking, your pages will fit into this site better if you don't either. Here is one approach that seems to work (though there may be others):&lt;br /&gt;
&lt;br /&gt;
# When you add your name to the [[UserPages]], don't use the user namespace. For example, add the link as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# This will create a link to your user page, which you can edit as usual.&lt;br /&gt;
# Go to your &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page. Add the line &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#REDIRECT [[MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to it and save. This will make any reference to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[User:MyName]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; lead to your &amp;quot;real&amp;quot; user page.&lt;br /&gt;
&lt;br /&gt;
If this last step seems inscrutable and confusing, don't worry about it. Just follow the first two steps.&lt;br /&gt;
&lt;br /&gt;
== How can I practice using wiki markup without screwing things up? ==&lt;br /&gt;
&lt;br /&gt;
There are two main places where you can experiment with formatting text and seeing how things look with basic impunity. The first is your user page (another reason why creating one is important). The other is the [[SandBox]].&lt;br /&gt;
&lt;br /&gt;
When you are experimenting, you should make sure to check the &amp;quot;Minor edit&amp;quot; checkbox when saving. This will prevent your tinkering from being announced on the [[RecentChanges]] page (except to people who specifically turn on a setting in their Preferences to see minor edits).&lt;br /&gt;
&lt;br /&gt;
Also, any time your are editing, make sure you log in. (See [[BestPractices]] for how to do this.)&lt;br /&gt;
&lt;br /&gt;
== What should I name a new page? ==&lt;br /&gt;
&lt;br /&gt;
This is an area where a lot of first timers make mistakes, so a bit of learning here before your start making pages will save you (and others) a lot of aggravation.&lt;br /&gt;
&lt;br /&gt;
When you look at the names of existing pages, you might get the (incorrect) impression that names act like paths in a directory. This is not actually the case. As is (not very well) explained in [[SlashLinksAreNotPaths]], the idea of a page name isn't to somehow use &amp;quot;paths&amp;quot; to categorize it, but rather to come up with a unique identifier for a page that doesn't monopolize common names for any one user.&lt;br /&gt;
&lt;br /&gt;
As an example: suppose you have this cool way of using adamant weapons in your campaign, and want to share it with people. You might think to call the page &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. The problem with using that name is that this page is about ''your'' way of using adamant weapons. Someone else might also have a good, but totally different idea about adamant weapons and also want to claim the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; name.&lt;br /&gt;
&lt;br /&gt;
So, who &amp;quot;wins&amp;quot; the name? Neither of you. The convention that has evolved is to create unique page names by starting with your username, followed by a slash, followed by whatever you want to call it (e.g. you call yours &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fred/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and the other guy calls his &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Bob/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;). In this way, you can make all the pages in your &amp;quot;space&amp;quot; have unique names ''within that space'', and don't stomp on the name choices of others. Note that you should not use spaces or underscores in page names, but rather [[WordsJammedTogether]] (again, see [[BestPractices]]).&lt;br /&gt;
&lt;br /&gt;
So, your first instinct should always be to '''create pages following a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/WhateverPageNameYouLike&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; pattern''', unless you have a really good reason not to. (This is spelled out more completely in [[BestPractices]].)&lt;br /&gt;
&lt;br /&gt;
What might those good reasons be? They exist, but it is sort of one of those &amp;quot;if you have to ask, you shouldn't do it&amp;quot; kind of things. As you gain more experience with this wiki community, you will get to a point where you &amp;quot;just know&amp;quot; if creating a &amp;quot;top level&amp;quot; page is appropriate. But, here are the typical deviations from the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/WhateverPageNameYouLike&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; pattern.&lt;br /&gt;
&lt;br /&gt;
# For some reason, some very common types of user content has evolved to use a different naming convention. Key among these are pages containing custom charms. If you have a page containing your own, say, solar lore charms, the &amp;quot;correct&amp;quot; convention for that page is to call it &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;SolarLore/YourUserName&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, adding a link to it on the [[SolarLore]] page. Keep your eyes open for other pages that work like this.&lt;br /&gt;
# Pages about martial arts styles have also developed their own convention. Typically, they are &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;MartialArts/NameOfTheStyle&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Projects ''intended to be communal'' and open to all editors, such as [[ATaxonomyOfMadness]] or the [[LexiconOfElderDays]], are best served as &amp;quot;top level&amp;quot; links. Likewise, pages created as &amp;quot;top level&amp;quot; links are usually ''assumed to be communal'', so don't be surprised when others start editing them.&lt;br /&gt;
# As another example, say you wanted to create a page that collected ''everyone's'' ideas about adamant weapons. That would be a case where the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; name would be appropriate. Such a page would contain links to both &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fred/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Bob/AdamantWeapons&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and an expectation that others would add to and alter the page at will.&lt;br /&gt;
# Some large projects warrant a top level page, even though they are mainly the work of one author (such as [[SilverMasks]] or some large campaign pages). As a beginner, though, you are better off assuming that this does not apply to you, even if you think it might. One crucial thing about such pages is that they avoid general terms for names, and so keep uniqueness without &amp;quot;laying claim&amp;quot; to an important name.&lt;br /&gt;
# When in doubt, post a message on [[NamingAdvice]] or your user page asking people for help (make sure that the &amp;quot;Minor edit&amp;quot; box is ''unchecked'' and plead for help in the comment, so that people seeing the [[RecentChanges]] page will see).&lt;br /&gt;
&lt;br /&gt;
== How do I edit pages I don't &amp;quot;own&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Technically, you have the ability to edit any page in the wiki, but this is sometimes rude. Your own pages are obviously fine to edit. As mentioned above, &amp;quot;top level&amp;quot; pages are also considered fair game. Directly editing the pages of others is usually considered bad. Instead, ''commenting'' on the pages of others is considered appropriate. That is, most pages have a &amp;quot;comments&amp;quot; section at the bottom, where people can comment on what the user is doing. (If the page doesn't have such a section, most people won't mind if you add one, unless the page says that they are not looking for comments.)&lt;br /&gt;
&lt;br /&gt;
It is considered bad form to ''delete'' comments, always. Sometimes people create &amp;quot;old comments&amp;quot; pages to clean up a page, moving &amp;quot;outdated&amp;quot; comments there, but comments typically exist forever once made.&lt;br /&gt;
&lt;br /&gt;
Some exceptions to this exist. For example, sometimes people will correct typos or incorrect formatting on the pages of others, but this is usually accompanied with a comment that it was done.&lt;br /&gt;
&lt;br /&gt;
== Oops, I named a page badly. How do I move or delete it? ==&lt;br /&gt;
&lt;br /&gt;
In the old software, you could not do this. The MediaWiki software, however, can. See [[Help:Moving a page]] and [[Help:Deleting a page]]. In some cases, you may be better off just using a [[Help:Redirect|redirect]] instead.&lt;br /&gt;
&lt;br /&gt;
== How do I make links look better? ==&lt;br /&gt;
&lt;br /&gt;
Suppose you have a link that leads to the [[CrunchRelay]], but you want the link to say &amp;quot;I love the crunch relay&amp;quot;. To do so, you'd create a link that looked like this &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[CrunchRelay|I love the crunch relay]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. It would render like this: [[CrunchRelay|I love the crunch relay]].&lt;br /&gt;
&lt;br /&gt;
You can see more about this in [[TextFormattingRules]].&lt;br /&gt;
&lt;br /&gt;
== How do I track my campaign on this wiki? ==&lt;br /&gt;
&lt;br /&gt;
Build a page like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/NameOfTheCampaign&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and add a links to it to both your own user page and the [[Campaigns]] page.&lt;br /&gt;
&lt;br /&gt;
== How do I track my characters on this wiki? ==&lt;br /&gt;
&lt;br /&gt;
Build a page like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;YourUserName/CharacterName&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and add a links to it to both your own user page and to one of the sub-pages of the [[Characters]] page. For example, if the character is a solar, put your link on [[Characters/Solars]]. You should also look at [[FormatStandards/CharacterFormat]].&lt;br /&gt;
&lt;br /&gt;
== How can I make a link that leads to the middle of a page, rather than the top? ==&lt;br /&gt;
&lt;br /&gt;
This wiki provides named anchors automatically whenever you use a section heading, and a simple way to link to them. See more at [[InterPageLinks]].&lt;br /&gt;
&lt;br /&gt;
== How do I use tables? ==&lt;br /&gt;
&lt;br /&gt;
For formatting advice, see [[TextFormattingRules]].&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87097</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87097"/>
				<updated>2011-10-12T20:02:37Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added sorcerer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The writer of the Deeper in the Game blog has [http://bankuei.wordpress.com/2010/10/04/sorcerer-exalted/ published a hack] of Ron Edward's [http://adept-press.com/role-playing-games/sorcerer/ Sorcerer] (and its supplements) to the Exalted setting. The result should be fairly intense.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArtsMatrix&amp;diff=87087</id>
		<title>MartialArtsMatrix</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArtsMatrix&amp;diff=87087"/>
				<updated>2011-10-10T19:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Reformat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Key ==&lt;br /&gt;
&lt;br /&gt;
*'''Style''': The name of the style (the matrix is sorted alphabetically by this column)&lt;br /&gt;
*'''Author''': Who created the style&lt;br /&gt;
*'''Type''': One (or more) of terrestrial/celestial/sidereal&lt;br /&gt;
*'''Rules''': The rule set in which the style is intended to work: E1 (Exalted, First Edition), PC (Exalted, First Edition power combat), E2 (Exalted, Second Edition).&lt;br /&gt;
*'''Restriction:Weapons''': The form weapons for the style. Entries with a &amp;quot;+&amp;quot; in them have charms that may not be used with any weapons, including form weapons.&lt;br /&gt;
*'''Restriction:Armor''': Which charms of the style ''cannot'' be used with armor: &amp;quot;all&amp;quot; (armor prohibited for all charms in the style), &amp;quot;none&amp;quot; (armor is not restricted for any charm in the style), &amp;quot;form&amp;quot; (armor may not be worn with the form charm, but may be used with the rest), &amp;quot;form+&amp;quot; (armor may not be worn with the form or a few other charms in the style).&lt;br /&gt;
*'''Range:Essence''': The smallest and largest minimum Essence ratings required by charms in the style&lt;br /&gt;
*'''Range:MA''': The smallest and largest minimum Martial Arts ratings required by charms in the style&lt;br /&gt;
*'''Charm Count:Tot''': the total number of charms in the style&lt;br /&gt;
*'''Charm Count:Form''': the total number of forms in the style&lt;br /&gt;
*'''Charm Count:Cmb''': the total number of comboable charms in the style&lt;br /&gt;
*'''Charm Count:Rfx''': the total number of reflexive charms in the style&lt;br /&gt;
*'''Charm Count:Per''': the total number of persistant (duration longer than one turn) charms in the style&lt;br /&gt;
&lt;br /&gt;
== Matrix ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan='4' | !! colspan='2' | Restriction !! colspan='2' | Range !! colspan='5' | Charm Count &lt;br /&gt;
|-&lt;br /&gt;
! Style !! Author !! Type !! Rules !! Weapons !! Armor !! Essence !! MA !! Tot !! Form !! Cmb !! Rfx !! Per &lt;br /&gt;
|-&lt;br /&gt;
|Art of Forceful Declaration||White Wolf||celestial||E2||cestus, fighting gauntlet, khatar||none|| 1-4 || 2-5 || 11 || 1 || 9 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Art of Meditative Discussion||White Wolf||celestial||E2||hooked sword, sai, seven-section staff||none||1-4||2-5||11||1||9||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Art of Relentless Persuasion||White Wolf||celestial||E2||none||none||1-3||2-5||11||1||10||4||1&lt;br /&gt;
|-&lt;br /&gt;
|Art of Victorious Concession||White Wolf||celestial||E2||none||none||1-4||2-5||12||1||11||5||4&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/AudaciousDancerStyle|Audacious Dancer]]||[[DeadManSeven]]||terrestrial||PC||iron boots||all||2-4||2-5||8||1||5||3||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/AutumnalTorrentStyle|Autumnal Torrent Style]]||[[Orphen]]||terrestrial||E2||tiger claws, rope darts, nunchaku||segmented||1-3||3-5||8||1||7||4||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/BlackClawStyle2|Black Claw Style]]||[[Orphen]]||celestial||E2||fingernail style tiger claws||none||1-4||2-5||10||1||8||7||4&lt;br /&gt;
|-&lt;br /&gt;
|Border of Kaleidoscopic Logic||White Wolf||sidereal||E2||none||all||6-8||6-8||12||1||9||1||6&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Monkey||White Wolf||celestial||E1||none until pinnacle||all||1-4||2-5||9||1||5||2||4&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Monkey||White Wolf||celestial||E2||none until pinnacle||all||1-4||2-5||9||1||4||2||6&lt;br /&gt;
|-&lt;br /&gt;
|Charcoal March of Spiders||White Wolf||sidereal||E1||knife, seven-section staff||all||4-7||5-6||12||1||7||2||5&lt;br /&gt;
|-&lt;br /&gt;
|Charcoal March of Spiders||White Wolf||sidereal||E2||knife, seven-section staff||all||4-7||5-6||12||1||5||2||4&lt;br /&gt;
|-&lt;br /&gt;
|Citrine Poxes of Contagion||White Wolf||sidereal||E1||staff, seven-section staff, hammer (bashing damage only)||all||4-7||5-7||13||1||8||2||5&lt;br /&gt;
|-&lt;br /&gt;
|Citrine Poxes of Contagion||White Wolf||sidereal||E2||staff, seven-section staff, hammer (bashing damage only)||all||4-7||5-7||13||1||5||2||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/CinereousWeaveOfLiesStyle|Cinereous Weave of Lies]]||[[DeadManSeven]]||sidereal||PC||knives||all||3-8||4-8||18||1||9||7||8&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/ClockworkWarriorStyle|Clockwork Warrior]]||[[DeadManSeven]]||celestial||PC||chakrams||form+||1-3||2-5||10||1||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|Crimson Pentacle Blade||White Wolf||terrestrial||E1||polearms||all||1-4||3-5||14||1||5||4||9&lt;br /&gt;
|-&lt;br /&gt;
|Crimson Pentacle Blade||White Wolf||terrestrial||E2||polearms||all||1-4||3-5||14||1||6||4||8&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/CrimsonTalonOfHorrorsStyle|Crimson Talon of Horrors]]||[[Orphen]]||celestial||E2||scythe, axe||none||4-6||5-6||10||1||5||4||4&lt;br /&gt;
|-&lt;br /&gt;
|Dreaming Pearl Courtesan||White Wolf||celestial||E1||whip, weighted rope, rope dart, war fan||all||1-4||2-5||10||1||5||2||5&lt;br /&gt;
|-&lt;br /&gt;
|Dreaming Pearl Courtesan||White Wolf||celestial||E2||whip, weighted rope, rope dart, war fan||all||1-4||2-5||10||1||4||2||5&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/DrunkenMasterStyle|Drunken Master]]||[[DeadManSeven]]||celestial||PC||improvised||form+||1-3||1-5||10||1||4||1||5&lt;br /&gt;
|-&lt;br /&gt;
|Ebon Shadow||White Wolf||celestial||E1||fighting chain, sai||all||2-5||2-5||11||1||4||4||7&lt;br /&gt;
|-&lt;br /&gt;
|Ebon Shadow||White Wolf||celestial||E2||fighting chain, sai||all||2-5||2-5||11||1||4||4||5&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/ElderEbonShadowStyle2|Elder Ebon Shadow Style 2]]||[[Orphen]]||celestial||E2||none until form||none||4-6||5-6||12||1||10||1||4&lt;br /&gt;
|-&lt;br /&gt;
|Even Blade||White Wolf||terrestrial||E2||slashing sword||none||1-4||2-5||17||1||16||8||5&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/EverVigilantSoldierStyle|Ever-Vigilant Soldier]]||[[DeadManSeven]]||terrestrial||PC||slashing and short sword||none||1-4||2-5||8||1||5||4||2&lt;br /&gt;
|-&lt;br /&gt;
|Falling Blossom||White Wolf||terrestrial||E1||knives||all||1-3||2-5||7||1||3||2||4&lt;br /&gt;
|-&lt;br /&gt;
|Falling Blossom||White Wolf||terrestrial||E2||knives||all||1-3||2-5||7||1||4||2||3&lt;br /&gt;
|-&lt;br /&gt;
|First Pulse||White Wolf||terrestrial||E2||improvised weapons||none||1-3||3-5||9||1||7||4||4&lt;br /&gt;
|-&lt;br /&gt;
|Five-Dragon||White Wolf||terrestrial||E1||straight sword, spear||none||1-4||3-5||8||1||6||2||2&lt;br /&gt;
|-&lt;br /&gt;
|Five-Dragon||White Wolf||terrestrial||E2||straight sword, spear||none||1-4||3-5||8||1||6||2||2&lt;br /&gt;
|-&lt;br /&gt;
|Fivefold Shadow Hand||White Wolf||terrestrial||E2||by element||all||1-3||2-5||22||1||20||5||16&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/GloriousPhoenixEternalStyle|Glorious Phoenix Eternal Style]]||[[Orphen]]||celestial||E2||tiger claws, flame spear, rope dart||none||2-5||4-5||16||1||10||4||7&lt;br /&gt;
|-&lt;br /&gt;
|Golden Exhalation||White Wolf||terrestrial||E2||firewand||all||1-3||2-5||7||1||6||3||2&lt;br /&gt;
|-&lt;br /&gt;
|Golden Janissary||White Wolf||terrestrial||E2||spear||none||2-3||2-5||7||1||5||0||4&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/HandsomeDevilStyle|Handsome Devil]]||[[Stanoje]]||celestial||PC||bow||all||1-4||3-5||9||1||5||2||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/HarmonyOfTreesStyle|Harmony of Trees]]||[[DeadManSeven]]||celestial||PC||wooden weapons||form+||1-4||1-5||13||3 (1)||3||2||9&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Ghost||White Wolf||celestial||E1||tiger claws||none||2-4||2-5||10||1||8||2||2&lt;br /&gt;
|-&lt;br /&gt;
|Ill Lily||White Wolf||terrestrial||E2||wooden weapon||none||1-4||3-5||7||1||6||2||4&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Air Dragon||White Wolf||celestial||E1||chakram||none||1-4||2-5||12||1||5||3||7&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Air Dragon||White Wolf||celestial||E2||chakram||none||1-3||2-5||12||1||11||3||7&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Earth Dragon||White Wolf||celestial||E1||tetsubo, grand goremaul||none||1-5||3-5||12||1||5||2||7&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Earth Dragon||White Wolf||celestial||E2||tetsubo, grand goremaul||none||1-5||3-5||12||1||10||3||7&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Fire Dragon||White Wolf||celestial||E1||pair short swords||form||1-4||3-5||11||1||5||3||6&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Fire Dragon||White Wolf||celestial||E2||pair short swords||none||1-4||3-5||11||1||9||1||4&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Water Dragon||White Wolf||celestial||E1||tiger claws||none||1-4||2-5||12||1||7||2||5&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Water Dragon||White Wolf||celestial||E2||tiger claws||none||1-4||2-5||12||1||11||2||4&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Wood Dragon||White Wolf||celestial||E1||bow||none||2-4||2-5||12||1||5||0||7&lt;br /&gt;
|-&lt;br /&gt;
|Immaculate Wood Dragon||White Wolf||celestial||E2||bow||none||2-4||2-5||12||1||10||1||6&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/IrresistiblyTemptedGamblerStyle|Irresistibly Tempted Gambler]]||[[DeadManSeven]]||celestial||PC||icons of chance||none||1-3||1-5||8||1||5||3||2&lt;br /&gt;
|-&lt;br /&gt;
|Jade Mountain||White Wolf||terrestrial||E1||clubs, hammers, maces, sledges, goremauls||none||2-3||2-5||7||1||4||3||3&lt;br /&gt;
|-&lt;br /&gt;
|Jade Mountain||White Wolf||terrestrial||E2||clubs, hammers, maces, sledges, goremauls||none||1-3||3-5||7||1||6||3||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/KaleidoscopicDriftOfConceptsStyle|Kaleidoscopic Drift of Concepts]]||[[DeadManSeven]]||sidereal||PC||acupuncture needles||all||4-8||5-8||15||1||6||7||4&lt;br /&gt;
|-&lt;br /&gt;
|Laughing Wounds||White Wolf||celestial||E2||whip, fighting chain||all||2-4||3-5||10||1||9||2||6&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/LeopardStyle|Leopard]]||[[TheScreenJockey]]||celestial||E1||none||form||1-3||2-5||9||1||6||4||2&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Hoof||White Wolf||terrestrial||E2||spear, lance, lasso, self bow, composite bow||none||1-2||2-5||8||1||7||1||2&lt;br /&gt;
|-&lt;br /&gt;
|Lunar Hero||White Wolf||celestial||E2||natural weapons, tiger claws||none||1-4||3-5||9||1||7||7||3&lt;br /&gt;
|-&lt;br /&gt;
|Mantis||White Wolf||celestial||E1||seven-section staff||all||1-3||2-5||10||1||7||4||3&lt;br /&gt;
|-&lt;br /&gt;
|Mantis||White Wolf||celestial||E2||seven-section staff||all||1-3||2-5||10||1||7||5||3&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/MercilessFiendStyle|MercilessFiend]]||[[DeadManSeven]]||celestial||PC||tiger claws||form+||1-4||2-5||12||1||9||4||3&lt;br /&gt;
|-&lt;br /&gt;
|Night Breeze||White Wolf||terrestrial||E2||light thrown weapons||all||1-3||3-5||7||1||6||2||2&lt;br /&gt;
|-&lt;br /&gt;
|Obsidian Shards of Infinity||White Wolf||sidereal||E2||paired sai, knives, punch daggers||all||4-7||5-7||11||1||10||3||6&lt;br /&gt;
|-&lt;br /&gt;
|Orgiastic Fugitive||White Wolf||terrestrial||E2||pipe, bottle, etc.||all||1-3||3-5||8||1||7||3||2&lt;br /&gt;
|-&lt;br /&gt;
|Path of the Arbiter||White Wolf||terrestrial||E2||choose exactly one||none||1-3||2-5||9||1||5||1||8&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/PerseWindsOfMidnightStyle|Perse Winds of Midnight]]||[[DeadManSeven]]||sidereal||PC||bows||all||4-8||5-8||19||1||7||6||11&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/PrimordialTigerStyle|Primordial Tiger]]||[[Orphen]]||celestial||E2||tiger claws||none||3-5||5-5||11||1||6||3||8&lt;br /&gt;
|-&lt;br /&gt;
|Prismatic Arrangement of Creation||White Wolf||sidereal||E1||none||all||4-5||5-5||16||5||4||5||12&lt;br /&gt;
|-&lt;br /&gt;
|Prismatic Arrangement of Creation||White Wolf||sidereal||E2||none||all||4-5||5-5||16||5||3||5||12&lt;br /&gt;
|-&lt;br /&gt;
|Quicksilver Hand of Dreams||White Wolf||sidereal||E2||none||all||2-7||2-7||11||1||7||1||8&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Devil||White Wolf||celestial||E1||firewand||none||2-3||1-5||12||1||8||3||4&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Devil||White Wolf||celestial||E2||firewand||none||2-3||2-5||12||1||7||2||3&lt;br /&gt;
|-&lt;br /&gt;
|[[DarkWolff/RighteousPaladinStyle|Righteous Paladin]]||[[DarkWolff]]||celestial||E2||Reach Weapons||all||1-4||1-5||10||1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/SableDispositionOfBeingStyle|Sable Disposition of Being]]||[[Wordman]]||celestial||E2||brushes||all||4-7||4-7||15||1||11||1||5&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet Patterned Battlefield||White Wolf||sidereal||E2||none||all||4-6||5-6||10||1||8||2||8&lt;br /&gt;
|-&lt;br /&gt;
|Seafaring Hero||White Wolf||terrestrial||E2||chain and rope weapons, slashing sword, short sword||none||1-3||3-5||8||1||7||1||4&lt;br /&gt;
|-&lt;br /&gt;
|Silver-Voiced Nightingale||White Wolf||celestial||E2||harmonic weapons||none||1-4||2-5||12||2||9||1||6&lt;br /&gt;
|-&lt;br /&gt;
|Snake||White Wolf||celestial||E1||hook swords, seven-section staff||form+||1-3||2-5||10||1||9||3||1&lt;br /&gt;
|-&lt;br /&gt;
|Snake||White Wolf||celestial||E2||hook swords, seven-section staff||none||1-3||2-5||9||1||8||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/SoaringWindRiderStyle|Soaring Wind-Rider]]||[[DeadManSeven]]||terrestrial||PC||lances||all||1-4||2-5||8||1||6||4||1&lt;br /&gt;
|-&lt;br /&gt;
|Solar Hero||White Wolf||celestial||E2||cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus and improvised weapons||none||1-3||2-5||9||1||8||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/StormCrowStyle2|Storm Crow Style 2]]||[[nikink]]||Celestial||E1||Hatchets, Spears||none||1-3||2-5||11||1||9||2||2&lt;br /&gt;
|-&lt;br /&gt;
|Terrestrial Hero||White Wolf||terrestrial||E2||none||none||1-3||3-5||7||1||6||0||2&lt;br /&gt;
|-&lt;br /&gt;
|Terrible Ascent-Driven Beast||White Wolf||terrestrial||E2||none||none||1-3||2-5||8||1||5||2||3&lt;br /&gt;
|-&lt;br /&gt;
|Tiger||White Wolf||celestial||E1||tiger claws||form+||2-4||2-5||9||1||3||0||6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger||White Wolf||celestial||E2||tiger claws||all||2-4||2-5||9||1||6||0||4&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/TwinRealmsStyle|Twin Realms]]||[[DeadManSeven]]||celestial||PC||seven-section staves||form+||1-4||3-5||10||1||4||3||4&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/UnleashedInfernoStyle|Unleashed Inferno]]||[[DeadManSeven]]||terrestrial||PC||firewands||all||1-4||2-5||9||1||7||4||1&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/VerdantSolarPrismStyle|Verdant Solar Prism Style]]||[[Orphen]]||terrestrial||E2||none||none||2-3||3-5||9||1||7||4||5&lt;br /&gt;
|-&lt;br /&gt;
|Violet Bier of Sorrows||White Wolf||celestial||E1||knives, swords, seven-section staff||all||1-4||1-5||9||1||3||5||6&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/WayoftheLongBladeStyle|Way of the Long Blade Style]]||[[Orphen]]||terrestrial||E2||Nodachi||Some||1-4||2-5||11||1||10||3||6&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/WhiteAegisOfTheGuardianStyle|White Aegis of the Guardian]]||[[DeadManSeven]]||sidereal||PC||none||shield||4-7||5-6||13||1||4||6||8&lt;br /&gt;
|-&lt;br /&gt;
|White Veil||White Wolf||terrestrial||E2||hand-needle, garrote||all||1-3||3-5||8||1||7||2||6&lt;br /&gt;
|-&lt;br /&gt;
|[[MartialArts/WolfAndRavenStyles|Wolf &amp;amp; Raven]]||[[Mapache]]||celestial||E1||knife, dagger, katar||form+||1-4||3-5||12||2||6||3||7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
There should be a field (maybe called ruleset?) to mark for which version of the rules (first edition, power combat, second edition) the style is intended. I'm not putting it in because I don't want to mess up the layout. - [[Stanoje]]&lt;br /&gt;
&lt;br /&gt;
Hope you don't mind people adding their styles. :) Also, you should maybe link this off the [[MartialArts]] page, or your personal page, or somesuch. - [[DeadManSeven]]&lt;br /&gt;
:There already is a link on the [[MartialArts]] page.&lt;br /&gt;
&lt;br /&gt;
I am curious as to what the subtypes mean, specifically. That is, how do we categorize [[MartialArts]] as &amp;quot;metaphoric&amp;quot;, &amp;quot;esoteric&amp;quot;, &amp;quot;color&amp;quot;, or &amp;quot;animal&amp;quot; styles? (Granted, the last is pretty obvious, but the criteria for the others is a great deal less clear, I feel.) - [[David.]]&lt;br /&gt;
&lt;br /&gt;
:When I built the matrix, I was just following the organization on other pages for this subtype. I'm not sure it serves much purpose. Maybe we should just remove it. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Removed the &amp;quot;subtype&amp;quot; column, as it was useless.&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Charms&amp;diff=87085</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Charms&amp;diff=87085"/>
				<updated>2011-10-10T18:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added missing bullet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Charms, Charm construction, Charm discussion, and so on.&lt;br /&gt;
&lt;br /&gt;
*back to [[WikiContent]].&lt;br /&gt;
&lt;br /&gt;
== Charm Construction ==&lt;br /&gt;
&lt;br /&gt;
*[[CharmEffectScale|Charm Effect Scale]]: an attempt to get a Wiki consensus on the range of how powerful custom Charms should be for different types of Exalts with different Essence levels.&lt;br /&gt;
*[[CharmDescriptors|Charm suffixes]]: Lots of words you can stick to the end of Charm names.&lt;br /&gt;
*[[Discussions/CharmTerminology]] for classification of Charms and how they interact.&lt;br /&gt;
*[[TheMyriadOfShades/CharmTheory]]: A Treatise on Charms, an essay on Charm theory&lt;br /&gt;
*[[FlowsLikeBits/CustomCharmAdvice]]&lt;br /&gt;
*[[ExtraCharmAbilityRequirements]]: Charms with suggested extra Ability requirements.&lt;br /&gt;
*[[FlowsLikeBits/HighEssence]]&lt;br /&gt;
*[[Charms/IndependentActions]]: Independent actions and their use in Charms.&lt;br /&gt;
*[[CharmIdeas]]: For those who suck at writing Charms or don't have the time, but have ideas for interesting mechanics and fluff&lt;br /&gt;
*[[Kurulham/DBCharmIdeas]]: Various ideas for potential Dragon-Blooded Charms.&lt;br /&gt;
*[[BillGarrett/RequestForSanity]]&lt;br /&gt;
*[[Azurelight/CustomKeyWords]]&lt;br /&gt;
*[[CharmTypes2E]]&lt;br /&gt;
*[[Correlation]] - how charms were altered between editions&lt;br /&gt;
&lt;br /&gt;
== New Charms ==&lt;br /&gt;
&lt;br /&gt;
This is a place to put new charms that you have designed.  Before contributing, be sure to peruse the [[FormatStandards]]. When you add a new Charm under your name, please also link it from the index-by-splat pages.&lt;br /&gt;
&lt;br /&gt;
=== Charms by Type ===&lt;br /&gt;
&lt;br /&gt;
* [[AbyssalCharms]]&lt;br /&gt;
* [[AlchemicalCharms]]&lt;br /&gt;
* [[Arcanoi]]&lt;br /&gt;
* [[DragonBloodedCharms]]&lt;br /&gt;
* [[FairFolkCharms]]&lt;br /&gt;
* [[GeneralCharms]]&lt;br /&gt;
* [[LunarCharms]] (also includes DBT Gifts) (see[[Charms/LunarCharms]] for old links)&lt;br /&gt;
* [[InfernalCharms]]&lt;br /&gt;
* [[MartialArts]] (common to all types of Exalted)&lt;br /&gt;
* [[MountainFolkCharms]]&lt;br /&gt;
* [[SiderealCharms]]&lt;br /&gt;
* [[SolarCharms]]&lt;br /&gt;
* [[SorceryCharms]]&lt;br /&gt;
* [[SpiritCharms]]&lt;br /&gt;
* [[SynodicCharms]] (Charms for Underworld Sidereals)&lt;br /&gt;
&lt;br /&gt;
=== Charms by Contributor ===&lt;br /&gt;
&lt;br /&gt;
*[[Charms/AlecAustin]]&lt;br /&gt;
*[[Charms/Ambisinister]]&lt;br /&gt;
*[[Charms/Andrix]]&lt;br /&gt;
*[[Charms/Azurelight]]&lt;br /&gt;
*[[Charms/Balthasar]]&lt;br /&gt;
*[[Charms/BillGarrett]]&lt;br /&gt;
*[[Charms/BogMod]]&lt;br /&gt;
*[[BrilliantRain/Charms|BrilliantRain]]&lt;br /&gt;
*[[BurgerSlave/Charms|BurgerSlave]]&lt;br /&gt;
*[[Buji/BujiCharms|Buji]]&lt;br /&gt;
*[[BuzzChild/Charms|Buzzchild]]&lt;br /&gt;
*[[CompleteCharms|Clebo]]&lt;br /&gt;
*[[Charms/CrownedSun]]&lt;br /&gt;
*[[Charms/DarkheartOne]]&lt;br /&gt;
*[[Charms/Darloth]]&lt;br /&gt;
*[[DariusSollumanSolarCharms]], [[DariusSollumanDBCharms]], [[DariusSollumanAbyssalCharms]], [[DariusSollumanWeirdCharms]]&lt;br /&gt;
*[[Charms/David.]]&lt;br /&gt;
*[[Charms/Dissolvegirl]]&lt;br /&gt;
*[[Charms/Dorchadas]]&lt;br /&gt;
*[[EndlessChase/SelfAuthoredCharms|Endless Chase]] - Lunar, Solar, Dragonblood charms.&lt;br /&gt;
*[[Charms/Etrangere]]&lt;br /&gt;
*[[FaesCharms|FaeWitch]]&lt;br /&gt;
*[[Charms/Falcon]]&lt;br /&gt;
*[[Fifth/Charms|Fifth]]&lt;br /&gt;
*[[Charms/FifthChild]]&lt;br /&gt;
*[[Charms/FlowsLikeBits]]&lt;br /&gt;
*[[Charms/FluffySquirrel]]&lt;br /&gt;
*[[FodderBoy/Charms|FodderBoy]]&lt;br /&gt;
*[[Willows|Charms/FourWillowsWeeping]]&lt;br /&gt;
*[[Charms/Gamlain]]&lt;br /&gt;
*[[Charms/Garden]]&lt;br /&gt;
*[[Charms/Gayo]]&lt;br /&gt;
*[[Charms/GoldenH]]&lt;br /&gt;
*[[Grandmasta/Charms|Grandmasta]]&lt;br /&gt;
*[[Charms/Grypph]]&lt;br /&gt;
*[[Charms/Hanya]]&lt;br /&gt;
*[[Charms/Haren]]&lt;br /&gt;
*[[Charms/Hapushet]]&lt;br /&gt;
*[[Charms/HectorMacLaren]]&lt;br /&gt;
*[[Heru/MySolarCharms|Heru]]&lt;br /&gt;
*[[Charms/IanPrice]]&lt;br /&gt;
*[[Charms/Ikselam]]&lt;br /&gt;
*[[Charms/Jabberwocky]]&lt;br /&gt;
*[[Charms/Jai]]&lt;br /&gt;
*[[Charms/Jhudsui]]&lt;br /&gt;
*[[Charms/JPCardier]]&lt;br /&gt;
*[[Charms/Kicker]]&lt;br /&gt;
*[[Charms/Killed]]&lt;br /&gt;
*[[Lalkin/Charms|Lalkin]]&lt;br /&gt;
*[[LeumasWhite/Charms|LeumasWhite]]&lt;br /&gt;
*[[Charms/LordAuran]]&lt;br /&gt;
*[[Malikai/CustomCharms|Malikai]]&lt;br /&gt;
*[[Martikhoras/CharmDevelopment|Martikhoras]]&lt;br /&gt;
*[[Charms/MetalFatigue]]&lt;br /&gt;
*[[Charms/MidKnight]]&lt;br /&gt;
*[[Miedvied/Charms|Miedvied]]&lt;br /&gt;
*[[Charms/Moxiane]]&lt;br /&gt;
*[[Charms/NailRat]]&lt;br /&gt;
*[[Charms/Nihilio]]&lt;br /&gt;
*[[Charms/Nikink]]&lt;br /&gt;
*[[Charms/Patkin]]&lt;br /&gt;
*[[Charms/Quendalon]]&lt;br /&gt;
*[[Charms/Raedwald]]&lt;br /&gt;
*[[RazorWolf/Charms]]&lt;br /&gt;
*[[Charms/RedMegaman]]&lt;br /&gt;
*[[Charms/Resplendence]]&lt;br /&gt;
*[[Charms/Sabis]]&lt;br /&gt;
*[[Scrollreader/Charms|Scrollreader]]&lt;br /&gt;
*[[Charms/Seiraryu]]&lt;br /&gt;
*[[Charms/Senji]]&lt;br /&gt;
*[[SolVachel]]&lt;br /&gt;
*[[Charms/Somori]]&lt;br /&gt;
*[[Charms/Stanoje]]&lt;br /&gt;
*[[Charms/Szilard]]&lt;br /&gt;
*[[Szilard/HouserulesCharms]]&lt;br /&gt;
*[[SuzumeCharms]]&lt;br /&gt;
*[[Strange/Charms]]&lt;br /&gt;
*[[Charms/Telgar]]&lt;br /&gt;
*[[TheHoverpope/Charms|TheHoverpope]]&lt;br /&gt;
*[[Charms/Thinker]]&lt;br /&gt;
*[[Zergplex/Charms|Zergplex]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
*[[Charlequin/SolarCharmTrees]] - Complete Solar Charm Trees across all sourcebooks&lt;br /&gt;
*[[CharmIndexHierarchal]] - contains a list of all Charms in 1e, organized by prerequisites.&lt;br /&gt;
*[[Wordman/CompleteCharmTrees]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Seiraryu and Epsilon, you had your [[UserPages]] listed under the Charms List by contributor, which isn't super-helpful.  Could you make yourself a Charm index of your work or something at[[Charms/Seiraryu]] or[[Charms/Epsilon]], etc, and then list that page?&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
:Done. [[Seiraryu]]&lt;br /&gt;
&lt;br /&gt;
Is there a page anywhere for Charm Ideas that you want someone else to do but you don't want to do as you suck at it? - [[ScrambledValkyrie]]&lt;br /&gt;
&lt;br /&gt;
Not that I'm aware of... make one, it sounds fun! (As an aside, it's really confusing when you put your comment in between an indented one that was made earlier and the comment the indent was originally referring to. At least, I think that's what happened. Confuzzling. Hopefully, this order is correct, since I can't find a record of [[Seiraryu]] making a page in response to you, and thus was probably responding to [[Shataina]]) &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hmm, okay. I'll see about doing that, then. :D&lt;br /&gt;
I think I was a little burbleheaded when I did that comment. I usually know what I'm doing! - [[ScrambledValkyrie]]&lt;br /&gt;
&lt;br /&gt;
Sorry for being anal but I alphabatized the list by type. - [[Dmccoy1693]]&lt;br /&gt;
&lt;br /&gt;
No infernal charms page. There should be an infernals charms page. - [[Han'ya]] &amp;lt;i&amp;gt;with a sick look in his eyes.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87049</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87049"/>
				<updated>2011-09-23T19:19:54Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added Nine Worlds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
=== Nine Worlds ===&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;game of cosmic drama&amp;quot;, [http://storiesyouplay.com/nineworlds/ Nine Worlds] could fit the Exalted setting pretty well.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87021</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87021"/>
				<updated>2011-09-19T01:44:57Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* GURPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the [http://forum.rpg.net/showthread.php?580273 themes of ''Exalted'' and how the mechanics fail those themes].&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87019</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=87019"/>
				<updated>2011-09-19T01:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: GURPS conversion added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
=== GURPS ===&lt;br /&gt;
&lt;br /&gt;
This isn't my bag at all, but for completeness, it is probably worth mentioning a [http://forums.sjgames.com/showthread.php?t=77717 GURPS conversion]. One thing I ''do'' like about the conversion is that the author is thinking about the themes of ''Exalted'' and how the mechanics fail those themes.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=87003</id>
		<title>ExaltedPrime</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=87003"/>
				<updated>2011-09-13T14:48:29Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Exalted Prime'' (aka '''Ex&amp;amp;prime;''') hacks Christian Griffen's ''[http://www.animaprimerpg.com/ Anima Prime]'' rules into the ''Exalted&amp;amp;reg;'' setting.&lt;br /&gt;
&lt;br /&gt;
''These rules are still in testing, and are highly tailored to the type of game my group happens to play. Please let me know what you think, especially if you play them. Please use the &amp;quot;Discussion&amp;quot; tab (top of the page) for comments and discussion, rather than editing this page. Thanks.'' - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
=== Licence ===&lt;br /&gt;
&lt;br /&gt;
Because ''Anima Prime'' is released under a Creative Commons licence, hacks to it can be released under the same license, making use of the original text as the hacker sees fit. Unfortunately, that is not an option for this hack, because the hack is also based on intellectual property of White Wolf's parent company (CCP hf), and the author is not authorized to released said property under a Creative Commons license. Consequently, this work will ''reference'' material from ''Exalted'' and ''Anima Prime'' as much as is possible, rather than duplicate it.&lt;br /&gt;
&lt;br /&gt;
Any use of CCP hf’s or Berengrad Games intellectual property, copyrighted material or trademarks in this work should not be viewed as a challenge to those copyrights or trademarks. Exalted is &amp;amp;copy;1990-2011 CCP hf. &lt;br /&gt;
&lt;br /&gt;
All content that is not the intellectual property of others released under the Creative Commons Attribution-Share Alike 3.0 License.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
This work assumes the reader is familiar with:&lt;br /&gt;
&lt;br /&gt;
* The main ''[http://www.animaprimerpg.com/ Anima Prime]'' rules.&lt;br /&gt;
* The main ''[http://www.white-wolf.com/exalted Exalted]'' rules.&lt;br /&gt;
* The concepts of the various &amp;quot;splats&amp;quot; of ''Exalted''.&lt;br /&gt;
* The [http://www.animaprimerpg.com/main/docs/ap-factions-alpha.pdf faction rules] available from the ''Anima Prime'' website.&lt;br /&gt;
&lt;br /&gt;
=== What is the Same? ===&lt;br /&gt;
&lt;br /&gt;
''Exalted Prime'' uses most of ''Anima Prime'' exactly as written. Unless this document says otherwise, follow the main ''Anima Prime'' rules. Few to none of the rules from ''Exalted'' itself are used, just its setting elements and some conceptual ideas.&lt;br /&gt;
&lt;br /&gt;
=== What is Different? ===&lt;br /&gt;
&lt;br /&gt;
A quick summary of the changes:&lt;br /&gt;
&lt;br /&gt;
* Switch to using d10 instead of d6 (probability intentionally changes a bit, but remains fairly close to ''Anima Prime's'').&lt;br /&gt;
* Generation of charge dice now influenced by conditions and takes advantage of the increased granularity of d10s (10% vs. 16.6%).&lt;br /&gt;
* Eidolons expanded to emulate powers that Exalted builds complex subsystems to handle (e.g. sorcery, shapeshifting, shaping, astrology, hellforging, etc.)&lt;br /&gt;
* Powers specific to ''Anima Prime's'' default setting are removed or altered.&lt;br /&gt;
* A few new powers are added.&lt;br /&gt;
* The list of passions is reworked.&lt;br /&gt;
* The list of conditions is expanded.&lt;br /&gt;
* Marks play a slightly more active role in the mechanics.&lt;br /&gt;
* Character types (solar, fair folk, etc.) are given a small number of specific rules, and suggested limitations.&lt;br /&gt;
* Some non-character concepts from ''Exalted'', such as manses and automaton, take advantage of ''Anima Prime's'' more abstract character representation to be treated as characters in Ex&amp;amp;prime;.&lt;br /&gt;
* Warstriders have a much different origin, but serve the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment and using d10s ===&lt;br /&gt;
&lt;br /&gt;
In the standard ''Anima Prime'' maneuver roll, all charcaters generate charge dice the same way, on any dice that come up 6. For any given die, this happens 16.6% of the time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result&lt;br /&gt;
! Chance&lt;br /&gt;
! Meaning&lt;br /&gt;
! On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 33.3%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 50%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add Strike die&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 16.6%&lt;br /&gt;
| Add charge die.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; adds a number of conditions (Mundane, Enlightened, Illuminated and Transcendent) that change the odds of gaining charge dice. In order for this to work without totally breaking the system, the dice need to be a bit more granular. For example, if you could double the &amp;quot;resolution&amp;quot; of the system by using d12s instead and awarding charge dice on 11 or 12, and this would provide exactly the same probabilities as the existing system. The difference would be that you can tweak the result in &amp;quot;half-steps&amp;quot; compared to the original system (e.g. suppose someone got charge dice on a 10 as well).&lt;br /&gt;
&lt;br /&gt;
Alas, ''Exalted'' players are more likely to have huge buckets of d10s lying around, so Ex&amp;amp;prime; will use them instead. Since ten and six have few common divisors, using d10s changes the odds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Result&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Chance&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Meaning&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
! Mundane&lt;br /&gt;
! Enlightened&lt;br /&gt;
! Illuminated&lt;br /&gt;
! Transcendent&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; colspan=&amp;quot;5&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add strike die&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 20%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;  style=&amp;quot;background-color: #eee;&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Add charge die&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At the Illuminated level used by most characters, odds are fairly close to those of ''Anima Prime''. Failure is a bit more common, but so is the creation of charge dice. This seems in keeping with the ''Exalted'' aesthetic, where it is really your powers that steal the show and mortals get screwed.&lt;br /&gt;
&lt;br /&gt;
Some new powers are also added that turn fours into successes in certain situations. When such powers are in effect, failure becomes slightly less likely than in ''Anima Prime''.&lt;br /&gt;
&lt;br /&gt;
=== Organization ===&lt;br /&gt;
&lt;br /&gt;
This work is presented in an atypical order, with the more important changes to the ''Anima Prime'' system (and ''Exalted's'' setting) coming first. More pedestrian (and predictable) changes follow. You'll find the following sections:&lt;br /&gt;
&lt;br /&gt;
* A chapter briefly describes changes and additions to the '''conditions''' available in Ex&amp;amp;prime;.&lt;br /&gt;
* The '''Eidolons''' chapter details the main changes to the summoning system, and how it is used to fill out some of the more specialized flavor of Exalted.&lt;br /&gt;
* '''Trinkets''' are a new concept, offering a second means of handling magic items.&lt;br /&gt;
* A chapter which suggests a different set of '''passions''' for use in the setting.&lt;br /&gt;
* The '''Powers''' chapter details which powers from ''Anima Prime'' are removed or changed, as well as a few new powers.&lt;br /&gt;
* A chapter which gives describes how '''Marks''' function in Ex&amp;amp;prime; &lt;br /&gt;
* '''Character Creation''' translates the various types of character in ''Exalted'' into the system.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses vs. conditions ===&lt;br /&gt;
&lt;br /&gt;
One of the clever bits about ''Anima Prime'' is the way it uses conditions to prevent &amp;quot;bonus bloat&amp;quot;. For example, the Protection effect and the Shield power both make a character harder to hit, but not by adding directly adding a bonus to defense. Instead they both bestow the Shielded condition, which gives a bonus die to defense. What's the difference? The use of the condition makes it clear that Protection and Shield do not stack. Contrast this with, for example, the Shock Aura effect, which awards a bonus die directly, rather than bestowing the Empowered condition, meaning that the bonus shock die stacks with the bonus from Empowered. Generally speaking, powers that award bonus die are &amp;quot;more powerful&amp;quot; than powers that award conditions, though often such powers mitigate this by being situational (e.g. the bonus die from Power Strike only works against individuals).&lt;br /&gt;
&lt;br /&gt;
This hack is well aware of this difference and choices of when to use bonus dice and when to apply conditions have been made intentionally. For example, the Aerobatic condition (added below) ''could'' work by bestowing conditions, but bonus dice were chosen instead, intentionally making combat flight a bit more formidable than it might appear.&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
All conditions used in ''Anima Prime'' remain. Some are also added.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment Conditions ===&lt;br /&gt;
&lt;br /&gt;
As mentioned in the section on dice, above, four conditions are also added which control how maneuver rolls generate charge dice for the character. These conditions are also used in certain spots in the rules, particularly powers, to lump characters together in broad categories. For example, a power might be more effective (or only effective) against Mundane characters. A character may only have one of these conditions at a time, and gaining or losing these conditions is not typically possible. These conditions are:&lt;br /&gt;
&lt;br /&gt;
'''Mundane'''&amp;lt;br/&amp;gt;The character has no inherent magical ability. Characters with this condition cannot gain charge dice through maneuvers (though may gain them through their Passion), and typically can work magic only through complex ritual, if at all.&lt;br /&gt;
&lt;br /&gt;
'''Enlightened'''&amp;lt;br/&amp;gt;The character has the ability to use magic intrinsically. On a maneuver roll, the character gains a charge die for each 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Illuminated'''&amp;lt;br/&amp;gt;The character connects more deeply to magic than the merely Enlightened. On a maneuver roll, the character gains a charge die for each 9 and 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent'''&amp;lt;br/&amp;gt;The character has transcended the physical, connected more deeply to magic than even the Illuminated. On a maneuver roll, the character gains a charge die for each 8, 9 and 10 rolled. &lt;br /&gt;
&lt;br /&gt;
=== Other Conditions ===&lt;br /&gt;
&lt;br /&gt;
In addition to these conditions, the following are also added:&lt;br /&gt;
&lt;br /&gt;
'''Aerobatic'''&amp;lt;br/&amp;gt;The character can move through the air with effortless grace. At the start of her turn, she can add one of the following until the start of her next turn: 1 bonus dice to her maneuvers, 1 bonus dice to her strikes, 1 point to her defense. This bonus does not apply to other characters with the Aerobatic condition. If the Aerobatic condition is removed, this bonus immediately vanishes. Note: not everything that flies necessarily has the aerobatic condition. A ghost, for example, might float above the ground, but this is not sufficient to gain the bonuses provided by the condition. That is, it is possible to ''narrate'' something as flying, but it only gets mechanical bonuses for doing so if it has this condition.&lt;br /&gt;
&lt;br /&gt;
'''Immaterial'''&amp;lt;br/&amp;gt;The character exists out of phase with the world and cannot be seen, heard or otherwise detected by characters in the material world. The character also cannot directly act against anything in the real world, though they can perceive it. Characters with this condition may act normally against other characters with this condition.&lt;br /&gt;
&lt;br /&gt;
'''Profane'''&amp;lt;br/&amp;gt;The character is tainted with the energies of the Underworld or Malfeas. While this condition carries no mechanical effect of its own, certain powers are more effective against, or restricted to, profane targets.&lt;br /&gt;
&lt;br /&gt;
'''Wyld'''&amp;lt;br/&amp;gt;The chaos of the Wyld dominates the character, making the character immune to the mutating effects of the Wyld. Certain powers are more effective against wyld targets.&lt;br /&gt;
&lt;br /&gt;
== Added Terminology ==&lt;br /&gt;
&lt;br /&gt;
This document makes use of a couple of additional game terms:&lt;br /&gt;
&lt;br /&gt;
The word '''vanish''' is added to name the idea of an eidolon &amp;quot;returning to its own world&amp;quot;, as it is a bit less cumbersome and the whole &amp;quot;own world&amp;quot; notion doesn't match well with Exalted metaphysics. Where, exactly, an eidolon goes when it vanishes is deliberately left nebulous, and probably depends a lot on the family and genus of the eidolon in question.&lt;br /&gt;
&lt;br /&gt;
A '''slight''' behaves in all ways like a wound, except one: it disappears when the conflict is over. You can think of them a bit like &amp;quot;phantom wounds&amp;quot; that automatically heal when the conflict is over. In addition, when an eidolon vanishes, any slights it has ''immediately'' disappear (this can mean that an eidolon taken out with slights could be re-summoned in the same conflict). Slights come into play mostly with certain families of eidola, but appear in a couple of other places in these rules. To differentiate between slights and wounds, slights are usually marked by putting a slash through a wound circle, while wounds are recorded as an X.&lt;br /&gt;
&lt;br /&gt;
When someone achieves a goal, the number of successes rolled beyond the difficulty needed to do is called the '''threshold'''. For example, if a goal had a difficulty of five, and the roll to achieve it generated seven successes, the roll's threshold is two.&lt;br /&gt;
&lt;br /&gt;
== Eidola ==&lt;br /&gt;
&lt;br /&gt;
The eidola presented in ''Anima Prime'' come in many forms, but are conceived as one &amp;quot;type&amp;quot; of thing. This changes in Ex&amp;amp;prime;, which makes use of several families of eidolon. Each family of eidolon uses variant rules, detailed below, and roughly correspond to specific types of power wielded in ''Exalted''. These are:&lt;br /&gt;
&lt;br /&gt;
* '''Conjurations''' most closely map to the eidola presented in ''Anima Prime'': summoned creatures that act on behalf of the summoner. These include the elementals and demons summoned by sorcery, the behemoths shaped by the Fae, necromantic engines, even Autochthonian machine-spirits.&lt;br /&gt;
* '''Invocations''' are flexible, but very short lived eidola that represent the will of the summoner. These are the spells of various circles of sorcery and necromancy and the protocols of weaving.&lt;br /&gt;
* '''Skins''', when summoned, wrap around the summoner, giving the impression that the summoner has changed his or her own form.&lt;br /&gt;
* '''Influences''', the most subtle of eidolon, are rarely noticed, scattering their enduring effect over a wide area. These are the signs of astrology and the glamours of the fae.&lt;br /&gt;
&lt;br /&gt;
A summoner can have only one eidolon ''of each family'' summoned at any time. An eidolon that is a squad or swarm still counts as one eidolon for all intents and purposes. If you want to summon, for example, a different conjuration, you first have to dismiss your summoned conjuration. But if you have a conjuration summon and want to summon an invocation, you can, so long as you don't have another invocation already summoned.&lt;br /&gt;
&lt;br /&gt;
=== Eidolon Powers ===&lt;br /&gt;
&lt;br /&gt;
The powers available to eidola remain roughly the same. Assume eidolon powers work as written, with the following tweaks:&lt;br /&gt;
&lt;br /&gt;
==== Passive powers ====&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;This works as the character power of the same name. Note that the eidolon's summoner can already transfer charge dice to the eidolon. This power, if used to connect to the summoner, could transfer them back. Or, it could be connected to someone else entirely. In this case, the summoner must agree to the connection; the eidolon need not.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;The eidolon can see the flows of magic. They may see characters with the Immaterial condition. When describing a maneuver against an eidolon, the character gains one bonus die. The eidolon also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may enter the Wyld without being subject to its mutating effects. They are also immune to any powers used by influences and add 1 to their defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Menace'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with two additional dice in its strike pool. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Omen'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with one additional die in its charge pool. Any dice which exceed the maximum size of the charge pool are wasted. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Persistent'''&amp;lt;br/&amp;gt;The eidolon stays in the world longer than usual (though not as long as one summoned as a companion). If a conflict involving the eidolon concludes with the eidolon completely unwounded, it remains in the world. Further, the eidolon may be summoned during a character scene, provided the summoner uses the scene specifically for that purpose and forgoes any other scene benefit for that scene. Outside of conflict scenes, any wounds cause the eidolon to vanish. This means, in order to summon the eidolon outside of a conflict, it must first be fully healed. It may be summoned while wounded during a conflict, but vanishes once the conflict ends, unless healed.&lt;br /&gt;
&lt;br /&gt;
'''Preternatural'''&amp;lt;br/&amp;gt;The eidolon has a stronger connection to magic than usual. This power may be taken up to two times. The first time replaces the eidolon's Enlightened condition with the Illuminated condition. The second replaces that condition with the Transcendent condition.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&amp;lt;br/&amp;gt;This power may only be taken by skins of level 2 or higher. At the end of a conflict, one of the skin's wounds is removed.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your eidolon's defense counts as 1 points higher against vitriol-backed strikes (charged or weapon effect).  An eidolon can take this power up to 4 times.&lt;br /&gt;
&lt;br /&gt;
'''Sense Link'''&amp;lt;br/&amp;gt;The summoner can see through the eidolon's eyes (or other senses), regardless of how far apart the two may be. This power is used most often by eidola summoned as companions.&lt;br /&gt;
&lt;br /&gt;
'''Tradable'''&amp;lt;br/&amp;gt;A character with an Open Bond to the eidolon may trade the eidolon to a character who also has an Open Bond to an eidolon with this power, if both characters agree to the exchange. This breaks the Open Bonds of both characters, and replaces them with an Open Bond to the eidolon each receives. This power may only be taken by certain types of eidolon, such as behemoths.&lt;br /&gt;
&lt;br /&gt;
'''Thematic Form'''&amp;lt;br/&amp;gt;The eidolon may appear in any of several related forms when summoned, chosen by the summoner. When the power is chosen, select a theme that unites the form variations. The eidolon may appear in any form related to that theme. This power most often appears in skins, where it can supply, for example, several different animal forms, but can be used by other eidola as well (though, it is useless to invocations, as they change their form every time they are cast anyway). For example, a theme of &amp;quot;jungle creatures&amp;quot; might allow a skin to take the shape of an individual gorilla, a squad of frogs, a swarm of mosquitoes, and so on. A &amp;quot;super predator&amp;quot; theme could appear as a tiger, velociraptor, saika, etc. Other themes might include: beasts of burden, beautiful people, stuff of nightmares, birds, rotting decay, elusive mirage, authority figures, welcoming friendship, confusing to the senses, brilliant light, etc. An eidolon can take this power one additional time for each Level (so Level 5 eidola can take it up to 6 times), choosing a different theme at each level. For each level of this power, the eidolon may also swap out one of its powers for another when it is summoned, provided the swap helps it maintain the theme of the form.&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;The eidolon has some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
==== Other powers ====&lt;br /&gt;
&lt;br /&gt;
Eidolons can select any of the charge powers and use them exactly the same way that PCs do, keeping in mind the changes detailed in the Powers section, below. In a departure from ''Anima Prime'', some powerful eidola (particularly demons) ''may'' be able to use the Soulbound Weapons and various summoning powers, subject to GM approval and keeping with the theme of the eidolon. It is suggested that those rare eidola who can do their own summoning never be allowed to summon eidola more powerful than themselves.&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Any of the weaknesses listed in ''Anima Prime'' may be selected. You may instead choose one of these:&lt;br /&gt;
&lt;br /&gt;
'''Degenerating'''&amp;lt;br/&amp;gt;The eidolon cannot remain summoned for long. After any action the eidolon takes, it suffers a slight. All Invocations must take this weakness.&lt;br /&gt;
&lt;br /&gt;
'''Flawed'''&amp;lt;br/&amp;gt;Imperfections mar the eidolon's magic. The moment it its summoned, a &amp;quot;banish flawed eidolon&amp;quot; goal is created, with a difficulty equal to 4 + the eidolon's level. If this goal is achieved, the eidolon vanishes with all of its wound circles marked, even if it has the Unbreakable Bond power. The story surrounding this goal often involves some known susceptibility to a special material. For example, many creations of the Raksha can be unmade by the touch of cold-forged iron. Achieving the goal, then, often represents knowing of this flaw, having the right materials on hand, and using them correctly.&lt;br /&gt;
&lt;br /&gt;
'''Fragile'''&amp;lt;br/&amp;gt;The eidolon is easier to hurt than usual: any fours rolled as part of a strike on the eidolon count as successes.&lt;br /&gt;
&lt;br /&gt;
'''Impressionable'''&amp;lt;br/&amp;gt;The eidolon is easily influenced.  Anyone using a contest power against the eidolon gains three bonus dice to achieve the goal created by the power.&lt;br /&gt;
&lt;br /&gt;
'''Ostentatious'''&amp;lt;br/&amp;gt;The eidolon constantly leaks power in a showy display, burning one charge die at the end of every action. If no charge dice are available, the eidolon takes a slight instead.&lt;br /&gt;
&lt;br /&gt;
'''Predictable'''&amp;lt;br/&amp;gt;The eidolon is either easy to fool or set in its ways: any fours rolled to maneuver against the eidolon count as successes, generating strike dice.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&amp;lt;br/&amp;gt;The eidolon breaks from the control of the summoner as soon as it arrives. It may act independently from the summoner, receiving its own action each turn, but it follows its own motivation and is controlled by the GM. It cannot access its summoner's pools. Most rogue eidola hold ill feelings toward their summoner.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; uses the standard set of summoning powers in ''Anima Prime''. Technically, the Summoning power may be used to summon any family of eidolon; however, a given character type will usually stick with a certain family. For example, lunar exalted will almost always bond to skins and, perhaps, to invocations if they are more sorcerously inclined, but won't bind to the others. Keeping &amp;quot;true to type&amp;quot; like this is not enforced, but strongly encouraged. Some GMs may wish to enforce it more strictly.&lt;br /&gt;
&lt;br /&gt;
=== Conjurations ===&lt;br /&gt;
&lt;br /&gt;
Conjurations behave the most like the eidola in ''Anima Prime'', and follow the rules therein, with one addition: all conjurations have the Enlightened condition. There are several genera of conjurations, differentiated mostly by their origin and the trappings needed to call them.&lt;br /&gt;
&lt;br /&gt;
* '''Elementals''' are called by those who consider themselves thaumaturges, sorcerers or weavers. Elementals always have a favored material, either a typical Creation element (earth, air, fire, water, wood) or a more esoteric element (crystal , lightning, metal, oil, smoke, steam, etc.). This will usually translate to some type of elemental resistance, a vulnerability to some &amp;quot;opposite&amp;quot; element, and often powers that project elemental effects.&lt;br /&gt;
* Sorcerers with claim to ancient surrender agreements with the Primordials, or those with some other connection to hell, can call '''demons'''. Demons are the most variable of the conjurations. Demons always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Those with a strong connection to the Underworld can create/summon '''necrotech''', undead constructs or spirits animated by death energy. All necrotech must select the Body Resistance and Soul Resistance powers. Most will also have the Persistant power. Necrotech eidola always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Fair Folk and others used to shaping the Wyld can call on '''behemoths'''. All behemoths must select the Tradable power and have the Wyld condition. Behemoths are far more likely to have the Crazy vulnerability than other eidola.&lt;br /&gt;
* Weavers with a strong connection to Autochthon can summon '''golems''', machine spirits representing some aspect of the Great Maker. Golems usually have at least one level of Resilience and Toughness, and appear biomechanical.&lt;br /&gt;
* Some characters take '''familiars''', often animal-like creatures. Familiars are almost always summoned as companions (or at least with the Persistant power), so tend to be low-level.&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
&lt;br /&gt;
Invocations express themselves differently each time they are called, reacting and adapting to the desires of the summoner. These are the spells of sorcery and necromancy, and the protocols of weaving. Some say they are not true eidola at all, but rather constructs of the summoner's will. Even so, they function like eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Level 0 invocations start with the Enlightened condition and two powers. They gain two more powers for each additional level.&lt;br /&gt;
* When binding to an invocation, only half of the powers of that eidolon are determined.&lt;br /&gt;
* Each time the character summons a bound invocation, the player may select the eidolon's remaining powers, which last for the duration of that particular summoning.&lt;br /&gt;
* While the invocation is summoned, the summoner must spend her action to give the eidolon an action of its own. If the summoner cannot act, or uses her action herself, the invocation vanishes immediately.&lt;br /&gt;
* The type of the eidolon (individual, squad, swarm) is selected by the summoner at the time of the summoning.&lt;br /&gt;
* The eidolon's skill is chosen at the time of summoning, but only has a rating of 3.&lt;br /&gt;
* As part of the summoning, the summoner's player must describe the appearance of the eidolon, using the powers selected as a guide.&lt;br /&gt;
* Invocations ''must'' take Degenerating as a weakness.&lt;br /&gt;
* When a character earns a level of Empower Eidolon, they ''may'' break Open Bonds with any invocations and replace them with bonds to new invocations. Bonus powers provided by Empower Eidolon are not selected immediately, but are chosen during summoning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': The jade alchemical ''Asymmetrically Growing Crystal'' is a master of god-machine protocols. Among her powers are Summoning, Warfare Summoning, Empower Eidolon III and an Open Bond. Her powers allow her to summon Level 3 eidola, but she has chosen to bond with a level 2 invocation, as they are cheaper to summon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The invocation starts with two powers, and gains two for each level, for a total of six. Half of these must be selected when she makes the bond. She selects two levels of Toughness (to keep the protocol going longer) and a level of Preternatural (because spells can often use charge dice). The rest wait until she summons it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': During a conflict, ''Asymmetrically Growing Crystal'' gets surrounded, and needs some quick defense to hold out until her friends arrive. She spends her action summoning her bound invocation, spending three charge dice to do so. Based on its level, it has three additional powers that can be selected during the summoning. Plus, Empower Eidolon III provides a bonus power to the Level 2 eidolon. She selects Auto Guard (so the attackers have to go after the eidolon), another level of Toughness (taking the total to the max of three), and two levels of Resilience. She wants to make her attackers think twice so chooses Force as the invocation's skill, and decides to summon it as a swarm. The eidolon arrives with a defense of 3, an Force skill of 3, a full action pool of two dice and four wound circles. The player describes gears of all sizes, materializing around her by the hundreds, and whirling around her with a rhythmic, menacing humming.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Because of Warfare Summoning, the invocation can act immediately (and has two strike dice as well). ''Crystal'' is more interested in having the invocation just suck damage for her, but she must make it act. She decides she might as well have it maneuver. She describes some of the gears as spinning further away from her, then back, at random, sort of pulsing against her attackers, warning them to stay back. The maneuver uses the eidolon's Force skill, so starts with three dice. She uses one die from the eidolon's action pool, but saves her own action dice. The maneuver roll comes up 4, 7, 8, 8, for three successes, all of which become strike dice. Even added to the two strike dice already in the pool (from Warfare Summoning), these don't exceed the eidolon's limit of six, so it keeps all of them. Its action is now over, so it immediately takes a sllight. The round continues, and several opponents attack the eidolon. One even manages to wound it, leaving it with two empty wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
On ''Crystal'''s next action, her options are limited, as she has to give her action to the eidolon, or it will vanish. She has it attack, using all of its strike dice. She figures a lucky hit might just take out an attacker, so adds one of her own strike dice to this pool. The eidolon has no charge powers to help the attack, so rolls the six dice. All of them succeed and manage to take out an attacker. Its action is now over, so it immediately takes a slight from its Degenerating weakness, leaving it with one empty circle. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As the round continues, the opponents manage to give the eidolon another wound, taking it out of the conflict. The slights immediately heal, but the two wounds remain. ''Crystal'' could use her next action to summon the eidolon again, but it would appear with these two wounds, so she would need to buy enough Toughness to handle that, otherwise the eidolon would vanish as soon as it arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Later on, after healing her invocation, ''Asymmetrically Growing Crystal'' gets ambushed by a swarm of twiglings. Knowing their wooden bodies are vulnerable to fire, she again summons her invocation. As before, she has four powers to select. This time, she chooses Firestorm, another level of Preternatural, and two levels of Menace (providing four strike dice). She makes the eidolon an individual, with a Craft skill of 3. It arrives looking like an odd metallic whirligig, spewing fire from numerous nozzles. It has defense of 1, a full action pool of two dice, six dice in its strike pool, no die in its charge pool and three wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may act immediately, thanks to Warfare Summoning. It uses all its strike dice to attack. It activates the Firestorm power, using three dice from ''Crystal'''s charge pool. The power provides four bonus dice for strikes against swarms. The twiglings are also vulnerable to fire, which provides three more dice, for a total of 13 dice. The nine successes wind up dealing two wounds to the swarm. Good, but these are tough little buggers. Since the eidolon's action is now over, it takes a slight from its Degenerating weakness.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after ''Crystal'' on its action, leaving the eidolon untouched. ''Crystal'' again gives her action to the eidolon, using it to make a maneuver. The whirligig wades into the swarm, picking up the burning remains of the previously incinerated twiglings, and shoving them into an opening in its head, stoking its internal fires even higher. It uses its Craft skill, and all of its action pool, rolling four successes: 4, 6, 8, 8, 9. Since the eidolon's levels of Preternatural give it the Transcendent condition, three of these successes become charge dice, one becomes strike dice. Since the eidolon's action is now over, it takes a slight.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after the eidolon on its turn, but fail to wound it. ''Crystal'' again gives her action to the eidolon, using it to strike. She adds two of her own strike dice to the strike die the eidolon just earned. The eidolon spends its three new charge dice to activate Firestorm again. Since the eidolon's last wound will be filled at the end of this attack (doubly so: the eidolon takes a wound for acting without any dice in its action pool, but if it did have dice, it would take a slight at the end of its action), ''Crystal'''s player describes the whirligig as closing all of its fire nozzles, then quickly overloading, exploding in massive ball of flame that engulfs the surrounding twiglings. The resulting conflagration finishes off the twiglings.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skins ===&lt;br /&gt;
&lt;br /&gt;
When summoned, skins wrap around the summoner, becoming part of her. The summoner and the summoned become one. To an outsider, this often looks very much like the summoner is changing her shape or, perhaps, being possessed. Skins are used most heavily by lunar exalted, fair folk and some gods, though other types of characters can also use them. Like conjurations, several genera of skins exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of skin, which include:&lt;br /&gt;
&lt;br /&gt;
* '''Animal forms''' are, by far, the most common type of skin. These tend to be low level eidola, often with one or more levels of the Thematic Form power. These are often taken as Companions, so that they can maintain the form out of conflict scenes.&lt;br /&gt;
* Lunars are most strongly associated with '''monster forms''', though fair folk, gods and infernal exalted are known to use them as well.&lt;br /&gt;
* Some, particularly fair folk, can wrap themselves in '''disguises'''. These tend to be level 0, as their main point is to conceal the user's appearance, rather than enhance power. These almost always either have the Persistent power or are taken as Companions.&lt;br /&gt;
* '''Striders''' more often give the impression of being worn, as you might wear armor. Such skins most commonly appear as metallic (called warstriders), but some appear as other materials (woodstriders, bonestriders, hellstriders, etc.). These are usually quite potent (level 3 or more) and often have the Tradable and/or Persistent powers.&lt;br /&gt;
&lt;br /&gt;
Skins function as typical eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* All skins must take the Auto Guard power, representing their ability to &amp;quot;wrap around&amp;quot; the summoner. When the skin is in play, the summoner's statistics effectively disappear, and the summoner interacts with the world through the skin's stats.&lt;br /&gt;
* All skins must take the Skill Set power. If the summoner has a mark on a skill, and the eidolon happens to have that same skill, the summoner may ''transfer'' the mark to the eidolon when it is summoned.&lt;br /&gt;
* All of the eidolon's pools are empty when summoned (except for dice provided by the summoner's summoning powers). The summoner ''must'' transfer her own pools to the eidolon. Dice that would exceed the eidolon's pool limit are retained by the summoner, but cannot be used to enhance the eidolon's actions.&lt;br /&gt;
* When the eidolon is defeated, dismissed or banished, it's action pool flows back into the summoner, but it's other pools are lost. Any dice that would exceed the summoner's pool limits are lost, as well, as are any marks the eidolon has on skills.&lt;br /&gt;
* The summoner can never act for herself while the skin is summoned. Her normal action must be given to the eidolon, and any additional actions (from Awesome Tokens, for example) must be taken by the eidolon.&lt;br /&gt;
* All of the summoner's passive powers affect the eidolon, without the eidolon needing to buy them itself. Similar powers stack, but may not exceed higher of their limits. For example, if both the summoner and the eidolon have the Resilience power, the combined defense bonus can't exceed three (the limit of the summoner's version of the power), or the eidolon's level (the limit of eidolon's version of the power), whichever is ''higher''.&lt;br /&gt;
* When the eidolon is summoned, the summoner ''may'' transfer wounds she has to the eidolon. When the eidolon is dismissed, the summoner ''may'' transfer wounds the eidolon has to herself. The number of wounds transfered may not exceed the number of levels the summoner has taken in Empower Eidolon.&lt;br /&gt;
* When the eidolon is summoned, the eidolon gains all conditions the apply to the summoner (including conditions like Enlightened). When the eidolon is dismissed, the summoner's conditions are replaced by those on the eidolon at the time (''except'' conditions like Enlightened, which remain unchanged on the summoner).&lt;br /&gt;
* The eidolon may use the summoner's soulbound weapon powers, but cannot have any of its own.&lt;br /&gt;
* The eidolon may use the summoner's summoning powers, but cannot have any of its own and may not summon another skin.&lt;br /&gt;
* The eidolon may ''not'' use the summoner's charge powers, nor may the summoner use her charge powers on the eidolon.&lt;br /&gt;
* The summoner may still unmark one of their own traits to reroll failed dice when the eidolon is acting.&lt;br /&gt;
* The skin may be a leader in a combined maneuver or combined achievement.&lt;br /&gt;
* The summoner suffers the full effect of the skin's weakness while it is summoned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': No moon lunar Poison Vault considers the albino bat to be her totem. Her powers include Summoning, Battlefield Summoning, Empower Eidolon IV, Strike Boost, and two levels of Resilience. She has an Open Bond with a Level 4 skin, a formidable albino bat beastman. The skin has 16 powers:&lt;br /&gt;
* Two of these must be Auto Guard and Skill Set.&lt;br /&gt;
* It buys three levels of Resilience. These stack with Poison Vault's two levels. The total of five hits the limit for a Level 4 eidolon.&lt;br /&gt;
* It buys two levels of Strike Boost. These stack with Poison Vault's own Strike Boost, but the character version and the eidolon version of these powers are not the same; however, they both have a maximum increase of four. Combination of the powers hits this limit.&lt;br /&gt;
* In order to match the size of its action pool to that of its summoner, it takes the Stamina power four times. This is under the limit for the eidolon version of the power.&lt;br /&gt;
* Toughness. This would stack with Poison Vault's own Toughness levels, but she doesn't have any.&lt;br /&gt;
* Living up to her name, she selects Poison.&lt;br /&gt;
* She wants to a good flyer, so chooses Warflight.&lt;br /&gt;
* Shadow Strike, to hit in the dark.&lt;br /&gt;
* Darksight, because, hey... bat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Daybreak caste abyssal Vexes at a Distance has embraced the whole &amp;quot;creepy vampire&amp;quot; vibe. To cover the shapeshifting parts of a classical vampire, he takes Summoning and an Open Bond to a level 0 skin. The skin has four powers, two of which must be Auto Guard and Skill Set (choosing Athletics 4, Stealth 3 and Force 2). He also chooses Thematic Form, selecting the theme of &amp;quot;creatures of the night&amp;quot; so that he might become individual wolf, a squad of bats, a swarm of rats, and so on. To give himself a chance at keeping the animal form up outside of conflicts, he also picks the Persistent power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
During a conflict, Vexes gets trapped and wants to turn into a squad of bats to make his escape. He summons his skin. He has three action dice, two strike dice and one charge die. He spends the charge die to power the summoning, and his body explodes into a cloud of bats. His pools transfer to the skin. Vexes is already wounded, but to give his escape a better chance of success, he elects not to transfer them to the skin.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
His opponents go after the bats. Unfortunately for Vexes, his Profane condition is transferred to the bats, and one of his opponents hits him with a Righteous Strike, dealing a wound. Fortunately, the bat squad gains the benefit of Vexes' Toughness power, so it has one wound left. On Vexes' action, he must make the skin act. With escape on his mind, Vexes' player asks the GM to create a goal for getting away. Vexes' has the skin use its Acrobatics skill and strike dice in an Achievement action, and succeeds in the goal, ending the conflict.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As per the Persistent power, since the skin is wounded, once the conflict ends, the skin automatically vanishes, and Vexes returns to normal. The skin never had use for the action dice, so they all get transferred back to Vexes. Other dice would be lost, but the skin used them all anyway. As the skin vanishes, Vexes takes the opportunity to transfer its wound onto himself. This makes him even more wounded, but fully heals the skin.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
An influence personifies a lie. When an influence is bound, the summoner chooses a lie for it to enforce. When summoned, the eidolon is attached either to a target character, which it follows around, or to a specific area. Whenever anyone nearby behaves as if the lie is true, the eidolon may reward it, while anyone who acts as if the lie is false may be punished. Like other families of eidola, several genera of influences exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of influence, which include:&lt;br /&gt;
&lt;br /&gt;
* Those with close ties to heaven use astrological '''signs''' to make their own fate. The lies told by signs are usually those that the summoner wants to make true.&lt;br /&gt;
* Masters of deceit, raksha and others connected to the Wyld create '''glamours'''. The lies told by glamours are usually those a fair folk wants to make others believe, or at least act like they do.&lt;br /&gt;
&lt;br /&gt;
Influences follow the rules of eidolon, except as follows:&lt;br /&gt;
&lt;br /&gt;
* Influences have the Transcendent condition.&lt;br /&gt;
* Influences have the Immaterial condition and nothing can revoke this.&lt;br /&gt;
* An influence must be connected to some lie, chosen when a bond to the eidolon is created. The lie may be about the summoner (e.g. &amp;quot;I am the king of the world&amp;quot;) or anyone else (e.g. &amp;quot;Harmonious Jade is a traitor&amp;quot;).&lt;br /&gt;
* When the influence is summoned it is attached to a target. This target may be a character, or even a specific area.&lt;br /&gt;
* Anyone in the area of the influence will not doubt the lie unless it blatantly contradicts what is happening around them, or if they take a moment to really ponder it (i.e. make a maneuver).&lt;br /&gt;
* If the influence detects a maneuver that incorporates the lie as if it were true, it ''automatically'' spends an action die. This die, at the choice of the summoner, may either be added to the maneuver attempt or spent to activate a power which benefits the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence detects a maneuver that blatantly contradicts the lie, it ''may'', at the choice of the summoner, spend an action die to activate a power which interferes with the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence's action pool reaches zero, it vanishes. It may be re-summoned normally.&lt;br /&gt;
* Influences can never learn strike or achievement powers or take strike or achievement actions.&lt;br /&gt;
* Influences can never take part in combined actions.&lt;br /&gt;
* Strike dice earned by the eidolon are converted to action dice.&lt;br /&gt;
* Influences can only use powers that target others when the lie is embraced or denied (as mentioned above).&lt;br /&gt;
* The summoner may give her action to the influence regardless of how much distance separates them.&lt;br /&gt;
* Influences remain in the world for prolonged periods of time. It stays attached to the target specified when initially summoned and does not need to be summoned at the beginning of a conflict. If the eidolon is defeated or banished, it returns once at least 1 of its wound circles is healed.&lt;br /&gt;
* The summoner may break the bond to an influence at any time. This influence immediately dissolves, as do any conditions it may have placed on targets. The summoner may then bind to a new influence.&lt;br /&gt;
* If the lie enforced by the influence ever actually becomes true, the influence dissolves, and the character bound to it may bind to a new influence.&lt;br /&gt;
* All ''players'' must be made aware of influences present in a scene, and what lie they are telling. This &amp;quot;metagame&amp;quot; knowledge is a big part of the way influences work, as it forces players to factor the ramifications of believing the lie or not into their planning. All ''characters'' in the scene are usually unaware of the lie, unless they can see Insubstantial targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Chosen of Secrets Hammer in the Woods has a bond to the lie &amp;quot;I am the mortal court astrologer and chief administrator for Chiaroscuro's Tri-Kahn&amp;quot;. She summoned it years ago and attached it to herself. This is a level 1 influence with three levels of Stamina, Blindness, Empower, two levels of Charge Boost, the Subtlety skill and the Cowardly weakness, giving it an action pool maximum of 8 and a charm pool maximum of 8. At present, however, the influence's action pool has only two dice and its charge pool is empty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A brawl breaks out in the Tri-Kahn's throne room. Playing the role of the court astrologer, Hammer decides to cower in fear, giving her action to the influence. Since the influence's only choice is to maneuver, Hammer's player describes the influence as settling (immaterially) around Hammer and giving off &amp;quot;nothing here but a lowly mortal&amp;quot; vibes. The influence uses one of its own action dice, supplemented by two from Hammer. Added to its skill dice, it rolls: 5, 5, 6, 7, 8, 8, 9. These are all successes. Thanks to its Transcendent condition, the 8's and 9 become charge dice. The others would normally become four strike dice, but influences convert them into action dice instead.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Unfortunately for Hammer, one of the combatants has Essence Sight, so can see the Insubstantial influence. Seeing an opportunity to sow dissension in the Tri-Kahn's forces, the intruder calls Hammer out, saying &amp;quot;So, the 'court astrologer' isn't all that she seems&amp;quot;, while closing the distance toward her. This is a maneuver which contradicts Hammer's lie. Hammer decides to spend one of the influence's action dice to activate its Blindess power on the interloper (even though the influence already acted this round). The influence spends two charge dice to power the effect, and the target gains the Blinded condition.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Many years later, Hammer in the Woods is on an assignment to increase cattle production among the Atuis tribe of Southern cattlemen. She decides to break the bond to one of her influences and bind to a new one: &amp;quot;The Atuis are the most successful cattle breeders of all time&amp;quot;. This is a level 2 influence with 10 powers, two levels of Stamina, one level of Resistance, Mass Effect, Shield, Weaken and four levels of Charge Boost. She summons the influence and targets it on the tent of the Atuis leader. She then travels on her way, but over the next week, she manages to max out the influence's charge pool (8 charge dice) but only has 2 action dice remaining.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A week later, trouble is brewing in the Atuis camp: a young upstart is challenging the Atuis leader for control of the tribe. The two maneuver against each other, seeking support from the tribesmen. Factions develop, each a squad of loyalists to one of the two men. At one point, the leader says &amp;quot;are we not great cattle breeders?&amp;quot; and the influence takes notice, automatically spending an action die. While Hammer herself is not aware of any of this, Hammer's player chooses to activate the influence's power. The influence spends four charge dice to use Mass Effect Shield on the leader and his loyalists. On the next round, the upstart counters, saying &amp;quot;the gods did not intend us to ranch cattle like women! We are hunters!&amp;quot;. The influence detects this, and Hammer's player decides to spend the influence's last action die to cast Mass Effect Weaken on the upstart and his followers. At this point, all of the influence's action dice are gone, so it goes back to its own world. While the conditions it created remain, and Hammer knows it is no longer summoned, Hammer is too far away to re-summon the influence to guide the conflict.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Imperial raksha Erratic Threnody leads a force of fair folk into the scavenger lands. He has summoned a formidable glamour: &amp;quot;All will flee before the might of my army&amp;quot;. This is a level 4 influence, with 16 powers: two levels of Resistance, six levels of Charge Boost, four levels of Stamina, Mass Effect, Weakness, Slow, Power Block, with full pools (12 action dice, 10 charge dice). Threnody's army rides into a village defended by two terrestrial exalted, a squad of trained mortal troops, and a swarm of commoners. Since the influence wants people to flee, the GM decides to create a goal of &amp;quot;flee the battlefield&amp;quot;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
When the swarm sees the imposing invaders, they decide to run. In order to do so, they must achieve the flee the battlefield goal, but they need strike dice to do so, and do not have any. They maneuver, signaling a retreat. This embraces the lie of the influence, so it automatically spends an action die. The influence has no other way to benefit the swarm (and, in any case, Threnody wants to use charge dice for other things), so the action die goes to helping the swarm's maneuver. One of the terrestrial exalted decides that he should go with the swarm, to protect them, so he makes a similar maneuver, costing the influence another action die. The squad goes next, taking a maneuver where they dramatically hold the line to cover the retreat of the others. This flies in the face of the lie the influence tells, so Threnody spends another of the influence's action dice to hurt the squad. It spends three charge dice to cast Mass Effect Weakness on the squad. The remaining terrestrial maneuvers against Threnody directly, so the raksha spends another of the influence's action dice, and two more charge dice to cast Power Block on the terrestrial.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A side-by-side reference of the differences in eidola families:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Conjuration&lt;br /&gt;
! Invocation&lt;br /&gt;
! Skin&lt;br /&gt;
! Influence&lt;br /&gt;
|-&lt;br /&gt;
! Powers at Level 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Powers at each extra level&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Summoner must give action to eidolon&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Determined at binding time&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| Half of powers&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Determined at summoning time&lt;br /&gt;
| &lt;br /&gt;
| Remaining powers&amp;lt;br/&amp;gt;Form&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Power limits&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Must take Auto Guard, Skill Set&lt;br /&gt;
| Cannot take strike or achievement powers&lt;br /&gt;
|-&lt;br /&gt;
! Initial conditions&lt;br /&gt;
| Enlightened&lt;br /&gt;
| Enlightened&lt;br /&gt;
| As summoner&lt;br /&gt;
| Transcendent&amp;lt;br/&amp;gt;Immaterial&lt;br /&gt;
|-&lt;br /&gt;
! Action pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Full&lt;br /&gt;
| Full&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Full&lt;br /&gt;
|-&lt;br /&gt;
! Strike pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 2 per Menace power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&amp;lt;br/&amp;gt;All earned strike dice become action dice&lt;br /&gt;
|-&lt;br /&gt;
! Charge pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 1 per Omen power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&lt;br /&gt;
|-&lt;br /&gt;
! May use summoner's&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Passive powers&amp;lt;br/&amp;gt;Soulbound weapons&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
|-&lt;br /&gt;
! May be leader&lt;br /&gt;
| no&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Breaking bonds&lt;br /&gt;
| Difficult&lt;br /&gt;
| On learning Empower Eidolon&lt;br /&gt;
| Difficult&lt;br /&gt;
| Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Thematic Form power may allow this choice to be made at summoning time.&lt;br /&gt;
&lt;br /&gt;
== Trinkets ==&lt;br /&gt;
&lt;br /&gt;
Magical arms, armor and some other types of ''Exalted'' artifacts translate well into the Soulbound Weapon concept used in ''Anima Prime''. Some other types of artifacts do not. While Ex&amp;amp;prime; retains the Soulbound Weapon concept, it adds a second method of handling magic items. '''Trinkets''' are magical artifacts which supply only narrative effects. Instead of having powers or effects and so on, ownership of a trinket just means that the player can narrate something they could not before. Some examples:&lt;br /&gt;
&lt;br /&gt;
* A seashell that allows the character to breathe underwater.&lt;br /&gt;
* A pair of earrings enchanted such that anything said near one earring can be heard by the wearer of the other.&lt;br /&gt;
* A vehicle that can fly.&lt;br /&gt;
* An urn that can produce salt.&lt;br /&gt;
* A seed that grows into a tower.&lt;br /&gt;
* A doorknob that can be put on any door to change the door into a portal to another place.&lt;br /&gt;
* A whistle that causes nearby dead bodies to vanish into the ground.&lt;br /&gt;
* A key that can open any door.&lt;br /&gt;
* Clothing that can transform into any color and style&lt;br /&gt;
* A collar that tames any animal&lt;br /&gt;
* A bell that prevents lies from being told for five minutes after it is rung.&lt;br /&gt;
&lt;br /&gt;
None of these items fit into ''Anima Prime'' mechanisms, but items like this are fairly common in Exalted stories. In Ex&amp;amp;prime;, trinkets provide a way of character advancement, awarded as the story progresses. Characters can have any number of trinkets, though it is recommended that starting characters have none. Trinkets cost nothing to use.&lt;br /&gt;
&lt;br /&gt;
Trinkets may come with usage restrictions, such as &amp;quot;only during a full moon&amp;quot; or &amp;quot;three times per day&amp;quot;. Some trinkets may also be consumable (e.g. a potion that lets you read all languages for a day).&lt;br /&gt;
&lt;br /&gt;
Note that the name &amp;quot;trinket&amp;quot; shouldn't be considered a comment on power level. Some trinkets might be extremely powerful. For example, an orb that can destroy a city is basically a narrative device, with a destructive capability far beyond the conflict rules. But since it is just a narrative device, it is a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets in scenes ===&lt;br /&gt;
&lt;br /&gt;
Trinkets most often affect character scenes, where they provide narrative choices and story fodder. For example, using a &amp;quot;seed that grows into a tower&amp;quot; might be used at the start of a scene, framing the whole thing. Or, perhaps characters are looking for a trinket, so a whole scene is based around doing research to find it. Similarly, trinkets can be used during maneuvers, providing color to descriptions or inspiring the whole notion behind the maneuver in the first place.&lt;br /&gt;
&lt;br /&gt;
During conflicts, trinkets can also come into play through a conflict scene's goals. For example, consider the &amp;quot;collar that tames any animal&amp;quot;, above. If the characters want to use that collar to tame, say, a golden tiger that might not otherwise be tamable, the GM might create a &amp;quot;put taming collar on golden tiger&amp;quot; goal during a conflict in the tiger's lair. Or, suppose there is a high-difficulty goal on a scene of &amp;quot;tame the wyld horse&amp;quot;, the use of the collar might convince the GM to drastically lower the difficulty of an achievement to attain that goal. Goals might also be instated over possession or theft of a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and soulbound weapons ===&lt;br /&gt;
&lt;br /&gt;
Soulbound weapons may also have, or perhaps develop, trinket-like, narrative-only powers. Such abilities do not require effect slots or powers, just an agreement by the GM. Really,  the GM awarding a trinket that allows a player to say X, and the GM awarding a narrative power that allows a player to say X to that player's soulbound weapon are almost the same. The player can just narrate doing X either way. The only real difference is that the player can trade away the trinket, but can't trade away her soulbound weapon.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and arcane threads ===&lt;br /&gt;
&lt;br /&gt;
When the Arcane Thread power (see below) is used to connect two characters, a single tricket is created. This trinket, called a '''fetish''', represents the connection. Typically the fetish provides some narrative power to the person holding it, but only if they are part of its arcane thread. Even though there are two sides to a connection, only one fetish is created, so those involved in making the connection must decide who carries it.&lt;br /&gt;
&lt;br /&gt;
A fetish that connects a person with a manse is called a '''hearthstone'''. The narrative power it provides usually has something to do with the nature of the manse.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and knowledge ===&lt;br /&gt;
&lt;br /&gt;
The former glory of a fallen golden age figures prominently in the setting of ''Exalted''. Some stories, therefore, may involve the rediscovery of lost First Age knowledge. Once such knowledge is uncovered, it allows a character to narrate scenes in a way they previously couldn't (e.g. &amp;quot;using what we learned in the Great Library, I design a manse to harness this demesne like so&amp;quot; or &amp;quot;I reactivate the Sword of Creation&amp;quot;). In other words, the knowledge does exactly what a trinket does. So, should you want to track such knowledge in your Ex&amp;amp;prime; prime game, use trinkets to do so. Maybe one character has a trinket like &amp;quot;Master Artificing&amp;quot; that represents extensive knowledge in the construction of First Age artifacts. Another might have &amp;quot;Lost Secrets of Kal Bax&amp;quot;, that represents lost knowledge in architecture.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and martial arts ===&lt;br /&gt;
&lt;br /&gt;
If martial arts are ''extremely'' important to your game, consider treating martial arts styles as a type of forbidden knowledge to be represented using trinkets. Having such as trinket might, for example, allow a character to narrate a maneuver using the visuals from a particular style: &amp;quot;as a student of the Water Dragon, my skin ripples like a river, and I flow around him, gaining a favorable position&amp;quot;. Or, perhaps, a trinket like &amp;quot;Prismatic Arrangement of Creation student&amp;quot; might let the character filter observations through the style's aesthetic, or provide knowledge of famous sifu of the style.&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Changes to Existing Powers ===&lt;br /&gt;
&lt;br /&gt;
The following powers from ''Anima Prime'' have been altered in Ex&amp;amp;prime;:&lt;br /&gt;
&lt;br /&gt;
* Banishment: changed (see below) to affect only conjurations&lt;br /&gt;
* Gate Sense: altered (see below) to match the ''Exalted'' setting.&lt;br /&gt;
* Skipping: removed&lt;br /&gt;
* Spontaneous Gating: removed&lt;br /&gt;
&lt;br /&gt;
=== Passive Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;Your character is mystically connected to another character (who must have an Arcane Thread back to you). When the connected character activates a charge power, you ''may'' supply a single charge die to the character to feed that charge power. This die is transferred regardless of the distance that separates the characters, but you may only send at most one die through the connection each round. This power is most often used to link to a manse. (Unless there are reasons to think otherwise, assume that manses start a conflict with a full charge pool; however, if they are not present in the conflict, they cannot act during it, except to feed dice across the thread.) The connected characters maintain a rough idea of each other's emotional state if they choose to. All arcane threads generate a trinket called a fetish (see Trinkets, above), which represents the connection (this is a hearthstone in the case of links to manses, and usually some small token for other kinds). The fetish may, with difficulty, be destroyed to sever the thread (typically the GM will create a goal to represent this). Also, either party may voluntarily sever the link using a character scene, shattering the fetish as the scene's benefit. In some cases, such by tinkering with a manse, it may be possible for others to force the thread to be severed by other means. When a thread is severed, the characters retain the Arcane Thread power. The make keep the thread unattached as long as they, in which case the power provides no benefit, or they may use a character scene to connect the thread to another character with an unattached Arcane Thread power. The thread connects as the benefit of the scene for both characters, creating a new fetish.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Gestalt'''&amp;lt;br/&amp;gt;Your may use your Arcane Thread power to make connections to more than one character at a time, wrapping these connections into a single fetish. While the fetish remains, all the characters connected by it may transfer charge dice as if they all had Arcane Threads with each other. You may form multiple distinct &amp;quot;networks&amp;quot; of threads, each with their own fetish, if desired. Usually, no character in a gestalt can transfer more than one of their own charge die per round. An exception to this is when the holder of the fetish leads a combined achievement. In this case, members of the gestalt may funnel as many charge dice to the leader as they like. Essentially, members can all fuel the leader's charge powers for the achievement. If the leader also has the Leadership power, members may transfer as many dice as they like to each other. Again, all transferred dice ''must'' be used on the round in which they are transferred.&lt;br /&gt;
&lt;br /&gt;
'''Elsewhere'''&amp;lt;br/&amp;gt;You have the ability to transfer items to and from Elsewhere at will. Items must be in physical contact with you when they appear or disappear, and living beings cannot be transferred. This power may be taken up to three times. The first time, you are limited to transferring small items, such as ammunition, small hand weapons, coins, etc. The second time, you may also transfer Soulbound Weapons and gain more nuanced control (such as instantly replacing the clothing you are wearing with a new set). The third time, you may transfer very large items, such as vehicles, small huts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;You can see the flows of magic. You may see characters with the Immaterial condition. When describing a maneuver against an eidolon, you gain one bonus die. You also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;You may enter the Wyld without being subject to its mutating effects. You are also immune to any powers used by influences and add 1 to your defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Gate Sense'''&amp;lt;br/&amp;gt;You can sense connections to other planes, such as shadowlands, Yu-Shan gates and spirit sanctums. You can spend one character scene to find a gate and, if you have the ability, enter it at the end of the scene. That means you don't get any of the other benefits of a character scene, but any characters with you can enter the gate and still claim a benefit for the scene. This power cannot be used during conflicts.&lt;br /&gt;
&lt;br /&gt;
'''Mind Resistance'''&amp;lt;br/&amp;gt;If you are targeted by a contest power, you subtract one from the difficulty of the goal the power generates, while the character who targeted you adds one. You also subtract one from the difficulty of the power's counter-goal, if any.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your defense counts as 3 points higher against vitriol-backed strikes (charged or weapon effect).&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;You have some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
=== Charge Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Ambition'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Achievement&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this achievement roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Assertion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Wyld condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Banishment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against a conjuration, who is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 conjuration costs 6 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Counterspell'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an invocation, which has all of its wound circles filled with slights. The causes the invocation to immediately vanish, though, since the slights immediately heal, it could be resummoned immediately. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 5 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Cross'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': If the character has the Immaterial condition, it is removed. If the character does not have the Immaterial condition, she gains it.&lt;br /&gt;
&lt;br /&gt;
'''Daisycutter'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
&lt;br /&gt;
'''Grounding'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows a strike to hit any character with the Immaterial condition that the character can perceive. If this attack deals a wound, the Immaterial condition is removed. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Invigoration'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Die per wound&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': One or more wounds on a target eidolon are changed to slights. An eidolon with this power may target itself. This power may not be used on a Diseased target.&lt;br /&gt;
&lt;br /&gt;
'''Ravage'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': For each wound this strike would inflict, the character may instead steal up to three charge dice from the target. This strike may not be augmented with elemental effects (e.g. Blaze, etc.). This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Rejection'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an influence, which is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 7 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Righteousness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Profane condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Vigor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this strike roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Vitriol'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Boost&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Effect: This power adds 2 bonus dice to the effect of an elemental strike power (Blaze, Chain Lightning, Firestorm, Frost Spikes, Ice Hurricane, Zap) and allows the strike to ignore the effects of any resistance to the element the target may have. For example, if used to boost Blaze against a target with Resistance to Fire, the target would not get the extra defense from that power. If the target had the Resistance to Vitriol power, she would get its benefit. This power can only be activated by those with the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''Zeal'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Maneuver&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this maneuver roll, fours are treated as successes, earning strike dice.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Summoning powers remain as per ''Anima Prime'', with the following additions:&lt;br /&gt;
&lt;br /&gt;
'''Extended Influence'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': The character may have two bound influences summoned at the same time, rather than just one. The summoner may only give her action to one influence at a time.&lt;br /&gt;
&lt;br /&gt;
'''Skin Channeling'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Skins summoned by the character may activate the summoner's charge powers as their own. Each time the skin uses a power of their summoner, it costs one additional charge die to activate.&lt;br /&gt;
&lt;br /&gt;
'''Strider Pilot'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows the character to sidestep some of the restrictions for binding to a particular type of eidolon: strider skins. The character may (by purchase of Open Bond) bind to a strider of ''any'' level, regardless of how many levels of Empower Eidolon the character has. This power is ''not'' required to pilot a strider skin if the character otherwise qualifies to do so. If, however, use of this power is the only way the character qualifies to bind to it, the skin is summoned with the Hexed condition.&lt;br /&gt;
&lt;br /&gt;
=== Soulbound Weapon Effects ===&lt;br /&gt;
&lt;br /&gt;
Soulbound devices function as per ''Anima Prime'' rules. The one exception is the Pneumatic effect, which does not exist in Ex&amp;amp;prime;. Some additional effects are also available:&lt;br /&gt;
&lt;br /&gt;
'''[1] Amplifier'''&amp;lt;br/&amp;gt;Invocations you summon arrive with the Empowered condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Axiomatic'''&amp;lt;br/&amp;gt;Your strikes against targets with the Wyld condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Drinker'''&amp;lt;br/&amp;gt;When this weapon deals a wound, one strike die is transfered from the target to you.&lt;br /&gt;
&lt;br /&gt;
'''[1] Elsewhere'''&amp;lt;br/&amp;gt;You may shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
&lt;br /&gt;
'''[1] Focus'''&amp;lt;br/&amp;gt;Invocations cost you 1 less charge die to summon.&lt;br /&gt;
&lt;br /&gt;
'''[1] Ghostly'''&amp;lt;br/&amp;gt;Your strikes may hit characters with the Immaterial condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Holy'''&amp;lt;br/&amp;gt;Your strikes against targets with the Profane condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Iron Aura'''&amp;lt;br/&amp;gt;You are protected from the Wyld as if you had the Integrity power.&lt;br /&gt;
&lt;br /&gt;
'''[1] Tainted'''&amp;lt;br/&amp;gt;Your strikes are backed by vitriol. Any elemental effects of your strikes ignore resistance to that element. This effect only functions you have the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''[2] Counterer'''&amp;lt;br/&amp;gt;After you inflict a wound on an invocation (recorded as normal), any remaining wound circles it has are filled with slights. This causes the invocation to immediately vanish. Since slights heal when an invocation vanishes, it could be resummoned immediately.&lt;br /&gt;
&lt;br /&gt;
'''[2] Delayer'''&amp;lt;br/&amp;gt;When you inflict a wound on an enemy, you inflict the Slowed condition on your victim. This does not work against squads or swarms unless you have the&lt;br /&gt;
Multi Strike or Area Strike effect on this weapon, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[2] Surge'''&amp;lt;br/&amp;gt;Invocations you summon choose an additional power when called. This power may be sacrificed for dice, just as the invocations normal powers can.&lt;br /&gt;
&lt;br /&gt;
'''[2] Warflight'''&amp;lt;br/&amp;gt;You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
&lt;br /&gt;
'''[3] Banisher'''&amp;lt;br/&amp;gt;When you inflict a wound on an conjuration, it is automatically banished. This means that the eidolon vanishes with all of its wound circles marked. (This replaces the version of this power from ''Anima Prime''.)&lt;br /&gt;
&lt;br /&gt;
=== Contest Powers ===&lt;br /&gt;
&lt;br /&gt;
''Designer's note: consider this section optional, and handle with care. This whole concept can allow players and the gamemaster to do some neat, Exalted-y stuff but, if misused, can stomp on the fun of others or harsh the buzz of the table. If you are not sure you want them in your game, don't use them.''&lt;br /&gt;
&lt;br /&gt;
Contest powers are a special kind of charge power, not found in ''Anima Prime''. The effects of contest powers tend to be more formidable than typical charge powers, often representing mental influence and other deprotagonizing abilities found in ''Exalted''. To balance this, contest powers do not automatically succeed. Instead, they create a specific goal that must be achieved for the power to work. Usually, the target of the power has a chance to achieve the goal first, in order to prevent the effect of the contest power (hence, the name &amp;quot;contest power&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Players in ''Anima Prime'' can ''always'' suggest goals to the gamemaster and, unless the request is out of line, she will add them to the conflict. The goals of contest powers, however, differ in three respects from this standard. First, the goal suggested by a contest power is extremely specific. Second, the goal would probably be considered &amp;quot;out of line&amp;quot; by most GMs, if not backed by a power. Third, the GM ''cannot'' refuse to put it in play.&lt;br /&gt;
&lt;br /&gt;
Activating a contest power takes an action. At the end of this action, the goal created by the power is introduced. Unless otherwise indicated, this goal is a grouped goal, where the group allowed to achieve the goal is only the character that created it (i.e. activated the contest power) and the target of the power. Also, these goals are solo goals, not allowing combined achievements, on either side. If the character who activated the contest power achieves the goal first, the full effect of the power is unleashed on the target. If the target achieves the goal first, the contest power is thwarted and ends.&lt;br /&gt;
&lt;br /&gt;
Contest powers also create &amp;quot;counter-goals&amp;quot;, introduced immediately if the target is affected. These are usually individual (only the target may attempt it) solo (they must do so alone) goals, representing the ability to break the effect of the contest power. If this goal is achieved, the effect of the contest power ends immediately.&lt;br /&gt;
&lt;br /&gt;
If a contest power forces a target to do something it would normally consider unthinkable (e.g. jump off a cliff, stab his wife, etc.), the target may make an immediate attempt to achieve the counter-goal, gaining three bonus dice to do so. Targets may also use awesome tokens to buy free actions, as usual.&lt;br /&gt;
&lt;br /&gt;
Contest powers are not affected by Mass Effect.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Compel {target} to {behavior}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a specific and immediate intention in the target (e.g. &amp;quot;I will do the chicken the dance&amp;quot;, &amp;quot;I will fall asleep&amp;quot;, &amp;quot;I will jump from this tower&amp;quot;). On his own turn, the target must either follow this compulsion or spend three dice from his Action Pool to suppress it. On your own turn, you may spend your action maintaining the compulsion. Each round you choose not to do so, the difficulty of the counter-goal decreases by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Remove compulsion&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
'''Conversion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Convert {target} to {cause}&amp;quot;. Difficulty: 4 if the target is predisposed towards the cause, 6 if the target is indifferent to the cause, 8 if the target opposes the cause, 10 if the cause violates the target's core beliefs (add 2 for squads, add 3 for swarms)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a long-term intention in the target (e.g. &amp;quot;I will invade the Blessed Isle&amp;quot;, &amp;quot;I will help make your army strong&amp;quot;, &amp;quot;I will persecute monks of the Immaculate Order&amp;quot;, &amp;quot;I will find the Eye of Autochthon&amp;quot;). This intention immediately becomes the character's new story seed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Deprogram {target}&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion. Unlike most counter-goals, the target cannot achieve this goal, but anyone else can (individually or combined). This goal also follows the target around, and remains present in every conflict involving him. Once this goal is achieved, the target may reselect their character seed.&lt;br /&gt;
&lt;br /&gt;
'''Domination'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Control of {target's} mind&amp;quot;. Difficulty: the target's charge pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You can control the target as if it were an eidolon, deciding when it takes actions and what those actions are. You have access to the target's pools (and vice versa) as if it were your eidolon. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the domination. While dominated, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the domination. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Illusion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {belief} real to {target}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken, subtract the level of any active influence that reinforces the target belief, add the level of any active influence that contradicts the target belief)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You force a target to believe something that, probably, is not true (e.g. &amp;quot;you are covered with insects&amp;quot;, &amp;quot;I am your wife&amp;quot;, &amp;quot;your house is on fire&amp;quot;, &amp;quot;a dinosaur is rampaging through the market&amp;quot;, &amp;quot;that man is the Chosen One&amp;quot;, &amp;quot;anathema are the good guys&amp;quot;, etc.). The target is absolutely convinced that this illusion is true, but how he reacts to that truth is up to him.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Disbelieve the lie&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion (add the level of any active influence that reinforces the target belief, subtract the level of any active influence that contradicts the target belief). The target can only attempt this goal if confronted with a strong reason to doubt the illusion. Others may maneuver to provide this doubt and, if so, may join a combined achievement if the target starts one. This goal may follow the target around, and remain present in every conflict involving him, if appropriate. &lt;br /&gt;
&lt;br /&gt;
'''Possession'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Possession of {target's} body&amp;quot;. Difficulty: the target's strike pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You wear the target as if it were a skin. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the possession. While possessed, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the possession. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Sentiment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {target} feel {emotion}&amp;quot;. Difficulty: 4 if the target is close to this emotion already, 6 if the target is emotionally neutral, 8 if the target feels some other emotion, 10 the target is strongly feeling an opposite emotion (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': Until the end of the scene, you force a target to feel a certain emotion. This feeling is overwhelming, but un-targeted. For example, you might make a target feel love or hate in general, but not ''who'' they love or hate (that would be the job for an illusion). Characters, including the target, who incorporate this emotion into maneuvers gain two bonus dice on the roll. Players may also be able to suggest new goals that take advantage of the emotion. For example, if the target is filled with rage, a player might ask for a &amp;quot;goad {target} into attacking recklessly&amp;quot; goal. Or a target filled with lust might make a &amp;quot;become the object of {target's} desire&amp;quot; goal easier.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Get ahold of myself&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Power Summary ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Achievement Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for achievement rolls has been raised by 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ambition&lt;br /&gt;
|charge (achievement, 1)&lt;br /&gt;
|On an achievement roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Gestalt&lt;br /&gt;
|passive&lt;br /&gt;
|You may use Arcane Thread with multiple targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Thread&lt;br /&gt;
|passive&lt;br /&gt;
|You have a mystical link to another character. One charge die per action may be transferred across this link.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Assertion&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Wyld condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Auto Guard&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|As long as you are is in the conflict, any strike against your summoner has to be aimed at the you instead.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Banishment&lt;br /&gt;
|charge (action, 2+1 per target level)&lt;br /&gt;
|Banish a conjuration.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Battlefield Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with their Level in strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blaze&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blindness&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|This power inflicts the Blinded condition on an individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Drain&lt;br /&gt;
|charge (action, 4) §&lt;br /&gt;
|Transfer 3 action dice from an individual to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Brighten&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Remove the Darkness condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Chain Lightning&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charged Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with half their Level in charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|A bound Level 0 eidolon can remain summoned for prolonged periods of time.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Compulsion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to compel a target to behave a certain way.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conjure Darkness&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Inflict the Darkness condition onto an area.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conversion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to change a character’s story seed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Counterspell&lt;br /&gt;
|charge (action, 1+1 per target level)&lt;br /&gt;
|Fill all wound circles of an invocation with slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Cross&lt;br /&gt;
|charge (action, 3)&lt;br /&gt;
|Gain or lose the Immaterial condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Daisycutter&lt;br /&gt;
|charge (strike, 2)&lt;br /&gt;
|Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Dispel&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Remove temporary Darksighted, Empowered, Quickened, and Shielded conditions from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Domination&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to take control of a target’s mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elemental Surge&lt;br /&gt;
|charge (boost, 1)&lt;br /&gt;
|Add 2 bonus dice to the effect of an elemental strike power.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elsewhere&lt;br /&gt;
|passive&lt;br /&gt;
|You can move objects to and from Elsewhere. You can shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Grant the Empowered condition to a target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower Eidolon&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond to higher level eidola.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Extended Influence&lt;br /&gt;
|summoning&lt;br /&gt;
|You may have two bound influences summoned at once.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Firestorm&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Force Attack&lt;br /&gt;
|charge (strike, 4)&lt;br /&gt;
|Add 5 bonus dice to a strike.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Frost Spikes&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Gate Sense&lt;br /&gt;
|passive&lt;br /&gt;
|You can sense connections to other planes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Grounding&lt;br /&gt;
|charge (strike, 2) §&lt;br /&gt;
|Strike an Immaterial individual you can see, making it materialize.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Guard&lt;br /&gt;
|charge (maneuver, 1 per ally)&lt;br /&gt;
|Protect allies, redirecting strikes against them to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Heroics&lt;br /&gt;
|charge (achievement, 2)&lt;br /&gt;
|Add 4 bonus dice to an achievement roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ice Hurricane&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Illusion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to plant a belief in a target's mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Immediate Imbuement&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use your Soulsmith power nearly instantaneously.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Improved Grip&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may refuse to be disarmed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Invigoration&lt;br /&gt;
|charge (action, 3 per wound)&lt;br /&gt;
|Change one or more wounds on a target eidolon to slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leadership&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a maneuver, distribute gained dice among participants. When leading an achievement, all participants may use powers to add to the pool. You like to be in charge, and take pleasure in helping your allies succeed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leap Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. individual, 1 vs. squad or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Drain&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Transfer&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, a different target (not you) heals 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Magnificent Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may be up to Level 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Maneuver Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Your limit on dice earned by an individual maneuvers has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mass Effect&lt;br /&gt;
|charge (boost, 1 per power2 per power)&lt;br /&gt;
|Pay +1cd to use a power marked § on a squad or swarm. Pay +2cd to use a power marked ‡ on up to three additional targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Menace&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mind Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You resist contest powers more easily.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Multisoul&lt;br /&gt;
|soulbound&lt;br /&gt;
|You gain additional soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Natural Summoner&lt;br /&gt;
|summoning&lt;br /&gt;
|Summoning an eidolon never costs you more 3 charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Nightvision&lt;br /&gt;
|charge (action, 1) ‡&lt;br /&gt;
|Give target the Darksighted condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Omen&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Open Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|You have a bond with a level 0 eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Persistent&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|If unwounded, you may stay summoned outside of conflict scenes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Poison&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Poisoned condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Possession&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to wear a target as if it was a Skin.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Power Block&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Hexed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Preternatural&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maneuver results which generate charge dice for you have been altered.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quickdraw&lt;br /&gt;
|soulbound&lt;br /&gt;
|Instantly switch between soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quicken&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give an individual the Quickened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ravage&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|A strike on an individual steals up to three charge dice from the target instead of dealing a wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Blinded, Diseased, Hexed, Poisoned, and Weakened removed from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Target gains 4 action dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Regeneration&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|At the end of a conflict, one of the skin’s wounds is removed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Righteousness&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Profane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Rise of the Phoenix&lt;br /&gt;
|charge (action, 5)&lt;br /&gt;
|Heal 1 wound on a defeated individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sense Link&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your summoner can make use of your senses.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sentiment&lt;br /&gt;
|contest (action, 2)&lt;br /&gt;
|Create a goal to make a target feel a certain emotion.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shadow Strike&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add 3 bonus dice to strike target with the Darkness or Blinded conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shield&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give a target the Shielded condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Set&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skin Channeling&lt;br /&gt;
|summoning&lt;br /&gt;
|Bound skins may use your charge powers, paying 1 additional charge die.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Slow&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Slowed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulbound Weapon&lt;br /&gt;
|soulbound&lt;br /&gt;
|You are spiritually bonded to an artifact with one effect slot.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulsmith&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use a character scene to alter some powers of soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Squad Tactics&lt;br /&gt;
|passive&lt;br /&gt;
|Gain a bonus die on combined maneuvers or combined achievements.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strider Pilot&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond with strider skins of any level.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for strike rolls has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum strike pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Summoning&lt;br /&gt;
|summoning (action, 1+1 per eidolon level)&lt;br /&gt;
|You may summon a bound eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Super Combo Strike&lt;br /&gt;
|charge (action, 1 per character)&lt;br /&gt;
|Participate in one or more other character’s strikes this round. Each strike gains 1 bonus die, and you may use your strike powers.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Superior Power Control&lt;br /&gt;
|charge (boost, 2)&lt;br /&gt;
|Activate after a strike roll to add results of additional strike powers to the roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tactical Maneuvering&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a combined maneuver, the limit on dice earned has been raised. When leading a combined achievement, the limit on how many strike dice can be spent has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Thematic Form&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You may take any form related to a theme when you are summoned. Forms include:&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Touch of Decay&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Diseased condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tradable&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can be traded to another summoner.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Unbreakable Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may not be banished.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vampiric Strike&lt;br /&gt;
|charge (strike, 3) §&lt;br /&gt;
|If this strike inflicts wounds on an individual, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vigor&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|On a strike roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vitriol&lt;br /&gt;
|charge (boost, 3)&lt;br /&gt;
|Add 2 bonus dice to an elemental strike, and allow the strike to ignore resistance to the element.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warfare Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons may act on the turn they are summoned. If they strike, they gain two bonus dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weaken&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Weakened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weapon Upgrade&lt;br /&gt;
|soulbound&lt;br /&gt;
|Your soulbound weapons have additional effect slots.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Whirlwind Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. squad, 1 vs. individual or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zap&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zeal&lt;br /&gt;
|charge (maneuver, 1)&lt;br /&gt;
|On a maneuver roll, fours are treated as successes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Creating a character in Ex&amp;amp;prime; follows much the same path as detailed in ''Anima Prime'':&lt;br /&gt;
&lt;br /&gt;
# Pick a name and concept&lt;br /&gt;
# Pick a passion from those listed in the Passions section, below&lt;br /&gt;
# Pick three character traits&lt;br /&gt;
# Choose three skills, following the advice in the Skills section, below&lt;br /&gt;
# Choose a template, listed in the Templates section, below.&lt;br /&gt;
# Record basic stats, as instructed by the template.&lt;br /&gt;
# In addition to the powers provided by the template, select seven additional powers. Some gamemasters may wish to limit the powers available to certain templates.&lt;br /&gt;
# Pick backgrounds and links&lt;br /&gt;
# Plant a character seed&lt;br /&gt;
&lt;br /&gt;
All of this follows the rules in ''Anima Prime'', except where indicated in the following sections.&lt;br /&gt;
&lt;br /&gt;
=== Passions ===&lt;br /&gt;
&lt;br /&gt;
The list of passions (''Anima Prime'', pg. 25) available to characters is replaced by the following:&lt;br /&gt;
&lt;br /&gt;
'''Bloodlust'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character revels in dealing out pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die for every wound you inflict on an opponent.&lt;br /&gt;
&lt;br /&gt;
'''Compassion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character cares deeply about other people. She puts them first, even if that places her in danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Connoisseur'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character enjoys the finer things in life, and has a discerning eye. She appreciates moments of transcendent beauty and awe.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice when you witness someone other than yourself being awarded an Awesome Token.&lt;br /&gt;
&lt;br /&gt;
'''Conviction'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is dedicated to her goal and will not be denied.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you spend charge dice on charge powers for a Strike or Achievement, and that strike or achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them.&lt;br /&gt;
&lt;br /&gt;
'''Cunning'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in cleverness and achievement.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal's difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Fear'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a maneuver or makes a strike roll against you or any of your allies.&lt;br /&gt;
&lt;br /&gt;
'''Harmony'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires coordination and unity, aiming to work in connection allies.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you gift dice to someone else's action, and that action succeeds, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Glory'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This character revels in victory and achievements.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolon’s actions, if you have any.&lt;br /&gt;
&lt;br /&gt;
'''Leadership'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character likes to be in charge, and takes pleasure in helping her allies succeed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you lead succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Love'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Mettle'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in enduring hardship and overcoming adversity.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.&lt;br /&gt;
&lt;br /&gt;
'''Self-Loathing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice for each wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Succor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character reveres teamwork, and strives to be a good teammate.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you take part in, but do not lead, succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Style'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character favors style over substance, and favors style generating substance even more.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice any time you are awarded an Awesome Token. If awarded this Token for a maneuver before even rolling your dice, gain an additional charge die.&lt;br /&gt;
&lt;br /&gt;
'''Temperance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character shuns impulsive actions strives to maintain self-control.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die any time you have multiple strike dice in your pool, but use your action to maneuver instead.&lt;br /&gt;
&lt;br /&gt;
'''Vengeance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs. This is a powerful drive forward for the character.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Valor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires courage, and strives to demonstrate it when facing danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict, 2 if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain 1 charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Skills in ''Anima Prime'' are used only during conflicts (for maneuvers and achievements). Consequently the (already sub-optimal) skill list in ''Exalted'' doesn't map particularly well into the system. Since, as the rules mention, &amp;quot;you might have to come up with various uses of the skill a couple of times every conflict&amp;quot;, Ex&amp;amp;prime; functions better with a different skill system. But, the one in ''Anima Prime'' isn't ideal either. It is suggested that groups follow a more freeform skill concept where possible. If you really need a list of skills, this one might do (presented with minimal explanation):&lt;br /&gt;
&lt;br /&gt;
* '''Athletics''': running and jumping and lifting&lt;br /&gt;
* '''Audacity''': boldness, guts, recklessness, temerity, balls, gall&lt;br /&gt;
* '''Control''': riding horses, taming animals, steering vehicles, mastering puppets&lt;br /&gt;
* '''Craft''': making things, dismantling things, analyzing construction, tool use&lt;br /&gt;
* '''Deception''': double talk, cheating, dirty tricks, feinting, deviousness, guile&lt;br /&gt;
* '''Force''': raw physical power, the direct approach, breaking things, intimidation&lt;br /&gt;
* '''Endurance''': grit, tenacity, determination, integrity, will&lt;br /&gt;
* '''Grace''': balance, flowing motion, elegance, poise&lt;br /&gt;
* '''Lore''': armed with facts, well-briefed, knows just what to do&lt;br /&gt;
* '''Luck''': improbable acts, coincidence, right place at the right time&lt;br /&gt;
* '''Manipulation''': persuading, convincing, taunting, empathizing&lt;br /&gt;
* '''Martial Arts''': fighting unarmed or with hand weapons&lt;br /&gt;
* '''Occult''': applied magic, magical tricks, magic items &amp;amp; tools&lt;br /&gt;
* '''Ordnance''': heavy weapons, destructive devices, war machines&lt;br /&gt;
* '''Perception''': spacial awareness, finding weaknesses, noticing patterns&lt;br /&gt;
* '''Presence''': battlefield command, morale building, inspiration&lt;br /&gt;
* '''Quickness''': raw speed, getting there first, outrunning, impulsiveness&lt;br /&gt;
* '''Ranged''': shooting, throwing, judging distance&lt;br /&gt;
* '''Stealth''': sneaking, spying, hiding, ambushing, concealing&lt;br /&gt;
* '''Subtlety''': delicacy, the indirect approach, minimal effort, slight of hand&lt;br /&gt;
&lt;br /&gt;
=== Marks ===&lt;br /&gt;
&lt;br /&gt;
All characters who use charge powers are marked in some way; however, in Ex&amp;amp;prime;, the intensity of the mark reflects how many dice are in the character's charge pool. As dice are added to the charge pool, the mark becomes more and more noticeable. Once activated, marks remain intense for a little while, slowly fading over the next hour or two. The intensity works like a &amp;quot;high water mark&amp;quot;, ratcheting up only when the total dice in the pool reach a level not seen before in the scene. Note that marks only activate or increase when new charge dice are ''earned'' during conflict scenes, not retained or spent.&lt;br /&gt;
&lt;br /&gt;
Some marks are more intense than others, and some may grant characters a passive power when they reach a certain intensity. While this varies for each template (see below), these power activates when the charge pool first reaches as certain size, then remains until the end of the conflict. The power stacks with the charcater's powers, if appropriate. Importantly, the mark power ''may exceed limits'' when stacking. If the character already has the power provided by the mark, and no stacking can be done, the mark power has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
&lt;br /&gt;
It is suggested that every character in Ex&amp;amp;prime; choose a template. The template defines three things for the character:&lt;br /&gt;
&lt;br /&gt;
* '''Basic stats'''. In most cases, these will be &amp;quot;standard&amp;quot;: 3 wound circles, an action pool with a maximum of 10 action dice, an empty charge pool with a maximum of 6 charge dice, and a defense of 2. A few templates, however, use different basic stats.&lt;br /&gt;
* Templates apply permanent '''Conditions''' to the character.&lt;br /&gt;
* Templates receive some '''free powers''', in addition to the seven powers they select themselves.&lt;br /&gt;
* A template's '''Mark''' describes how marks work for the character. This will include the mark's style, mark power (if any), and how the mark power is activated. The character should still customize the mark, with the confines of the template.&lt;br /&gt;
&lt;br /&gt;
The templates have been constructed to at least hint at the various dichotomies niches of the various types of characters in ''Exalted''. You may want to alter or ignore them for your game.&lt;br /&gt;
&lt;br /&gt;
==== Abyssal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Life Drain, Vampiric Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to bleed at 3 charge dice. At 5 dice, the character gains an anima banner with sickly colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dusk: Maneuver Boost&lt;br /&gt;
* Midnight: Achievement Boost&lt;br /&gt;
* Daybreak: Resilience&lt;br /&gt;
* Day: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Moonshadow: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Alchemical Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Improved Grip, Soulsmith&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Alchemicals have a soulgem, and usually have obviously artificial parts in their bodies (their soulbound weapon). Arcs of essence crackle around the soul gem at 2 charge dice. At 3 dice, the character glows with electrical colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power allows the alchemical's soulbound weapon to act as if it had one or more additional effects:&lt;br /&gt;
&lt;br /&gt;
* Orichalcum: Shock Aura, Shining&lt;br /&gt;
* Moonsilver: Haste&lt;br /&gt;
* Jade: Protection, Toxin Immunity&lt;br /&gt;
* Starmetal: Area Strike, Multi Strike&lt;br /&gt;
* Soulsteel: Weakening&lt;br /&gt;
* Adamant: Elemental Force, Protection&lt;br /&gt;
&lt;br /&gt;
==== Automaton ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Body Resistance, Soul Resistance&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Automaton are obviously magitech constructs. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Dragon King ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Force Attack&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The lizard-like features of the dragon kings are unmistakable. Their mark power is constantly active, based on their breed:&lt;br /&gt;
&lt;br /&gt;
* Anklok: Toughness&lt;br /&gt;
* Mosok: Resilience&lt;br /&gt;
* Pterok: Warflight&lt;br /&gt;
* Raptok: Strike Boost&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Commoner ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. Once reaching 4 charge dice, they are unable to hide a feral, unnatural nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Noble ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage, Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. When human looking, they often appear a little too perfect. Once reaching 4 charge dice, they are unable to hide a chaotic, dreadful nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Ghost ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Immaterial&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Ghosts are instantly recognizable as ghosts. Ghosts have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== God ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Gods usually instantly recognizable as gods, but their actual marks are unique to each god. Gods have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 3 wound circles, an action pool with a maximum of 8 action dice, an empty charge pool with a maximum of 4 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Infernal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Heroics, Weaken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with demonic colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Slayer: Maneuver Boost&lt;br /&gt;
* Malefactor: Strike Boost&lt;br /&gt;
* Defiler: Resilience&lt;br /&gt;
* Scourge: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Fiend: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Lunar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Open Bond (must be to a skin), Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 4 dice, the character gains an anima banner with silvery colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Full Moon: Strike Boost&lt;br /&gt;
* Changing Moon: Maneuver Boost&lt;br /&gt;
* No Moon: Achievement Boost&lt;br /&gt;
&lt;br /&gt;
==== Manse ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 5 wound circles (representing its ability to function as a manse, not necessarily its structural integrity), an action pool with a maximum of 2 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 5. Manses select between one to nine powers, based on their potency.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Transcendent&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Arcane Thread, Body Resistance, Brighten, Essence Sight, Resistance to Electricity, Resistance to Fire, Resistance to Frost&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Manses are obviously magical buildings. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Mortal ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 2 wound circles, an action pool with a maximum of 6 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Mountain Folk ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Multisoul&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The fae-like features of the jadeborn are unmistakable. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Sidereal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Zeal, Quicken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 4 charge dice and the mark power activates. At 5 dice, the character gains a subtle anima banner. The celestial colors of the anima intensify slightly as the pool increases, growing bright enough to read by at 6 dice. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Journeys: Squad Tactics&lt;br /&gt;
* Serenity: Body Resistance&lt;br /&gt;
* Battle: Leadership&lt;br /&gt;
* Secrets: Soul Resistance&lt;br /&gt;
* Endings: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Solar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ambition, Heroics&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with brilliant colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dawn: Maneuver Boost&lt;br /&gt;
* Zenith: Achievement Boost&lt;br /&gt;
* Twilight: Resilience&lt;br /&gt;
* Night: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Eclipse: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Elemental Surge, Super Combo Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Skin tone may reflect elemental heritage. As charge dice are earned, the character's element radiates out in increasing intensity. At 2 charge dice, the mark power activates.&lt;br /&gt;
&lt;br /&gt;
* Air: Resistance to Frost&lt;br /&gt;
* Earth: Resilience&lt;br /&gt;
* Fire: Resistance to Fire&lt;br /&gt;
* Water: Maneuver Boost&lt;br /&gt;
* Wood: Body Resistance&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=86993</id>
		<title>Wordman/AlternateSystems</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wordman/AlternateSystems&amp;diff=86993"/>
				<updated>2011-09-09T21:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: Added Mystic Empyrean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After playing Exalted (both editions) for a while, I've come to the conclusion that the game's mechanics... well... just aren't very good. After looking at the tone and content of the Second Edition errata, it also appears this will not be improving any time soon. I do, however, love the setting, so have been spending a great deal of time thinking about other mechanical systems to use with the game. This page assembles my thinking on the subject.&lt;br /&gt;
&lt;br /&gt;
== Considerations ==&lt;br /&gt;
&lt;br /&gt;
=== Objections ===&lt;br /&gt;
&lt;br /&gt;
In no particular order, here are things that bug me about the canonical system:&lt;br /&gt;
&lt;br /&gt;
* ''Charms''. There are just to damn many of them. First Edition had nearly 200 charm ''trees'' (which equates to thousands of charms). Second Edition already has over 130. Since each charm is basically a rules exception, the level of interaction combinations is extremely high. Further, even the existence of charms tends to select for a mentality of &amp;quot;if it's in the book, I can do it, if it isn't in the book, I can't&amp;quot;. Another objection here is that the way charms work has the effect (and probably the intention) more of driving sales than making a good story: when you set up your system based around a bag of very specific tricks, you can create a market for more bags of equally specific tricks.&lt;br /&gt;
* ''A disconnect regarding formalism''. The fact that both [[Wordman/2eTerminologyRefinements|2e Terminology Refinements]] and [[DissectingDefenseValue]] were more or less necessary points to a basic flaw: Exalted, in spite of being a very rules-heavy system, is informal in design. That is, its authors don't feel that rigorous definitions (for example) are necessary and appear to believe that Exalted should be run loosely. (The irritated tone of the errata makes this even more clear). The problem is that the system they actually published doesn't back that up. If you want a loose system, then ''create and describe a loose system''. If you want a crunchy system with lots of interlocking rules and exceptions (e.g. charms), then build and describe one formally. You have to pick one, though. Don't make one and pretend it is the other. The informal approach, combined with the aforementioned quantity of interlocking charm exceptions, is lethal.&lt;br /&gt;
* ''Combat''. Exalted has one of the more ponderous combat systems I've used. (The only one I recall being slower was vehicle combat in Twilight 2000.) That much of the system is ambiguous, nonsensical or unfinished (e.g. grappling) doesn't help.&lt;br /&gt;
* ''Cause-based''. One of the main problems with the charms, Exalted builds rules by starting with causes to build effects, rather than just starting with the effect and building rationalization(s) for it. For example, dragon blooded have charms to raise DV. Solars have totally different charms to raise DV. Each of these charms is basically differentiated by concept (cause) rather than effect (often identical between such charms). Basing games on effects, and making the cause a matter of fluff instead of crunch, seems better to me.&lt;br /&gt;
* ''Abilities''. Both the fixation on having ''exactly'' 25 skills and the choice of ''these particular'' 25 skills hurt the game. Dodge as a separate skill with the same cost as, say, Lore, bugs me. I also think the idea of &amp;quot;favored&amp;quot; abilities isn't really necessary.&lt;br /&gt;
* ''[[SoybeanTrading]]''. You'd think gaming companies would learn not to use totally different math for character generation vs. advancement by now, but they haven't seemed to. Generally speaking, reverse engineering the &amp;quot;points&amp;quot; needed to get a character to its current should yield exactly one number of &amp;quot;points&amp;quot;, entirely independently of the order in which the character advanced.&lt;br /&gt;
&lt;br /&gt;
I am ''positive'' that the private reaction of some of Exalted's authors to some of these objections would be to just roll their eyes, maybe with a &amp;quot;learn to play&amp;quot; thrown in. I can deal with that. That's the whole point of this page. I'm just &amp;quot;learning to play&amp;quot; with rules that don't intrinsically suck.&lt;br /&gt;
&lt;br /&gt;
=== Praise ===&lt;br /&gt;
&lt;br /&gt;
For its shortcomings, canon Exalted does have some things worth admiring:&lt;br /&gt;
&lt;br /&gt;
* ''Stunts''. This is such a great idea that I now add some form of it to any game I play.&lt;br /&gt;
* ''Money''. The way Exalted abstractly handles money and similar resources greatly reduce the amount of character bookkeeping needed, and is very refreshing.&lt;br /&gt;
* ''Manses''. This is more praise for the setting itself, but Manses are one of the few really excellent mergings of a setting idea with mechanics to back them.&lt;br /&gt;
* ''The idea behind Virtues''. Although the execution isn't great, the idea of Virtues is interesting. I'm not sure it's ''good'', but it's ''interesting''.&lt;br /&gt;
* ''Setting''. Obviously.&lt;br /&gt;
* ''Ticks''. The idea of combat ticks instead of turns is intriguing. Again, I'm not sure it's good, but it's interesting.&lt;br /&gt;
&lt;br /&gt;
== Existing Systems ==&lt;br /&gt;
&lt;br /&gt;
So, what to use instead? A number of systems are worth exploring. Many even have Exalted &amp;quot;ports&amp;quot; listed in [[AlternateSystems]]. I'm exploring the following, in no particular order.&lt;br /&gt;
&lt;br /&gt;
=== One Roll Engine (ORE) ===&lt;br /&gt;
&lt;br /&gt;
The ORE, and particular its use in ''Reign'', are a pretty close match to Exalted already, and designed by one of the best game writers around. Martin 'Democritus' Nerurkar runs a Google Group to merge Exalted and Reign. (The cover of the resulting PDF is a brilliant merging of imagery of the two games, btw.) While I see what Democritus is trying to do, its not really the approach I was looking for.&lt;br /&gt;
&lt;br /&gt;
I'm commenting about how I would approach this port on[[Wordman/ORExThoughts|OR Ex Thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== FATE 3.0 ===&lt;br /&gt;
&lt;br /&gt;
Several attempts have been made at porting ''Spirit of the Century'', but none are that coherently written:&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=342302 Spirit of the Exalted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=297484 Conversion to Spirit of the Century]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=315571 Spirt of the Unconquered Sun]&lt;br /&gt;
* [http://evilhat.wikidot.com/wheel-of-fate Wheel of Fate] better than most, but dragon-blooded focussed&lt;br /&gt;
* [http://www.sendspace.com/file/zrcuqs PDF of solar-centric FATE conversion]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands of Fate-based]&lt;br /&gt;
&lt;br /&gt;
It is likely that the release of ''Dresden Files'' will re-energize such porting, as it will be a &amp;quot;higher powered&amp;quot; version of the same FATE system that ''Spirit of the Century'' uses. Probably should wait until its release.&lt;br /&gt;
&lt;br /&gt;
Many seem to make the mistake of keeping Exalted, and importing bits of ''Spirit of the Century''. This seems wrong to me. [[StoC]] is a really good game, and you're better off starting with it, setting the game in Creation, and adding adjustments. One great idea from Rob Donoghue is to use the following steps for character gen:&lt;br /&gt;
&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Memories of the First Age - each has to involve another player's character, and while the PC had that memory, the other PC didn't, at least not initially&lt;br /&gt;
# Youth&lt;br /&gt;
# Exaltation - possibly a required aspect here related to caste. Could be that anima flares could be how you gain fate points with such aspects.&lt;br /&gt;
# Since Exaltation&lt;br /&gt;
&lt;br /&gt;
I'm also wondering if charm like powers could be abstracted as placing or altering Aspects on other people, while sorcery level effects could be abstracted by placing or altering aspects on the set.&lt;br /&gt;
&lt;br /&gt;
I also wonder if martial arts styles could be made into aspects, with each style having defined guidelines for how they can both use ''and gain'' fate points.&lt;br /&gt;
&lt;br /&gt;
Mass combat?&lt;br /&gt;
&lt;br /&gt;
=== PDQ ===&lt;br /&gt;
&lt;br /&gt;
An [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion Exalted conversion] exists for the Prose Descriptive Qualities (PDQ) System. I haven't played it, or the original PDQ system.&lt;br /&gt;
&lt;br /&gt;
=== Tri-Stat dX ===&lt;br /&gt;
&lt;br /&gt;
Being a free (even if largely defunct) game that works around effect-based thinking, where a handful of mechanics are massaged into an infinite number of effects.&lt;br /&gt;
&lt;br /&gt;
I'm making an Exalted dX port on [[TriStatConversion]].&lt;br /&gt;
&lt;br /&gt;
=== Wu-Shu ===&lt;br /&gt;
&lt;br /&gt;
Wu-Shu is about as light as a system can get and still be functional. It also was built with the same Wuxia sensibility that Exalted is supposed to have. The net hosts several different Exalted conversions for [[WuShu]], which I don't like. I play with them and other Wu-Shu ideas at[[Wordman/WuShan|Wu Shan]].&lt;br /&gt;
&lt;br /&gt;
=== Primal Order ===&lt;br /&gt;
&lt;br /&gt;
''Primal Order'', an old &amp;quot;capsystem&amp;quot; for handling gods, changes the focus of the game when used in an Exalted setting. There may be ways to avoid this, but I'm still looking for them. One of the more intriguing aspects of this is that primal energy offers a better way of handling perfect effects such that they don't take over the game. The question of what base system to use also matters. Thoughts:&lt;br /&gt;
&lt;br /&gt;
* Gods become more important&lt;br /&gt;
* Planes&lt;br /&gt;
** Control of planes is rare. This makes Exalted gods much less powerful than typical Primal Order gods.&lt;br /&gt;
** Sanctums are planes.&lt;br /&gt;
** Primordials are their own planes.&lt;br /&gt;
** Large Exalted &amp;quot;planes&amp;quot; (e.g. Creation, Wyld, Yu-Shan, Underworld, etc.) - metaplanes?&lt;br /&gt;
** Creation is a created plane, built by use of omnipotence and investment of primal base by the Primordials. The base remains there, but is out of reach to the Primordials. The Neverborn seek to resurrect themselves by claiming this base, which would probably destroy Creation.&lt;br /&gt;
* Spheres of Influence&lt;br /&gt;
** Matter a bit more than in standard Primal Order.&lt;br /&gt;
** Might need to play with costs. Could be that sphere gain primal base, not cost it.&lt;br /&gt;
** Maybe spheres cost (representing effort to tame) but also provide &amp;quot;idea planes&amp;quot; (generating base)&lt;br /&gt;
* Exaltation acts as a way to bolster the primal base of the god who &amp;quot;sponsors&amp;quot; it. Somehow.&lt;br /&gt;
* Terrestrials spend primal inefficiently, where half generates elemental effects around them.&lt;br /&gt;
* Perfect effects == primal lacing. This makes perfects ''weaker'', because they can be defeated by primal.&lt;br /&gt;
* Traits&lt;br /&gt;
** Definitely need Essence, acting as a way to boost base.&lt;br /&gt;
** Probably need at least some attributes and abilities. See how ''Knights'' does stats.&lt;br /&gt;
** Maybe exalts have to pay sphere like costs to be able to use primal with certain abilities, given some free based on caste.&lt;br /&gt;
&lt;br /&gt;
=== Savage Worlds ===&lt;br /&gt;
&lt;br /&gt;
There is a great write-up of an Exalted port to Savage Worlds at [[NPCNWO/SavageWorlds]]. I need to read more about both it and the original game. &lt;br /&gt;
&lt;br /&gt;
=== Artesia ===&lt;br /&gt;
&lt;br /&gt;
While not as full of over-the-top kung-fu action, [http://www.theknownworld.com/main.php Artesia] seems to be designed for many of the same design goals as Exalted, at least in terms of consequences of action, social manipulation and so on. Some thoughts on how to adapt to to the setting of Exalted:&lt;br /&gt;
&lt;br /&gt;
* Keep the idea of the Arcana, but replace the tarot cards with what amount to the various castes.&lt;br /&gt;
* Instead of picking castes, exalted get certain advancements in that arcana for free at character creation.&lt;br /&gt;
* Possibly the arcana/castes are grouped, or have a &amp;quot;parent&amp;quot; caste. That is, the Dawn and Twilight arcana might have a parent arcana of Unconquered Sun. Maybe not.&lt;br /&gt;
* Need some way that those exalted by, say, the Unconquered Sun, have access to powers from the arcana unreachable by those who have not been exalted by the Unconquered Sun. But otherwise, it should be possible for anyone to walk any arcana at least partially.&lt;br /&gt;
* Change the life-path constellations to use the standard Exalted constellations.&lt;br /&gt;
* Muck with the dice in some way to balance exalted power?&lt;br /&gt;
* Most of the Artesia magic system matches what Exalted would call Thaumaturgy, at least in principle, but is a bit more powerful.&lt;br /&gt;
* Might be the game keeps the gap between exalted and mortal much narrower than canon, which could be cool.&lt;br /&gt;
* Maybe martial arts paths act as &amp;quot;minor arcana&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
=== In a Wicked Age ===&lt;br /&gt;
&lt;br /&gt;
Since [http://www.lumpley.com/wicked.html In a Wicked Age] is based on the same source material as Exalted (specifically, Tanith Lee's ''Flat Earth'' stories), it seems a natural for the Exalted world. It is a much more story oriented game, however, and doesn't lend itself to long campaigns. (Well, sort of. Like Lee's stories, a game that went on for years would do so by moving the focus down a chain of characters, so the players remain the same, but they characters they play always change.)&lt;br /&gt;
&lt;br /&gt;
Anyway, not sure how to adapt to Exalted. Certainly some new Oracles would be needed. Possibly also some dice changes to simulate exalted magic. Needs more thought. Maybe make one for each Virtue?&lt;br /&gt;
&lt;br /&gt;
=== Anima Prime ===&lt;br /&gt;
&lt;br /&gt;
Intended to replicate ''Final Fantasy'', [http://www.animaprimerpg.com/main/ Anima Prime] feels fairly Exalted-like. It uses a Creative Commons license, and has a much more &amp;quot;indie&amp;quot; feel to it that some of the other games on this list. It's also built as a bit of a toolkit, so hacking it into Exalted should be like hacking it to any other setting.&lt;br /&gt;
&lt;br /&gt;
I have built a hack to the Exalted setting at [[ExaltedPrime]].&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse World ===&lt;br /&gt;
&lt;br /&gt;
Shreyas ([[willows]]) started a hack of [http://apocalypse-world.com/ Apocalypse World] for Exalted called [http://apocalypse-world.com/forums/index.php?PHPSESSID=qj4aegfkhegc497h7fuh7qtujliacb6m&amp;amp;board=20.0 Set Apart], but it might be turning into something else.&lt;br /&gt;
&lt;br /&gt;
=== Becoming Heroes ===&lt;br /&gt;
&lt;br /&gt;
[http://games.transneptune.net/games/becoming-heroes/ Becoming Heroes] is game of heroic fantasy where &amp;quot;characters have great powers and greater destinies, but walk a narrow line.&amp;quot; Designers [http://newstyle.spookyouthouse.com/2011/08/interview-7-john-leboeuf-little-kit-la-touche-becoming-heroes/ claim] that Exalted's &amp;quot;sense of scale&amp;quot; was a design goal and that they wanted &amp;quot;play to deliver on the promise&amp;quot; of Exalted.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Empyrean ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mysticempyrean.com/ Mystic Empyrean] &amp;quot;focuses on world creation, social character development, and storytelling&amp;quot;. Characters are semi-divine, powerful beings, seeking to restore a destroyed world.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
&lt;br /&gt;
=== ExAltered ===&lt;br /&gt;
&lt;br /&gt;
This [http://fixalted.bazzalisk.org/index.php?title=ExAltered_-_Exalted_Lite web project] is pretty far along. Seems based mostly on the idea of keeping the basic system intact, but cutting way back on redundancy and the number of choices for various things. Not sure if I like it yet. Its approach to charms doesn't impress me.&lt;br /&gt;
&lt;br /&gt;
Also need to compare with [[XerExaltedLite]].&lt;br /&gt;
&lt;br /&gt;
=== UnConquered ===&lt;br /&gt;
&lt;br /&gt;
Johnathan Walton produced [http://thouandone.wordpress.com/category/exalted-hack/ UnConquered], pulling ideas from a number of other games.&lt;br /&gt;
&lt;br /&gt;
=== Radiant ===&lt;br /&gt;
&lt;br /&gt;
[[Willows]] created the [http://forum.rpg.net/showthread.php?t=451093 Radiant] hack.&lt;br /&gt;
&lt;br /&gt;
=== Uncouth ===&lt;br /&gt;
&lt;br /&gt;
''Uncouth'' is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Using the ''Munchkin'' card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.&lt;br /&gt;
&lt;br /&gt;
I'm fleshing out Uncouth at [[Uncouth]].&lt;br /&gt;
&lt;br /&gt;
=== Ability Changes ===&lt;br /&gt;
&lt;br /&gt;
A while back tried to address just the problems I saw in the ability system. The resulting[[Wordman/AbilityRedesign|Ability Redesign]] was pretty bad, but still better than what it hoped to replace.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=86991</id>
		<title>ExaltedPrime</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=86991"/>
				<updated>2011-09-09T14:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Exalted Prime'' (aka '''Ex&amp;amp;prime;''') hacks Christian Griffen's ''[http://www.animaprimerpg.com/ Anima Prime]'' rules into the ''Exalted&amp;amp;reg;'' setting.&lt;br /&gt;
&lt;br /&gt;
''These rules are still in testing, and are highly tailored to the type of game my group happens to play. Please let me know what you think, especially if you play them. Please use the &amp;quot;Discussion&amp;quot; tab (top of the page) for comments and discussion, rather than editing this page. Thanks.'' - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
=== Licence ===&lt;br /&gt;
&lt;br /&gt;
Because ''Anima Prime'' is released under a Creative Commons licence, hacks to it can be released under the same license, making use of the original text as the hacker sees fit. Unfortunately, that is not an option for this hack, because the hack is also based on intellectual property of White Wolf's parent company (CCP hf), and the author is not authorized to released said property under a Creative Commons license. Consequently, this work will ''reference'' material from ''Exalted'' and ''Anima Prime'' as much as is possible, rather than duplicate it.&lt;br /&gt;
&lt;br /&gt;
Any use of CCP hf’s or Berengrad Games intellectual property, copyrighted material or trademarks in this work should not be viewed as a challenge to those copyrights or trademarks. Exalted is &amp;amp;copy;1990-2011 CCP hf. &lt;br /&gt;
&lt;br /&gt;
All content that is not the intellectual property of others released under the Creative Commons Attribution-Share Alike 3.0 License.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
This work assumes the reader is familiar with:&lt;br /&gt;
&lt;br /&gt;
* The main ''[http://www.animaprimerpg.com/ Anima Prime]'' rules.&lt;br /&gt;
* The main ''[http://www.white-wolf.com/exalted Exalted]'' rules.&lt;br /&gt;
* The concepts of the various &amp;quot;splats&amp;quot; of ''Exalted''.&lt;br /&gt;
* The [http://www.animaprimerpg.com/main/docs/ap-factions-alpha.pdf faction rules] available from the ''Anima Prime'' website.&lt;br /&gt;
&lt;br /&gt;
=== What is the Same? ===&lt;br /&gt;
&lt;br /&gt;
''Exalted Prime'' uses most of ''Anima Prime'' exactly as written. Unless this document says otherwise, follow the main ''Anima Prime'' rules. Few to none of the rules from ''Exalted'' itself are used, just its setting elements and some conceptual ideas.&lt;br /&gt;
&lt;br /&gt;
=== What is Different? ===&lt;br /&gt;
&lt;br /&gt;
A quick summary of the changes:&lt;br /&gt;
&lt;br /&gt;
* Switch to using d10 instead of d6 (probability intentionally changes a bit, but remains fairly close to ''Anima Prime's'').&lt;br /&gt;
* Generation of charge dice now influenced by conditions and takes advantage of the increased granularity of d10s (10% vs. 16.6%).&lt;br /&gt;
* Eidolons expanded to emulate powers that Exalted builds complex subsystems to handle (e.g. sorcery, shapeshifting, shaping, astrology, hellforging, etc.)&lt;br /&gt;
* Powers specific to ''Anima Prime's'' default setting are removed or altered.&lt;br /&gt;
* A few new powers are added.&lt;br /&gt;
* The list of passions is reworked.&lt;br /&gt;
* The list of conditions is expanded.&lt;br /&gt;
* Marks play a slightly more active role in the mechanics.&lt;br /&gt;
* Character types (solar, fair folk, etc.) are given a small number of specific rules, and suggested limitations.&lt;br /&gt;
* Some non-character concepts from ''Exalted'', such as manses and automaton, take advantage of ''Anima Prime's'' more abstract character representation to be treated as characters in Ex&amp;amp;prime;.&lt;br /&gt;
* Warstriders have a much different origin, but serve the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment and using d10s ===&lt;br /&gt;
&lt;br /&gt;
In the standard ''Anima Prime'' maneuver roll, all charcaters generate charge dice the same way, on any dice that come up 6. For any given die, this happens 16.6% of the time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result&lt;br /&gt;
! Chance&lt;br /&gt;
! Meaning&lt;br /&gt;
! On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 33.3%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 50%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add Strike die&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 16.6%&lt;br /&gt;
| Add charge die.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; adds a number of conditions (Mundane, Enlightened, Illuminated and Transcendent) that change the odds of gaining charge dice. In order for this to work without totally breaking the system, the dice need to be a bit more granular. For example, if you could double the &amp;quot;resolution&amp;quot; of the system by using d12s instead and awarding charge dice on 11 or 12, and this would provide exactly the same probabilities as the existing system. The difference would be that you can tweak the result in &amp;quot;half-steps&amp;quot; compared to the original system (e.g. suppose someone got charge dice on a 10 as well).&lt;br /&gt;
&lt;br /&gt;
Alas, ''Exalted'' players are more likely to have huge buckets of d10s lying around, so Ex&amp;amp;prime; will use them instead. Since ten and six have few common divisors, using d10s changes the odds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Result&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Chance&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Meaning&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
! Mundane&lt;br /&gt;
! Enlightened&lt;br /&gt;
! Illuminated&lt;br /&gt;
! Transcendent&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; colspan=&amp;quot;5&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add strike die&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 20%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;  style=&amp;quot;background-color: #eee;&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Add charge die&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At the Illuminated level used by most characters, odds are fairly close to those of ''Anima Prime''. Failure is a bit more common, but so is the creation of charge dice. This seems in keeping with the ''Exalted'' aesthetic, where it is really your powers that steal the show and mortals get screwed.&lt;br /&gt;
&lt;br /&gt;
Some new powers are also added that turn fours into successes in certain situations. When such powers are in effect, failure becomes slightly less likely than in ''Anima Prime''.&lt;br /&gt;
&lt;br /&gt;
=== Organization ===&lt;br /&gt;
&lt;br /&gt;
This work is presented in an atypical order, with the more important changes to the ''Anima Prime'' system (and ''Exalted's'' setting) coming first. More pedestrian (and predictable) changes follow. You'll find the following sections:&lt;br /&gt;
&lt;br /&gt;
* A chapter briefly describes changes and additions to the '''conditions''' available in Ex&amp;amp;prime;.&lt;br /&gt;
* The '''Eidolons''' chapter details the main changes to the summoning system, and how it is used to fill out some of the more specialized flavor of Exalted.&lt;br /&gt;
* '''Trinkets''' are a new concept, offering a second means of handling magic items.&lt;br /&gt;
* A chapter which suggests a different set of '''passions''' for use in the setting.&lt;br /&gt;
* The '''Powers''' chapter details which powers from ''Anima Prime'' are removed or changed, as well as a few new powers.&lt;br /&gt;
* A chapter which gives describes how '''Marks''' function in Ex&amp;amp;prime; &lt;br /&gt;
* '''Character Creation''' translates the various types of character in ''Exalted'' into the system.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses vs. conditions ===&lt;br /&gt;
&lt;br /&gt;
One of the clever bits about ''Anima Prime'' is the way it uses conditions to prevent &amp;quot;bonus bloat&amp;quot;. For example, the Protection effect and the Shield power both make a character harder to hit, but not by adding directly adding a bonus to defense. Instead they both bestow the Shielded condition, which gives a bonus die to defense. What's the difference? The use of the condition makes it clear that Protection and Shield do not stack. Contrast this with, for example, the Shock Aura effect, which awards a bonus die directly, rather than bestowing the Empowered condition, meaning that the bonus shock die stacks with the bonus from Empowered. Generally speaking, powers that award bonus die are &amp;quot;more powerful&amp;quot; than powers that award conditions, though often such powers mitigate this by being situational (e.g. the bonus die from Power Strike only works against individuals).&lt;br /&gt;
&lt;br /&gt;
This hack is well aware of this difference and choices of when to use bonus dice and when to apply conditions have been made intentionally. For example, the Aerobatic condition (added below) ''could'' work by bestowing conditions, but bonus dice were chosen instead, intentionally making combat flight a bit more formidable than it might appear.&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
All conditions used in ''Anima Prime'' remain. Some are also added.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment Conditions ===&lt;br /&gt;
&lt;br /&gt;
As mentioned in the section on dice, above, four conditions are also added which control how maneuver rolls generate charge dice for the character. These conditions are also used in certain spots in the rules, particularly powers, to lump characters together in broad categories. For example, a power might be more effective (or only effective) against Mundane characters. A character may only have one of these conditions at a time, and gaining or losing these conditions is not typically possible. These conditions are:&lt;br /&gt;
&lt;br /&gt;
'''Mundane'''&amp;lt;br/&amp;gt;The character has no inherent magical ability. Characters with this condition cannot gain charge dice through maneuvers (though may gain them through their Passion), and typically can work magic only through complex ritual, if at all.&lt;br /&gt;
&lt;br /&gt;
'''Enlightened'''&amp;lt;br/&amp;gt;The character has the ability to use magic intrinsically. On a maneuver roll, the character gains a charge die for each 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Illuminated'''&amp;lt;br/&amp;gt;The character connects more deeply to magic than the merely Enlightened. On a maneuver roll, the character gains a charge die for each 9 and 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent'''&amp;lt;br/&amp;gt;The character has transcended the physical, connected more deeply to magic than even the Illuminated. On a maneuver roll, the character gains a charge die for each 8, 9 and 10 rolled. &lt;br /&gt;
&lt;br /&gt;
=== Other Conditions ===&lt;br /&gt;
&lt;br /&gt;
In addition to these conditions, the following are also added:&lt;br /&gt;
&lt;br /&gt;
'''Aerobatic'''&amp;lt;br/&amp;gt;The character can move through the air with effortless grace. At the start of her turn, she can add one of the following until the start of her next turn: 1 bonus dice to her maneuvers, 1 bonus dice to her strikes, 1 point to her defense. This bonus does not apply to other characters with the Aerobatic condition. If the Aerobatic condition is removed, this bonus immediately vanishes. Note: not everything that flies necessarily has the aerobatic condition. A ghost, for example, might float above the ground, but this is not sufficient to gain the bonuses provided by the condition. That is, it is possible to ''narrate'' something as flying, but it only gets mechanical bonuses for doing so if it has this condition.&lt;br /&gt;
&lt;br /&gt;
'''Immaterial'''&amp;lt;br/&amp;gt;The character exists out of phase with the world and cannot be seen, heard or otherwise detected by characters in the material world. The character also cannot directly act against anything in the real world, though they can perceive it. Characters with this condition may act normally against other characters with this condition.&lt;br /&gt;
&lt;br /&gt;
'''Profane'''&amp;lt;br/&amp;gt;The character is tainted with the energies of the Underworld or Malfeas. While this condition carries no mechanical effect of its own, certain powers are more effective against, or restricted to, profane targets.&lt;br /&gt;
&lt;br /&gt;
'''Wyld'''&amp;lt;br/&amp;gt;The chaos of the Wyld dominates the character, making the character immune to the mutating effects of the Wyld. Certain powers are more effective against wyld targets.&lt;br /&gt;
&lt;br /&gt;
== Added Terminology ==&lt;br /&gt;
&lt;br /&gt;
This document makes use of a couple of additional game terms:&lt;br /&gt;
&lt;br /&gt;
The word '''vanish''' is added to name the idea of an eidolon &amp;quot;returning to its own world&amp;quot;, as it is a bit less cumbersome and the whole &amp;quot;own world&amp;quot; notion doesn't match well with Exalted metaphysics. Where, exactly, an eidolon goes when it vanishes is deliberately left nebulous, and probably depends a lot on the family and genus of the eidolon in question.&lt;br /&gt;
&lt;br /&gt;
A '''slight''' behaves in all ways like a wound, except one: it disappears when the conflict is over. You can think of them a bit like &amp;quot;phantom wounds&amp;quot; that automatically heal when the conflict is over. In addition, when an eidolon vanishes, any slights it has ''immediately'' disappear (this can mean that an eidolon taken out with slights could be re-summoned in the same conflict). Slights come into play mostly with certain families of eidola, but appear in a couple of other places in these rules. To differentiate between slights and wounds, slights are usually marked by putting a slash through a wound circle, while wounds are recorded as an X.&lt;br /&gt;
&lt;br /&gt;
When someone achieves a goal, the number of successes rolled beyond the difficulty needed to do is called the '''threshold'''. For example, if a goal had a difficulty of five, and the roll to achieve it generated seven successes, the roll's threshold is two.&lt;br /&gt;
&lt;br /&gt;
== Eidola ==&lt;br /&gt;
&lt;br /&gt;
The eidola presented in ''Anima Prime'' come in many forms, but are conceived as one &amp;quot;type&amp;quot; of thing. This changes in Ex&amp;amp;prime;, which makes use of several families of eidolon. Each family of eidolon uses variant rules, detailed below, and roughly correspond to specific types of power wielded in ''Exalted''. These are:&lt;br /&gt;
&lt;br /&gt;
* '''Conjurations''' most closely map to the eidola presented in ''Anima Prime'': summoned creatures that act on behalf of the summoner. These include the elementals and demons summoned by sorcery, the behemoths shaped by the Fae, necromantic engines, even Autochthonian machine-spirits.&lt;br /&gt;
* '''Invocations''' are flexible, but very short lived eidola that represent the will of the summoner. These are the spells of various circles of sorcery and necromancy and the protocols of weaving.&lt;br /&gt;
* '''Skins''', when summoned, wrap around the summoner, giving the impression that the summoner has changed his or her own form.&lt;br /&gt;
* '''Influences''', the most subtle of eidolon, are rarely noticed, scattering their enduring effect over a wide area. These are the signs of astrology and the glamours of the fae.&lt;br /&gt;
&lt;br /&gt;
A summoner can have only one eidolon ''of each family'' summoned at any time. An eidolon that is a squad or swarm still counts as one eidolon for all intents and purposes. If you want to summon, for example, a different conjuration, you first have to dismiss your summoned conjuration. But if you have a conjuration summon and want to summon an invocation, you can, so long as you don't have another invocation already summoned.&lt;br /&gt;
&lt;br /&gt;
=== Eidolon Powers ===&lt;br /&gt;
&lt;br /&gt;
The powers available to eidola remain roughly the same. Assume eidolon powers work as written, with the following tweaks:&lt;br /&gt;
&lt;br /&gt;
==== Passive powers ====&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;This works as the character power of the same name. Note that the eidolon's summoner can already transfer charge dice to the eidolon. This power, if used to connect to the summoner, could transfer them back. Or, it could be connected to someone else entirely. In this case, the summoner must agree to the connection; the eidolon need not.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;The eidolon can see the flows of magic. They may see characters with the Immaterial condition. When describing a maneuver against an eidolon, the character gains one bonus die. The eidolon also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may enter the Wyld without being subject to its mutating effects. They are also immune to any powers used by influences and add 1 to their defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Menace'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with two additional dice in its strike pool. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Omen'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with one additional die in its charge pool. Any dice which exceed the maximum size of the charge pool are wasted. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Persistent'''&amp;lt;br/&amp;gt;The eidolon stays in the world longer than usual (though not as long as one summoned as a companion). If a conflict involving the eidolon concludes with the eidolon completely unwounded, it remains in the world. Further, the eidolon may be summoned during a character scene, provided the summoner uses the scene specifically for that purpose and forgoes any other scene benefit for that scene. Outside of conflict scenes, any wounds cause the eidolon to vanish. This means, in order to summon the eidolon outside of a conflict, it must first be fully healed. It may be summoned while wounded during a conflict, but vanishes once the conflict ends, unless healed.&lt;br /&gt;
&lt;br /&gt;
'''Preternatural'''&amp;lt;br/&amp;gt;The eidolon has a stronger connection to magic than usual. This power may be taken up to two times. The first time replaces the eidolon's Enlightened condition with the Illuminated condition. The second replaces that condition with the Transcendent condition.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&amp;lt;br/&amp;gt;This power may only be taken by skins of level 2 or higher. At the end of a conflict, one of the skin's wounds is removed.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your eidolon's defense counts as 1 points higher against vitriol-backed strikes (charged or weapon effect).  An eidolon can take this power up to 4 times.&lt;br /&gt;
&lt;br /&gt;
'''Sense Link'''&amp;lt;br/&amp;gt;The summoner can see through the eidolon's eyes (or other senses), regardless of how far apart the two may be. This power is used most often by eidola summoned as companions.&lt;br /&gt;
&lt;br /&gt;
'''Tradable'''&amp;lt;br/&amp;gt;A character with an Open Bond to the eidolon may trade the eidolon to a character who also has an Open Bond to an eidolon with this power, if both characters agree to the exchange. This breaks the Open Bonds of both characters, and replaces them with an Open Bond to the eidolon each receives. This power may only be taken by certain types of eidolon, such as behemoths.&lt;br /&gt;
&lt;br /&gt;
'''Thematic Form'''&amp;lt;br/&amp;gt;The eidolon may appear in any of several related forms when summoned, chosen by the summoner. When the power is chosen, select a theme that unites the form variations. The eidolon may appear in any form related to that theme. This power most often appears in skins, where it can supply, for example, several different animal forms, but can be used by other eidola as well (though, it is useless to invocations, as they change their form every time they are cast anyway). For example, a theme of &amp;quot;jungle creatures&amp;quot; might allow a skin to take the shape of an individual gorilla, a squad of frogs, a swarm of mosquitoes, and so on. A &amp;quot;super predator&amp;quot; theme could appear as a tiger, velociraptor, saika, etc. Other themes might include: beasts of burden, beautiful people, stuff of nightmares, birds, rotting decay, elusive mirage, authority figures, welcoming friendship, confusing to the senses, brilliant light, etc. An eidolon can take this power one additional time for each Level (so Level 5 eidola can take it up to 6 times), choosing a different theme at each level. For each level of this power, the eidolon may also swap out one of its powers for another when it is summoned, provided the swap helps it maintain the theme of the form.&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;The eidolon has some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
==== Other powers ====&lt;br /&gt;
&lt;br /&gt;
Eidolons can select any of the charge powers and use them exactly the same way that PCs do, keeping in mind the changes detailed in the Powers section, below. In a departure from ''Anima Prime'', some powerful eidola (particularly demons) ''may'' be able to use the Soulbound Weapons and various summoning powers, subject to GM approval and keeping with the theme of the eidolon. It is suggested that those rare eidola who can do their own summoning never be allowed to summon eidola more powerful than themselves.&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Any of the weaknesses listed in ''Anima Prime'' may be selected. You may instead choose one of these:&lt;br /&gt;
&lt;br /&gt;
'''Degenerating'''&amp;lt;br/&amp;gt;The eidolon cannot remain summoned for long. After any action the eidolon takes, it suffers a slight. All Invocations must take this weakness.&lt;br /&gt;
&lt;br /&gt;
'''Flawed'''&amp;lt;br/&amp;gt;Imperfections mar the eidolon's magic. The moment it its summoned, a &amp;quot;banish flawed eidolon&amp;quot; goal is created, with a difficulty equal to 4 + the eidolon's level. If this goal is achieved, the eidolon vanishes with all of its wound circles marked, even if it has the Unbreakable Bond power. The story surrounding this goal often involves some known susceptibility to a special material. For example, many creations of the Raksha can be unmade by the touch of cold-forged iron. Achieving the goal, then, often represents knowing of this flaw, having the right materials on hand, and using them correctly.&lt;br /&gt;
&lt;br /&gt;
'''Fragile'''&amp;lt;br/&amp;gt;The eidolon is easier to hurt than usual: any fours rolled as part of a strike on the eidolon count as successes.&lt;br /&gt;
&lt;br /&gt;
'''Impressionable'''&amp;lt;br/&amp;gt;The eidolon is easily influenced.  Anyone using a contest power against the eidolon gains three bonus dice to achieve the goal created by the power.&lt;br /&gt;
&lt;br /&gt;
'''Ostentatious'''&amp;lt;br/&amp;gt;The eidolon constantly leaks power in a showy display, burning one charge die at the end of every action. If no charge dice are available, the eidolon takes a slight instead.&lt;br /&gt;
&lt;br /&gt;
'''Predictable'''&amp;lt;br/&amp;gt;The eidolon is either easy to fool or set in its ways: any fours rolled to maneuver against the eidolon count as successes, generating strike dice.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&amp;lt;br/&amp;gt;The eidolon breaks from the control of the summoner as soon as it arrives. It may act independently from the summoner, receiving its own action each turn, but it follows its own motivation and is controlled by the GM. It cannot access its summoner's pools. Most rogue eidola hold ill feelings toward their summoner.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; uses the standard set of summoning powers in ''Anima Prime''. Technically, the Summoning power may be used to summon any family of eidolon; however, a given character type will usually stick with a certain family. For example, lunar exalted will almost always bond to skins and, perhaps, to invocations if they are more sorcerously inclined, but won't bind to the others. Keeping &amp;quot;true to type&amp;quot; like this is not enforced, but strongly encouraged. Some GMs may wish to enforce it more strictly.&lt;br /&gt;
&lt;br /&gt;
=== Conjurations ===&lt;br /&gt;
&lt;br /&gt;
Conjurations behave the most like the eidola in ''Anima Prime'', and follow the rules therein, with one addition: all conjurations have the Enlightened condition. There are several genera of conjurations, differentiated mostly by their origin and the trappings needed to call them.&lt;br /&gt;
&lt;br /&gt;
* '''Elementals''' are called by those who consider themselves thaumaturges, sorcerers or weavers. Elementals always have a favored material, either a typical Creation element (earth, air, fire, water, wood) or a more esoteric element (crystal , lightning, metal, oil, smoke, steam, etc.). This will usually translate to some type of elemental resistance, a vulnerability to some &amp;quot;opposite&amp;quot; element, and often powers that project elemental effects.&lt;br /&gt;
* Sorcerers with claim to ancient surrender agreements with the Primordials, or those with some other connection to hell, can call '''demons'''. Demons are the most variable of the conjurations. Demons always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Those with a strong connection to the Underworld can create/summon '''necrotech''', undead constructs or spirits animated by death energy. All necrotech must select the Body Resistance and Soul Resistance powers. Most will also have the Persistant power. Necrotech eidola always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Fair Folk and others used to shaping the Wyld can call on '''behemoths'''. All behemoths must select the Tradable power and have the Wyld condition. Behemoths are far more likely to have the Crazy vulnerability than other eidola.&lt;br /&gt;
* Weavers with a strong connection to Autochthon can summon '''golems''', machine spirits representing some aspect of the Great Maker. Golems usually have at least one level of Resilience and Toughness, and appear biomechanical.&lt;br /&gt;
* Some characters take '''familiars''', often animal-like creatures. Familiars are almost always summoned as companions (or at least with the Persistant power), so tend to be low-level.&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
&lt;br /&gt;
Invocations express themselves differently each time they are called, reacting and adapting to the desires of the summoner. These are the spells of sorcery and necromancy, and the protocols of weaving. Some say they are not true eidola at all, but rather constructs of the summoner's will. Even so, they function like eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Level 0 invocations start with the Enlightened condition and two powers. They gain two more powers for each additional level.&lt;br /&gt;
* When binding to an invocation, only half of the powers of that eidolon are determined.&lt;br /&gt;
* Each time the character summons a bound invocation, the player may select the eidolon's remaining powers, which last for the duration of that particular summoning.&lt;br /&gt;
* While the invocation is summoned, the summoner must spend her action to give the eidolon an action of its own. If the summoner cannot act, or uses her action herself, the invocation vanishes immediately.&lt;br /&gt;
* The type of the eidolon (individual, squad, swarm) is selected by the summoner at the time of the summoning.&lt;br /&gt;
* The eidolon's skill is chosen at the time of summoning, but only has a rating of 3.&lt;br /&gt;
* As part of the summoning, the summoner's player must describe the appearance of the eidolon, using the powers selected as a guide.&lt;br /&gt;
* Invocations ''must'' take Degenerating as a weakness.&lt;br /&gt;
* When a character earns a level of Empower Eidolon, they ''may'' break Open Bonds with any invocations and replace them with bonds to new invocations. Bonus powers provided by Empower Eidolon are not selected immediately, but are chosen during summoning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': The jade alchemical ''Asymmetrically Growing Crystal'' is a master of god-machine protocols. Among her powers are Summoning, Warfare Summoning, Empower Eidolon III and an Open Bond. Her powers allow her to summon Level 3 eidola, but she has chosen to bond with a level 2 invocation, as they are cheaper to summon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The invocation starts with two powers, and gains two for each level, for a total of six. Half of these must be selected when she makes the bond. She selects two levels of Toughness (to keep the protocol going longer) and a level of Preternatural (because spells can often use charge dice). The rest wait until she summons it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': During a conflict, ''Asymmetrically Growing Crystal'' gets surrounded, and needs some quick defense to hold out until her friends arrive. She spends her action summoning her bound invocation, spending three charge dice to do so. Based on its level, it has three additional powers that can be selected during the summoning. Plus, Empower Eidolon III provides a bonus power to the Level 2 eidolon. She selects Auto Guard (so the attackers have to go after the eidolon), another level of Toughness (taking the total to the max of three), and two levels of Resilience. She wants to make her attackers think twice so chooses Force as the invocation's skill, and decides to summon it as a swarm. The eidolon arrives with a defense of 3, an Force skill of 3, a full action pool of two dice and four wound circles. The player describes gears of all sizes, materializing around her by the hundreds, and whirling around her with a rhythmic, menacing humming.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Because of Warfare Summoning, the invocation can act immediately (and has two strike dice as well). ''Crystal'' is more interested in having the invocation just suck damage for her, but she must make it act. She decides she might as well have it maneuver. She describes some of the gears as spinning further away from her, then back, at random, sort of pulsing against her attackers, warning them to stay back. The maneuver uses the eidolon's Force skill, so starts with three dice. She uses one die from the eidolon's action pool, but saves her own action dice. The maneuver roll comes up 4, 7, 8, 8, for three successes, all of which become strike dice. Even added to the two strike dice already in the pool (from Warfare Summoning), these don't exceed the eidolon's limit of six, so it keeps all of them. Its action is now over, so it immediately takes a sllight. The round continues, and several opponents attack the eidolon. One even manages to wound it, leaving it with two empty wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
On ''Crystal'''s next action, her options are limited, as she has to give her action to the eidolon, or it will vanish. She has it attack, using all of its strike dice. She figures a lucky hit might just take out an attacker, so adds one of her own strike dice to this pool. The eidolon has no charge powers to help the attack, so rolls the six dice. All of them succeed and manage to take out an attacker. Its action is now over, so it immediately takes a slight from its Degenerating weakness, leaving it with one empty circle. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As the round continues, the opponents manage to give the eidolon another wound, taking it out of the conflict. The slights immediately heal, but the two wounds remain. ''Crystal'' could use her next action to summon the eidolon again, but it would appear with these two wounds, so she would need to buy enough Toughness to handle that, otherwise the eidolon would vanish as soon as it arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Later on, after healing her invocation, ''Asymmetrically Growing Crystal'' gets ambushed by a swarm of twiglings. Knowing their wooden bodies are vulnerable to fire, she again summons her invocation. As before, she has four powers to select. This time, she chooses Firestorm, another level of Preternatural, and two levels of Menace (providing four strike dice). She makes the eidolon an individual, with a Craft skill of 3. It arrives looking like an odd metallic whirligig, spewing fire from numerous nozzles. It has defense of 1, a full action pool of two dice, six dice in its strike pool, no die in its charge pool and three wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may act immediately, thanks to Warfare Summoning. It uses all its strike dice to attack. It activates the Firestorm power, using three dice from ''Crystal'''s charge pool. The power provides four bonus dice for strikes against swarms. The twiglings are also vulnerable to fire, which provides three more dice, for a total of 13 dice. The nine successes wind up dealing two wounds to the swarm. Good, but these are tough little buggers. Since the eidolon's action is now over, it takes a slight from its Degenerating weakness.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after ''Crystal'' on its action, leaving the eidolon untouched. ''Crystal'' again gives her action to the eidolon, using it to make a maneuver. The whirligig wades into the swarm, picking up the burning remains of the previously incinerated twiglings, and shoving them into an opening in its head, stoking its internal fires even higher. It uses its Craft skill, and all of its action pool, rolling four successes: 4, 6, 8, 8, 9. Since the eidolon's levels of Preternatural give it the Transcendent condition, three of these successes become charge dice, one becomes strike dice. Since the eidolon's action is now over, it takes a slight.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after the eidolon on its turn, but fail to wound it. ''Crystal'' again gives her action to the eidolon, using it to strike. She adds two of her own strike dice to the strike die the eidolon just earned. The eidolon spends its three new charge dice to activate Firestorm again. Since the eidolon's last wound will be filled at the end of this attack (doubly so: the eidolon takes a wound for acting without any dice in its action pool, but if it did have dice, it would take a slight at the end of its action), ''Crystal'''s player describes the whirligig as closing all of its fire nozzles, then quickly overloading, exploding in massive ball of flame that engulfs the surrounding twiglings. The resulting conflagration finishes off the twiglings.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skins ===&lt;br /&gt;
&lt;br /&gt;
When summoned, skins wrap around the summoner, becoming part of her. The summoner and the summoned become one. To an outsider, this often looks very much like the summoner is changing her shape or, perhaps, being possessed. Skins are used most heavily by lunar exalted, fair folk and some gods, though other types of characters can also use them. Like conjurations, several genera of skins exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of skin, which include:&lt;br /&gt;
&lt;br /&gt;
* '''Animal forms''' are, by far, the most common type of skin. These tend to be low level eidola, often with one or more levels of the Thematic Form power. These are often taken as Companions, so that they can maintain the form out of conflict scenes.&lt;br /&gt;
* Lunars are most strongly associated with '''monster forms''', though fair folk, gods and infernal exalted are known to use them as well.&lt;br /&gt;
* Some, particularly fair folk, can wrap themselves in '''disguises'''. These tend to be level 0, as their main point is to conceal the user's appearance, rather than enhance power. These almost always either have the Persistent power or are taken as Companions.&lt;br /&gt;
* '''Striders''' more often give the impression of being worn, as you might wear armor. Such skins most commonly appear as metallic (called warstriders), but some appear as other materials (woodstriders, bonestriders, hellstriders, etc.). These are usually quite potent (level 3 or more) and often have the Tradable and/or Persistent powers.&lt;br /&gt;
&lt;br /&gt;
Skins function as typical eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* All skins must take the Auto Guard power, representing their ability to &amp;quot;wrap around&amp;quot; the summoner. When the skin is in play, the summoner's statistics effectively disappear, and the summoner interacts with the world through the skin's stats.&lt;br /&gt;
* All skins must take the Skill Set power. If the summoner has a mark on a skill, and the eidolon happens to have that same skill, the summoner may ''transfer'' the mark to the eidolon when it is summoned.&lt;br /&gt;
* All of the eidolon's pools are empty when summoned (except for dice provided by the summoner's summoning powers). The summoner ''must'' transfer her own pools to the eidolon. Dice that would exceed the eidolon's pool limit are retained by the summoner, but cannot be used to enhance the eidolon's actions.&lt;br /&gt;
* When the eidolon is defeated, dismissed or banished, it's action pool flows back into the summoner, but it's other pools are lost. Any dice that would exceed the summoner's pool limits are lost, as well, as are any marks the eidolon has on skills.&lt;br /&gt;
* The summoner can never act for herself while the skin is summoned. Her normal action must be given to the eidolon, and any additional actions (from Awesome Tokens, for example) must be taken by the eidolon.&lt;br /&gt;
* All of the summoner's passive powers affect the eidolon, without the eidolon needing to buy them itself. Similar powers stack, but may not exceed higher of their limits. For example, if both the summoner and the eidolon have the Resilience power, the combined defense bonus can't exceed three (the limit of the summoner's version of the power), or the eidolon's level (the limit of eidolon's version of the power), whichever is ''higher''.&lt;br /&gt;
* When the eidolon is summoned, the summoner ''may'' transfer wounds she has to the eidolon. When the eidolon is dismissed, the summoner ''may'' transfer wounds the eidolon has to herself. The number of wounds transfered may not exceed the number of levels the summoner has taken in Empower Eidolon.&lt;br /&gt;
* When the eidolon is summoned, the eidolon gains all conditions the apply to the summoner (including conditions like Enlightened). When the eidolon is dismissed, the summoner's conditions are replaced by those on the eidolon at the time (''except'' conditions like Enlightened, which remain unchanged on the summoner).&lt;br /&gt;
* The eidolon may use the summoner's soulbound weapon powers, but cannot have any of its own.&lt;br /&gt;
* The eidolon may use the summoner's summoning powers, but cannot have any of its own and may not summon another skin.&lt;br /&gt;
* The eidolon may ''not'' use the summoner's charge powers, nor may the summoner use her charge powers on the eidolon.&lt;br /&gt;
* The summoner may still unmark one of their own traits to reroll failed dice when the eidolon is acting.&lt;br /&gt;
* The skin may be a leader in a combined maneuver or combined achievement.&lt;br /&gt;
* The summoner suffers the full effect of the skin's weakness while it is summoned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': No moon lunar Poison Vault considers the albino bat to be her totem. Her powers include Summoning, Battlefield Summoning, Empower Eidolon IV, Strike Boost, and two levels of Resilience. She has an Open Bond with a Level 4 skin, a formidable albino bat beastman. The skin has 16 powers:&lt;br /&gt;
* Two of these must be Auto Guard and Skill Set.&lt;br /&gt;
* It buys three levels of Resilience. These stack with Poison Vault's two levels. The total of five hits the limit for a Level 4 eidolon.&lt;br /&gt;
* It buys two levels of Strike Boost. These stack with Poison Vault's own Strike Boost, but the character version and the eidolon version of these powers are not the same; however, they both have a maximum increase of four. Combination of the powers hits this limit.&lt;br /&gt;
* In order to match the size of its action pool to that of its summoner, it takes the Stamina power four times. This is under the limit for the eidolon version of the power.&lt;br /&gt;
* Toughness. This would stack with Poison Vault's own Toughness levels, but she doesn't have any.&lt;br /&gt;
* Living up to her name, she selects Poison.&lt;br /&gt;
* She wants to a good flyer, so chooses Warflight.&lt;br /&gt;
* Shadow Strike, to hit in the dark.&lt;br /&gt;
* Darksight, because, hey... bat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Daybreak caste abyssal Vexes at a Distance has embraced the whole &amp;quot;creepy vampire&amp;quot; vibe. To cover the shapeshifting parts of a classical vampire, he takes Summoning and an Open Bond to a level 0 skin. The skin has four powers, two of which must be Auto Guard and Skill Set (choosing Athletics 4, Stealth 3 and Force 2). He also chooses Thematic Form, selecting the theme of &amp;quot;creatures of the night&amp;quot; so that he might become individual wolf, a squad of bats, a swarm of rats, and so on. To give himself a chance at keeping the animal form up outside of conflicts, he also picks the Persistent power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
During a conflict, Vexes gets trapped and wants to turn into a squad of bats to make his escape. He summons his skin. He has three action dice, two strike dice and one charge die. He spends the charge die to power the summoning, and his body explodes into a cloud of bats. His pools transfer to the skin. Vexes is already wounded, but to give his escape a better chance of success, he elects not to transfer them to the skin.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
His opponents go after the bats. Unfortunately for Vexes, his Profane condition is transferred to the bats, and one of his opponents hits him with a Righteous Strike, dealing a wound. Fortunately, the bat squad gains the benefit of Vexes' Toughness power, so it has one wound left. On Vexes' action, he must make the skin act. With escape on his mind, Vexes' player asks the GM to create a goal for getting away. Vexes' has the skin use its Acrobatics skill and strike dice in an Achievement action, and succeeds in the goal, ending the conflict.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As per the Persistent power, since the skin is wounded, once the conflict ends, the skin automatically vanishes, and Vexes returns to normal. The skin never had use for the action dice, so they all get transferred back to Vexes. Other dice would be lost, but the skin used them all anyway. As the skin vanishes, Vexes takes the opportunity to transfer its wound onto himself. This makes him even more wounded, but fully heals the skin.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
An influence personifies a lie. When an influence is bound, the summoner chooses a lie for it to enforce. When summoned, the eidolon is attached either to a target character, which it follows around, or to a specific area. Whenever anyone nearby behaves as if the lie is true, the eidolon may reward it, while anyone who acts as if the lie is false may be punished. Like other families of eidola, several genera of influences exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of influence, which include:&lt;br /&gt;
&lt;br /&gt;
* Those with close ties to heaven use astrological '''signs''' to make their own fate. The lies told by signs are usually those that the summoner wants to make true.&lt;br /&gt;
* Masters of deceit, raksha and others connected to the Wyld create '''glamours'''. The lies told by glamours are usually those a fair folk wants to make others believe, or at least act like they do.&lt;br /&gt;
&lt;br /&gt;
Influences follow the rules of eidolon, except as follows:&lt;br /&gt;
&lt;br /&gt;
* Influences have the Transcendent condition.&lt;br /&gt;
* Influences have the Immaterial condition and nothing can revoke this.&lt;br /&gt;
* An influence must be connected to some lie, chosen when a bond to the eidolon is created. The lie may be about the summoner (e.g. &amp;quot;I am the king of the world&amp;quot;) or anyone else (e.g. &amp;quot;Harmonious Jade is a traitor&amp;quot;).&lt;br /&gt;
* When the influence is summoned it is attached to a target. This target may be a character, or even a specific area.&lt;br /&gt;
* Anyone in the area of the influence will not doubt the lie unless it blatantly contradicts what is happening around them, or if they take a moment to really ponder it (i.e. make a maneuver).&lt;br /&gt;
* If the influence detects a maneuver that incorporates the lie as if it were true, it ''automatically'' spends an action die. This die, at the choice of the summoner, may either be added to the maneuver attempt or spent to activate a power which benefits the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence detects a maneuver that blatantly contradicts the lie, it ''may'', at the choice of the summoner, spend an action die to activate a power which interferes with the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence's action pool reaches zero, it vanishes. It may be re-summoned normally.&lt;br /&gt;
* Influences can never learn strike or achievement powers or take strike or achievement actions.&lt;br /&gt;
* Influences can never take part in combined actions.&lt;br /&gt;
* Strike dice earned by the eidolon are converted to action dice.&lt;br /&gt;
* Influences can only use powers that target others when the lie is embraced or denied (as mentioned above).&lt;br /&gt;
* The summoner may give her action to the influence regardless of how much distance separates them.&lt;br /&gt;
* Influences remain in the world for prolonged periods of time. It stays attached to the target specified when initially summoned and does not need to be summoned at the beginning of a conflict. If the eidolon is defeated or banished, it returns once at least 1 of its wound circles is healed.&lt;br /&gt;
* The summoner may break the bond to an influence at any time. This influence immediately dissolves, as do any conditions it may have placed on targets. The summoner may then bind to a new influence.&lt;br /&gt;
* If the lie enforced by the influence ever actually becomes true, the influence dissolves, and the character bound to it may bind to a new influence.&lt;br /&gt;
* All ''players'' must be made aware of influences present in a scene, and what lie they are telling. This &amp;quot;metagame&amp;quot; knowledge is a big part of the way influences work, as it forces players to factor the ramifications of believing the lie or not into their planning. All ''characters'' in the scene are usually unaware of the lie, unless they can see Insubstantial targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Chosen of Secrets Hammer in the Woods has a bond to the lie &amp;quot;I am the mortal court astrologer and chief administrator for Chiaroscuro's Tri-Kahn&amp;quot;. She summoned it years ago and attached it to herself. This is a level 1 influence with three levels of Stamina, Blindness, Empower, two levels of Charge Boost, the Subtlety skill and the Cowardly weakness, giving it an action pool maximum of 8 and a charm pool maximum of 8. At present, however, the influence's action pool has only two dice and its charge pool is empty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A brawl breaks out in the Tri-Kahn's throne room. Playing the role of the court astrologer, Hammer decides to cower in fear, giving her action to the influence. Since the influence's only choice is to maneuver, Hammer's player describes the influence as settling (immaterially) around Hammer and giving off &amp;quot;nothing here but a lowly mortal&amp;quot; vibes. The influence uses one of its own action dice, supplemented by two from Hammer. Added to its skill dice, it rolls: 5, 5, 6, 7, 8, 8, 9. These are all successes. Thanks to its Transcendent condition, the 8's and 9 become charge dice. The others would normally become four strike dice, but influences convert them into action dice instead.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Unfortunately for Hammer, one of the combatants has Essence Sight, so can see the Insubstantial influence. Seeing an opportunity to sow dissension in the Tri-Kahn's forces, the intruder calls Hammer out, saying &amp;quot;So, the 'court astrologer' isn't all that she seems&amp;quot;, while closing the distance toward her. This is a maneuver which contradicts Hammer's lie. Hammer decides to spend one of the influence's action dice to activate its Blindess power on the interloper (even though the influence already acted this round). The influence spends two charge dice to power the effect, and the target gains the Blinded condition.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Many years later, Hammer in the Woods is on an assignment to increase cattle production among the Atuis tribe of Southern cattlemen. She decides to break the bond to one of her influences and bind to a new one: &amp;quot;The Atuis are the most successful cattle breeders of all time&amp;quot;. This is a level 2 influence with 10 powers, two levels of Stamina, one level of Resistance, Mass Effect, Shield, Weaken and four levels of Charge Boost. She summons the influence and targets it on the tent of the Atuis leader. She then travels on her way, but over the next week, she manages to max out the influence's charge pool (8 charge dice) but only has 2 action dice remaining.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A week later, trouble is brewing in the Atuis camp: a young upstart is challenging the Atuis leader for control of the tribe. The two maneuver against each other, seeking support from the tribesmen. Factions develop, each a squad of loyalists to one of the two men. At one point, the leader says &amp;quot;are we not great cattle breeders?&amp;quot; and the influence takes notice, automatically spending an action die. While Hammer herself is not aware of any of this, Hammer's player chooses to activate the influence's power. The influence spends four charge dice to use Mass Effect Shield on the leader and his loyalists. On the next round, the upstart counters, saying &amp;quot;the gods did not intend us to ranch cattle like women! We are hunters!&amp;quot;. The influence detects this, and Hammer's player decides to spend the influence's last action die to cast Mass Effect Weaken on the upstart and his followers. At this point, all of the influence's action dice are gone, so it goes back to its own world. While the conditions it created remain, and Hammer knows it is no longer summoned, Hammer is too far away to re-summon the influence to guide the conflict.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Imperial raksha Erratic Threnody leads a force of fair folk into the scavenger lands. He has summoned a formidable glamour: &amp;quot;All will flee before the might of my army&amp;quot;. This is a level 4 influence, with 16 powers: two levels of Resistance, six levels of Charge Boost, four levels of Stamina, Mass Effect, Weakness, Slow, Power Block, with full pools (12 action dice, 10 charge dice). Threnody's army rides into a village defended by two terrestrial exalted, a squad of trained mortal troops, and a swarm of commoners. Since the influence wants people to flee, the GM decides to create a goal of &amp;quot;flee the battlefield&amp;quot;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
When the swarm sees the imposing invaders, they decide to run. In order to do so, they must achieve the flee the battlefield goal, but they need strike dice to do so, and do not have any. They maneuver, signaling a retreat. This embraces the lie of the influence, so it automatically spends an action die. The influence has no other way to benefit the swarm (and, in any case, Threnody wants to use charge dice for other things), so the action die goes to helping the swarm's maneuver. One of the terrestrial exalted decides that he should go with the swarm, to protect them, so he makes a similar maneuver, costing the influence another action die. The squad goes next, taking a maneuver where they dramatically hold the line to cover the retreat of the others. This flies in the face of the lie the influence tells, so Threnody spends another of the influence's action dice to hurt the squad. It spends three charge dice to cast Mass Effect Weakness on the squad. The remaining terrestrial maneuvers against Threnody directly, so the raksha spends another of the influence's action dice, and two more charge dice to cast Power Block on the terrestrial.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A side-by-side reference of the differences in eidola families:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Conjuration&lt;br /&gt;
! Invocation&lt;br /&gt;
! Skin&lt;br /&gt;
! Influence&lt;br /&gt;
|-&lt;br /&gt;
! Powers at Level 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Powers at each extra level&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Summoner must give action to eidolon&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Determined at binding time&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| Half of powers&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Determined at summoning time&lt;br /&gt;
| &lt;br /&gt;
| Remaining powers&amp;lt;br/&amp;gt;Form&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Power limits&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Must take Auto Guard, Skill Set&lt;br /&gt;
| Cannot take strike or achievement powers&lt;br /&gt;
|-&lt;br /&gt;
! Initial conditions&lt;br /&gt;
| Enlightened&lt;br /&gt;
| Enlightened&lt;br /&gt;
| As summoner&lt;br /&gt;
| Transcendent&amp;lt;br/&amp;gt;Immaterial&lt;br /&gt;
|-&lt;br /&gt;
! Action pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Full&lt;br /&gt;
| Full&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Full&lt;br /&gt;
|-&lt;br /&gt;
! Strike pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 2 per Menace power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&amp;lt;br/&amp;gt;All earned strike dice become action dice&lt;br /&gt;
|-&lt;br /&gt;
! Charge pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 1 per Omen power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&lt;br /&gt;
|-&lt;br /&gt;
! May use summoner's&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Passive powers&amp;lt;br/&amp;gt;Soulbound weapons&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
|-&lt;br /&gt;
! May be leader&lt;br /&gt;
| no&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Breaking bonds&lt;br /&gt;
| Difficult&lt;br /&gt;
| On learning Empower Eidolon&lt;br /&gt;
| Difficult&lt;br /&gt;
| Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Thematic Form power may allow this choice to be made at summoning time.&lt;br /&gt;
&lt;br /&gt;
== Trinkets ==&lt;br /&gt;
&lt;br /&gt;
Magical arms, armor and some other types of ''Exalted'' artifacts translate well into the Soulbound Weapon concept used in ''Anima Prime''. Some other types of artifacts do not. While Ex&amp;amp;prime; retains the Soulbound Weapon concept, it adds a second method of handling magic items. '''Trinkets''' are magical artifacts which supply only narrative effects. Instead of having powers or effects and so on, ownership of a trinket just means that the player can narrate something they could not before. Some examples:&lt;br /&gt;
&lt;br /&gt;
* A seashell that allows the character to breathe underwater.&lt;br /&gt;
* A pair of earrings enchanted such that anything said near one earring can be heard by the wearer of the other.&lt;br /&gt;
* A vehicle that can fly.&lt;br /&gt;
* An urn that can produce salt.&lt;br /&gt;
* A seed that grows into a tower.&lt;br /&gt;
* A doorknob that can be put on any door to change the door into a portal to another place.&lt;br /&gt;
* A whistle that causes nearby dead bodies to vanish into the ground.&lt;br /&gt;
* A key that can open any door.&lt;br /&gt;
* Clothing that can transform into any color and style&lt;br /&gt;
* A collar that tames any animal&lt;br /&gt;
* A bell that prevents lies from being told for five minutes after it is rung.&lt;br /&gt;
&lt;br /&gt;
None of these items fit into ''Anima Prime'' mechanisms, but items like this are fairly common in Exalted stories. In Ex&amp;amp;prime;, trinkets provide a way of character advancement, awarded as the story progresses. Characters can have any number of trinkets, though it is recommended that starting characters have none. Trinkets cost nothing to use.&lt;br /&gt;
&lt;br /&gt;
Trinkets may come with usage restrictions, such as &amp;quot;only during a full moon&amp;quot; or &amp;quot;three times per day&amp;quot;. Some trinkets may also be consumable (e.g. a potion that lets you read all languages for a day).&lt;br /&gt;
&lt;br /&gt;
Note that the name &amp;quot;trinket&amp;quot; shouldn't be considered a comment on power level. Some trinkets might be extremely powerful. For example, an orb that can destroy a city is basically a narrative device, with a destructive capability far beyond the conflict rules. But since it is just a narrative device, it is a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets in scenes ===&lt;br /&gt;
&lt;br /&gt;
Trinkets most often affect character scenes, where they provide narrative choices and story fodder. For example, using a &amp;quot;seed that grows into a tower&amp;quot; might be used at the start of a scene, framing the whole thing. Or, perhaps characters are looking for a trinket, so a whole scene is based around doing research to find it. Similarly, trinkets can be used during maneuvers, providing color to descriptions or inspiring the whole notion behind the maneuver in the first place.&lt;br /&gt;
&lt;br /&gt;
During conflicts, trinkets can also come into play through a conflict scene's goals. For example, consider the &amp;quot;collar that tames any animal&amp;quot;, above. If the characters want to use that collar to tame, say, a golden tiger that might not otherwise be tamable, the GM might create a &amp;quot;put taming collar on golden tiger&amp;quot; goal during a conflict in the tiger's lair. Or, suppose there is a high-difficulty goal on a scene of &amp;quot;tame the wyld horse&amp;quot;, the use of the collar might convince the GM to drastically lower the difficulty of an achievement to attain that goal. Goals might also be instated over possession or theft of a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and soulbound weapons ===&lt;br /&gt;
&lt;br /&gt;
Soulbound weapons may also have, or perhaps develop, trinket-like, narrative-only powers. Such abilities do not require effect slots or powers, just an agreement by the GM. Really,  the GM awarding a trinket that allows a player to say X, and the GM awarding a narrative power that allows a player to say X to that player's soulbound weapon are almost the same. The player can just narrate doing X either way. The only real difference is that the player can trade away the trinket, but can't trade away her soulbound weapon.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and arcane threads ===&lt;br /&gt;
&lt;br /&gt;
When the Arcane Thread power (see below) is used to connect two characters, a single tricket is created. This trinket, called a '''fetish''', represents the connection. Typically the fetish provides some narrative power to the person holding it, but only if they are part of its arcane thread. Even though there are two sides to a connection, only one fetish is created, so those involved in making the connection must decide who carries it.&lt;br /&gt;
&lt;br /&gt;
A fetish that connects a person with a manse is called a '''hearthstone'''. The narrative power it provides usually has something to do with the nature of the manse.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and knowledge ===&lt;br /&gt;
&lt;br /&gt;
The former glory of a fallen golden age figures prominently in the setting of ''Exalted''. Some stories, therefore, may involve the rediscovery of lost First Age knowledge. Once such knowledge is uncovered, it allows a character to narrate scenes in a way they previously couldn't (e.g. &amp;quot;using what we learned in the Great Library, I design a manse to harness this demesne like so&amp;quot; or &amp;quot;I reactivate the Sword of Creation&amp;quot;). In other words, the knowledge does exactly what a trinket does. So, should you want to track such knowledge in your Ex&amp;amp;prime; prime game, use trinkets to do so. Maybe one character has a trinket like &amp;quot;Master Artificing&amp;quot; that represents extensive knowledge in the construction of First Age artifacts. Another might have &amp;quot;Lost Secrets of Kal Bax&amp;quot;, that represents lost knowledge in architecture.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and martial arts ===&lt;br /&gt;
&lt;br /&gt;
If martial arts are ''extremely'' important to your game, consider treating martial arts styles as a type of forbidden knowledge to be represented using trinkets. Having such as trinket might, for example, allow a character to narrate a maneuver using the visuals from a particular style: &amp;quot;as a student of the Water Dragon, my skin ripples like a river, and I flow around him, gaining a favorable position&amp;quot;. Or, perhaps, a trinket like &amp;quot;Prismatic Arrangement of Creation student&amp;quot; might let the character filter observations through the style's aesthetic, or provide knowledge of famous sifu of the style.&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Changes to Existing Powers ===&lt;br /&gt;
&lt;br /&gt;
The following powers from ''Anima Prime'' have been altered in Ex&amp;amp;prime;:&lt;br /&gt;
&lt;br /&gt;
* Banishment: changed (see below) to affect only conjurations&lt;br /&gt;
* Gate Sense: altered (see below) to match the ''Exalted'' setting.&lt;br /&gt;
* Skipping: removed&lt;br /&gt;
* Spontaneous Gating: removed&lt;br /&gt;
&lt;br /&gt;
=== Passive Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;Your character is mystically connected to another character (who must have an Arcane Thread back to you). When the connected character activates a charge power, you ''may'' supply a single charge die to the character to feed that charge power. This die is transferred regardless of the distance that separates the characters, but you may only send at most one die through the connection each round. This power is most often used to link to a manse. (Unless there are reasons to think otherwise, assume that manses start a conflict with a full charge pool; however, if they are not present in the conflict, they cannot act during it, except to feed dice across the thread.) The connected characters maintain a rough idea of each other's emotional state if they choose to. All arcane threads generate a trinket called a fetish (see Trinkets, above), which represents the connection (this is a hearthstone in the case of links to manses, and usually some small token for other kinds). The fetish may, with difficulty, be destroyed to sever the thread (typically the GM will create a goal to represent this). Also, either party may voluntarily sever the link using a character scene, shattering the fetish as the scene's benefit. In some cases, such by tinkering with a manse, it may be possible for others to force the thread to be severed by other means. When a thread is severed, the characters retain the Arcane Thread power. The make keep the thread unattached as long as they, in which case the power provides no benefit, or they may use a character scene to connect the thread to another character with an unattached Arcane Thread power. The thread connects as the benefit of the scene for both characters, creating a new fetish.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Gestalt'''&amp;lt;br/&amp;gt;Your may use your Arcane Thread power to make connections to more than one character at a time, wrapping these connections into a single fetish. While the fetish remains, all the characters connected by it may transfer charge dice as if they all had Arcane Threads with each other. You may form multiple distinct &amp;quot;networks&amp;quot; of threads, each with their own fetish, if desired. Usually, no character in a gestalt can transfer more than one of their own charge die per round. An exception to this is when the holder of the fetish leads a combined achievement. In this case, members of the gestalt may funnel as many charge dice to the leader as they like. Essentially, members can all fuel the leader's charge powers for the achievement. If the leader also has the Leadership power, members may transfer as many dice as they like to each other. Again, all transferred dice ''must'' be used on the round in which they are transferred.&lt;br /&gt;
&lt;br /&gt;
'''Elsewhere'''&amp;lt;br/&amp;gt;You have the ability to transfer items to and from Elsewhere at will. Items must be in physical contact with you when they appear or disappear, and living beings cannot be transferred. This power may be taken up to three times. The first time, you are limited to transferring small items, such as ammunition, small hand weapons, coins, etc. The second time, you may also transfer Soulbound Weapons and gain more nuanced control (such as instantly replacing the clothing you are wearing with a new set). The third time, you may transfer very large items, such as vehicles, small huts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;You can see the flows of magic. You may see characters with the Immaterial condition. When describing a maneuver against an eidolon, you gain one bonus die. You also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;You may enter the Wyld without being subject to its mutating effects. You are also immune to any powers used by influences and add 1 to your defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Gate Sense'''&amp;lt;br/&amp;gt;You can sense connections to other planes, such as shadowlands, Yu-Shan gates and spirit sanctums. You can spend one character scene to find a gate and, if you have the ability, enter it at the end of the scene. That means you don't get any of the other benefits of a character scene, but any characters with you can enter the gate and still claim a benefit for the scene. This power cannot be used during conflicts.&lt;br /&gt;
&lt;br /&gt;
'''Mind Resistance'''&amp;lt;br/&amp;gt;If you are targeted by a contest power, you subtract one from the difficulty of the goal the power generates, while the character who targeted you adds one. You also subtract one from the difficulty of the power's counter-goal, if any.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your defense counts as 3 points higher against vitriol-backed strikes (charged or weapon effect).&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;You have some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
=== Charge Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Ambition'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Achievement&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this achievement roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Assertion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Wyld condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Banishment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against a conjuration, who is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 conjuration costs 6 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Counterspell'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an invocation, which has all of its wound circles filled with slights. The causes the invocation to immediately vanish, though, since the slights immediately heal, it could be resummoned immediately. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 5 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Cross'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': If the character has the Immaterial condition, it is removed. If the character does not have the Immaterial condition, she gains it.&lt;br /&gt;
&lt;br /&gt;
'''Daisycutter'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
&lt;br /&gt;
'''Grounding'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows a strike to hit any character with the Immaterial condition that the character can perceive. If this attack deals a wound, the Immaterial condition is removed. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Invigoration'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Die per wound&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': One or more wounds on a target eidolon are changed to slights. An eidolon with this power may target itself. This power may not be used on a Diseased target.&lt;br /&gt;
&lt;br /&gt;
'''Ravage'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': For each wound this strike would inflict, the character may instead steal up to three charge dice from the target. This strike may not be augmented with elemental effects (e.g. Blaze, etc.). This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Rejection'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an influence, which is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 7 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Righteousness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Profane condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Vigor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this strike roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Vitriol'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Boost&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Effect: This power adds 2 bonus dice to the effect of an elemental strike power (Blaze, Chain Lightning, Firestorm, Frost Spikes, Ice Hurricane, Zap) and allows the strike to ignore the effects of any resistance to the element the target may have. For example, if used to boost Blaze against a target with Resistance to Fire, the target would not get the extra defense from that power. If the target had the Resistance to Vitriol power, she would get its benefit. This power can only be activated by those with the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''Zeal'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Maneuver&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this maneuver roll, fours are treated as successes, earning strike dice.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Summoning powers remain as per ''Anima Prime'', with the following additions:&lt;br /&gt;
&lt;br /&gt;
'''Extended Influence'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': The character may have two bound influences summoned at the same time, rather than just one. The summoner may only give her action to one influence at a time.&lt;br /&gt;
&lt;br /&gt;
'''Skin Channeling'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Skins summoned by the character may activate the summoner's charge powers as their own. Each time the skin uses a power of their summoner, it costs one additional charge die to activate.&lt;br /&gt;
&lt;br /&gt;
'''Strider Pilot'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows the character to sidestep some of the restrictions for binding to a particular type of eidolon: strider skins. The character may (by purchase of Open Bond) bind to a strider of ''any'' level, regardless of how many levels of Empower Eidolon the character has. This power is ''not'' required to pilot a strider skin if the character otherwise qualifies to do so. If, however, use of this power is the only way the character qualifies to bind to it, the skin is summoned with the Hexed condition.&lt;br /&gt;
&lt;br /&gt;
=== Soulbound Weapon Effects ===&lt;br /&gt;
&lt;br /&gt;
Soulbound devices function as per ''Anima Prime'' rules. The one exception is the Pneumatic effect, which does not exist in Ex&amp;amp;prime;. Some additional effects are also available:&lt;br /&gt;
&lt;br /&gt;
'''[1] Amplifier'''&amp;lt;br/&amp;gt;Invocations you summon arrive with the Empowered condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Axiomatic'''&amp;lt;br/&amp;gt;Your strikes against targets with the Wyld condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Drinker'''&amp;lt;br/&amp;gt;When this weapon deals a wound, one strike die is transfered from the target to you.&lt;br /&gt;
&lt;br /&gt;
'''[1] Elsewhere'''&amp;lt;br/&amp;gt;You may shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
&lt;br /&gt;
'''[1] Focus'''&amp;lt;br/&amp;gt;Invocations cost you 1 less charge die to summon.&lt;br /&gt;
&lt;br /&gt;
'''[1] Ghostly'''&amp;lt;br/&amp;gt;Your strikes may hit characters with the Immaterial condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Holy'''&amp;lt;br/&amp;gt;Your strikes against targets with the Profane condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Iron Aura'''&amp;lt;br/&amp;gt;You are protected from the Wyld as if you had the Integrity power.&lt;br /&gt;
&lt;br /&gt;
'''[1] Tainted'''&amp;lt;br/&amp;gt;Your strikes are backed by vitriol. Any elemental effects of your strikes ignore resistance to that element. This effect only functions you have the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''[2] Counterer'''&amp;lt;br/&amp;gt;After you inflict a wound on an invocation (recorded as normal), any remaining wound circles it has are filled with slights. This causes the invocation to immediately vanish. Since slights heal when an invocation vanishes, it could be resummoned immediately.&lt;br /&gt;
&lt;br /&gt;
'''[2] Delayer'''&amp;lt;br/&amp;gt;When you inflict a wound on an enemy, you inflict the Slowed condition on your victim. This does not work against squads or swarms unless you have the&lt;br /&gt;
Multi Strike or Area Strike effect on this weapon, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[2] Surge'''&amp;lt;br/&amp;gt;Invocations you summon choose an additional power when called. This power may be sacrificed for dice, just as the invocations normal powers can.&lt;br /&gt;
&lt;br /&gt;
'''[2] Warflight'''&amp;lt;br/&amp;gt;You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
&lt;br /&gt;
'''[3] Banisher'''&amp;lt;br/&amp;gt;When you inflict a wound on an conjuration, it is automatically banished. This means that the eidolon vanishes with all of its wound circles marked. (This replaces the version of this power from ''Anima Prime''.)&lt;br /&gt;
&lt;br /&gt;
=== Contest Powers ===&lt;br /&gt;
&lt;br /&gt;
''Designer's note: consider this section optional, and handle with care. This whole concept can allow players and the gamemaster to do some neat, Exalted-y stuff but, if misused, can stomp on the fun of others or harsh the buzz of the table. If you are not sure you want them in your game, don't use them.''&lt;br /&gt;
&lt;br /&gt;
Contest powers are a special kind of charge power, not found in ''Anima Prime''. The effects of contest powers tend to be more formidable than typical charge powers, often representing mental influence and other deprotagonizing abilities found in ''Exalted''. To balance this, contest powers do not automatically succeed. Instead, they create a specific goal that must be achieved for the power to work. Usually, the target of the power has a chance to achieve the goal first, in order to prevent the effect of the contest power (hence, the name &amp;quot;contest power&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Players in ''Anima Prime'' can ''always'' suggest goals to the gamemaster and, unless the request is out of line, she will add them to the conflict. The goals of contest powers, however, differ in three respects from this standard. First, the goal suggested by a contest power is extremely specific. Second, the goal would probably be considered &amp;quot;out of line&amp;quot; by most GMs, if not backed by a power. Third, the GM ''cannot'' refuse to put it in play.&lt;br /&gt;
&lt;br /&gt;
Activating a contest power takes an action. At the end of this action, the goal created by the power is introduced. Unless otherwise indicated, this goal is a grouped goal, where the group allowed to achieve the goal is only the character that created it (i.e. activated the contest power) and the target of the power. Also, these goals are solo goals, not allowing combined achievements, on either side. If the character who activated the contest power achieves the goal first, the full effect of the power is unleashed on the target. If the target achieves the goal first, the contest power is thwarted and ends.&lt;br /&gt;
&lt;br /&gt;
Contest powers also create &amp;quot;counter-goals&amp;quot;, introduced immediately if the target is affected. These are usually individual (only the target may attempt it) solo (they must do so alone) goals, representing the ability to break the effect of the contest power. If this goal is achieved, the effect of the contest power ends immediately.&lt;br /&gt;
&lt;br /&gt;
If a contest power forces a target to do something it would normally consider unthinkable (e.g. jump off a cliff, stab his wife, etc.), the target may make an immediate attempt to achieve the counter-goal, gaining three bonus dice to do so. Targets may also use awesome tokens to buy free actions, as usual.&lt;br /&gt;
&lt;br /&gt;
Contest powers are not affected by Mass Effect.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Compel {target} to {behavior}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a specific and immediate intention in the target (e.g. &amp;quot;I will do the chicken the dance&amp;quot;, &amp;quot;I will fall asleep&amp;quot;, &amp;quot;I will jump from this tower&amp;quot;). On his own turn, the target must either follow this compulsion or spend three dice from his Action Pool to suppress it. On your own turn, you may spend your action maintaining the compulsion. Each round you choose not to do so, the difficulty of the counter-goal decreases by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Remove compulsion&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
'''Conversion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Convert {target} to {cause}&amp;quot;. Difficulty: 4 if the target is predisposed towards the cause, 6 if the target is indifferent to the cause, 8 if the target opposes the cause, 10 if the cause violates the target's core beliefs (add 2 for squads, add 3 for swarms)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a long-term intention in the target (e.g. &amp;quot;I will invade the Blessed Isle&amp;quot;, &amp;quot;I will help make your army strong&amp;quot;, &amp;quot;I will persecute monks of the Immaculate Order&amp;quot;, &amp;quot;I will find the Eye of Autochthon&amp;quot;). This intention immediately becomes the character's new story seed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Deprogram {target}&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion. Unlike most counter-goals, the target cannot achieve this goal, but anyone else can (individually or combined). This goal also follows the target around, and remains present in every conflict involving him. Once this goal is achieved, the target may reselect their character seed.&lt;br /&gt;
&lt;br /&gt;
'''Domination'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Control of {target's} mind&amp;quot;. Difficulty: the target's charge pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You can control the target as if it were an eidolon, deciding when it takes actions and what those actions are. You have access to the target's pools (and vice versa) as if it were your eidolon. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the domination. While dominated, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the domination. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Illusion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {belief} real to {target}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken, subtract the level of any active influence that reinforces the target belief, add the level of any active influence that contradicts the target belief)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You force a target to believe something that, probably, is not true (e.g. &amp;quot;you are covered with insects&amp;quot;, &amp;quot;I am your wife&amp;quot;, &amp;quot;your house is on fire&amp;quot;, &amp;quot;a dinosaur is rampaging through the market&amp;quot;, &amp;quot;that man is the Chosen One&amp;quot;, &amp;quot;anathema are the good guys&amp;quot;, etc.). The target is absolutely convinced that this illusion is true, but how he reacts to that truth is up to him.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Disbelieve the lie&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion (add the level of any active influence that reinforces the target belief, subtract the level of any active influence that contradicts the target belief). The target can only attempt this goal if confronted with a strong reason to doubt the illusion. Others may maneuver to provide this doubt and, if so, may join a combined achievement if the target starts one. This goal may follow the target around, and remain present in every conflict involving him, if appropriate. &lt;br /&gt;
&lt;br /&gt;
'''Possession'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Possession of {target's} body&amp;quot;. Difficulty: the target's strike pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You wear the target as if it were a skin. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the possession. While possessed, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the possession. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Sentiment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {target} feel {emotion}&amp;quot;. Difficulty: 4 if the target is close to this emotion already, 6 if the target is emotionally neutral, 8 if the target feels some other emotion, 10 the target is strongly feeling an opposite emotion (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': Until the end of the scene, you force a target to feel a certain emotion. This feeling is overwhelming, but un-targeted. For example, you might make a target feel love or hate in general, but not ''who'' they love or hate (that would be the job for an illusion). Characters, including the target, who incorporate this emotion into maneuvers gain two bonus dice on the roll. Players may also be able to suggest new goals that take advantage of the emotion. For example, if the target is filled with rage, a player might ask for a &amp;quot;goad {target} into attacking recklessly&amp;quot; goal. Or a target filled with lust might make a &amp;quot;become the object of {target's} desire&amp;quot; goal easier.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Get ahold of myself&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Power Summary ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Achievement Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for achievement rolls has been raised by 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ambition&lt;br /&gt;
|charge (achievement, 1)&lt;br /&gt;
|On an achievement roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Gestalt&lt;br /&gt;
|passive&lt;br /&gt;
|You may use Arcane Thread with multiple targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Thread&lt;br /&gt;
|passive&lt;br /&gt;
|You have a mystical link to another character. One charge die per action may be transferred across this link.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Assertion&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Wyld condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Auto Guard&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|As long as you are is in the conflict, any strike against your summoner has to be aimed at the you instead.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Banishment&lt;br /&gt;
|charge (action, 2+1 per target level)&lt;br /&gt;
|Banish a conjuration.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Battlefield Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with their Level in strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blaze&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blindness&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|This power inflicts the Blinded condition on an individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Drain&lt;br /&gt;
|charge (action, 4) §&lt;br /&gt;
|Transfer 3 action dice from an individual to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Brighten&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Remove the Darkness condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Chain Lightning&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charged Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with half their Level in charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|A bound Level 0 eidolon can remain summoned for prolonged periods of time.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Compulsion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to compel a target to behave a certain way.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conjure Darkness&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Inflict the Darkness condition onto an area.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conversion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to change a character’s story seed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Counterspell&lt;br /&gt;
|charge (action, 1+1 per target level)&lt;br /&gt;
|Fill all wound circles of an invocation with slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Cross&lt;br /&gt;
|charge (action, 3)&lt;br /&gt;
|Gain or lose the Immaterial condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Daisycutter&lt;br /&gt;
|charge (strike, 2)&lt;br /&gt;
|Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Dispel&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Remove temporary Darksighted, Empowered, Quickened, and Shielded conditions from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Domination&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to take control of a target’s mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elemental Surge&lt;br /&gt;
|charge (boost, 1)&lt;br /&gt;
|Add 2 bonus dice to the effect of an elemental strike power.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elsewhere&lt;br /&gt;
|passive&lt;br /&gt;
|You can move objects to and from Elsewhere. You can shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Grant the Empowered condition to a target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower Eidolon&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond to higher level eidola.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Extended Influence&lt;br /&gt;
|summoning&lt;br /&gt;
|You may have two bound influences summoned at once.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Firestorm&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Force Attack&lt;br /&gt;
|charge (strike, 4)&lt;br /&gt;
|Add 5 bonus dice to a strike.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Frost Spikes&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Gate Sense&lt;br /&gt;
|passive&lt;br /&gt;
|You can sense connections to other planes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Grounding&lt;br /&gt;
|charge (strike, 2) §&lt;br /&gt;
|Strike an Immaterial individual you can see, making it materialize.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Guard&lt;br /&gt;
|charge (maneuver, 1 per ally)&lt;br /&gt;
|Protect allies, redirecting strikes against them to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Heroics&lt;br /&gt;
|charge (achievement, 2)&lt;br /&gt;
|Add 4 bonus dice to an achievement roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ice Hurricane&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Illusion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to plant a belief in a target's mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Immediate Imbuement&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use your Soulsmith power nearly instantaneously.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Improved Grip&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may refuse to be disarmed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Invigoration&lt;br /&gt;
|charge (action, 3 per wound)&lt;br /&gt;
|Change one or more wounds on a target eidolon to slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leadership&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a maneuver, distribute gained dice among participants. When leading an achievement, all participants may use powers to add to the pool. You like to be in charge, and take pleasure in helping your allies succeed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leap Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. individual, 1 vs. squad or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Drain&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Transfer&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, a different target (not you) heals 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Magnificent Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may be up to Level 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Maneuver Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Your limit on dice earned by an individual maneuvers has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mass Effect&lt;br /&gt;
|charge (boost, 1 per power2 per power)&lt;br /&gt;
|Pay +1cd to use a power marked § on a squad or swarm. Pay +2cd to use a power marked ‡ on up to three additional targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Menace&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mind Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You resist contest powers more easily.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Multisoul&lt;br /&gt;
|soulbound&lt;br /&gt;
|You gain additional soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Natural Summoner&lt;br /&gt;
|summoning&lt;br /&gt;
|Summoning an eidolon never costs you more 3 charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Nightvision&lt;br /&gt;
|charge (action, 1) ‡&lt;br /&gt;
|Give target the Darksighted condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Omen&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Open Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|You have a bond with a level 0 eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Persistent&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|If unwounded, you may stay summoned outside of conflict scenes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Poison&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Poisoned condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Possession&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to wear a target as if it was a Skin.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Power Block&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Hexed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Preternatural&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maneuver results which generate charge dice for you have been altered.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quickdraw&lt;br /&gt;
|soulbound&lt;br /&gt;
|Instantly switch between soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quicken&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give an individual the Quickened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ravage&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|A strike on an individual steals up to three charge dice from the target instead of dealing a wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Blinded, Diseased, Hexed, Poisoned, and Weakened removed from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Target gains 4 action dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Regeneration&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|At the end of a conflict, one of the skin’s wounds is removed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Righteousness&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Profane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Rise of the Phoenix&lt;br /&gt;
|charge (action, 5)&lt;br /&gt;
|Heal 1 wound on a defeated individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sense Link&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your summoner can make use of your senses.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sentiment&lt;br /&gt;
|contest (action, 2)&lt;br /&gt;
|Create a goal to make a target feel a certain emotion.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shadow Strike&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add 3 bonus dice to strike target with the Darkness or Blinded conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shield&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give a target the Shielded condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Set&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skin Channeling&lt;br /&gt;
|summoning&lt;br /&gt;
|Bound skins may use your charge powers, paying 1 additional charge die.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Slow&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Slowed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulbound Weapon&lt;br /&gt;
|soulbound&lt;br /&gt;
|You are spiritually bonded to an artifact with one effect slot.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulsmith&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use a character scene to alter some powers of soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Squad Tactics&lt;br /&gt;
|passive&lt;br /&gt;
|Gain a bonus die on combined maneuvers or combined achievements.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strider Pilot&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond with strider skins of any level.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for strike rolls has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum strike pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Summoning&lt;br /&gt;
|summoning (action, 1+1 per eidolon level)&lt;br /&gt;
|You may summon a bound eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Super Combo Strike&lt;br /&gt;
|charge (action, 1 per character)&lt;br /&gt;
|Participate in one or more other character’s strikes this round. Each strike gains 1 bonus die, and you may use your strike powers.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Superior Power Control&lt;br /&gt;
|charge (boost, 2)&lt;br /&gt;
|Activate after a strike roll to add results of additional strike powers to the roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tactical Maneuvering&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a combined maneuver, the limit on dice earned has been raised. When leading a combined achievement, the limit on how many strike dice can be spent has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Thematic Form&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You may take any form related to a theme when you are summoned. Forms include:&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Touch of Decay&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Diseased condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tradable&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can be traded to another summoner.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Unbreakable Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may not be banished.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vampiric Strike&lt;br /&gt;
|charge (strike, 3) §&lt;br /&gt;
|If this strike inflicts wounds on an individual, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vigor&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|On a strike roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vitriol&lt;br /&gt;
|charge (boost, 3)&lt;br /&gt;
|Add 2 bonus dice to an elemental strike, and allow the strike to ignore resistance to the element.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warfare Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons may act on the turn they are summoned. If they strike, they gain two bonus dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weaken&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Weakened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weapon Upgrade&lt;br /&gt;
|soulbound&lt;br /&gt;
|Your soulbound weapons have additional effect slots.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Whirlwind Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. squad, 1 vs. individual or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zap&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zeal&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|On a maneuver roll, fours are treated as successes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Creating a character in Ex&amp;amp;prime; follows much the same path as detailed in ''Anima Prime'':&lt;br /&gt;
&lt;br /&gt;
# Pick a name and concept&lt;br /&gt;
# Pick a passion from those listed in the Passions section, below&lt;br /&gt;
# Pick three character traits&lt;br /&gt;
# Choose three skills, following the advice in the Skills section, below&lt;br /&gt;
# Choose a template, listed in the Templates section, below.&lt;br /&gt;
# Record basic stats, as instructed by the template.&lt;br /&gt;
# In addition to the powers provided by the template, select seven additional powers. Some gamemasters may wish to limit the powers available to certain templates.&lt;br /&gt;
# Pick backgrounds and links&lt;br /&gt;
# Plant a character seed&lt;br /&gt;
&lt;br /&gt;
All of this follows the rules in ''Anima Prime'', except where indicated in the following sections.&lt;br /&gt;
&lt;br /&gt;
=== Passions ===&lt;br /&gt;
&lt;br /&gt;
The list of passions (''Anima Prime'', pg. 25) available to characters is replaced by the following:&lt;br /&gt;
&lt;br /&gt;
'''Bloodlust'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character revels in dealing out pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die for every wound you inflict on an opponent.&lt;br /&gt;
&lt;br /&gt;
'''Compassion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character cares deeply about other people. She puts them first, even if that places her in danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Connoisseur'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character enjoys the finer things in life, and has a discerning eye. She appreciates moments of transcendent beauty and awe.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice when you witness someone other than yourself being awarded an Awesome Token.&lt;br /&gt;
&lt;br /&gt;
'''Conviction'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is dedicated to her goal and will not be denied.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you spend charge dice on charge powers for a Strike or Achievement, and that strike or achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them.&lt;br /&gt;
&lt;br /&gt;
'''Cunning'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in cleverness and achievement.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal's difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Fear'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a maneuver or makes a strike roll against you or any of your allies.&lt;br /&gt;
&lt;br /&gt;
'''Harmony'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires coordination and unity, aiming to work in connection allies.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you gift dice to someone else's action, and that action succeeds, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Glory'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This character revels in victory and achievements.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolon’s actions, if you have any.&lt;br /&gt;
&lt;br /&gt;
'''Leadership'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character likes to be in charge, and takes pleasure in helping her allies succeed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you lead succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Love'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Mettle'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in enduring hardship and overcoming adversity.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.&lt;br /&gt;
&lt;br /&gt;
'''Self-Loathing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice for each wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Succor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character reveres teamwork, and strives to be a good teammate.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you take part in, but do not lead, succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Style'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character favors style over substance, and favors style generating substance even more.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice any time you are awarded an Awesome Token. If awarded this Token for a maneuver before even rolling your dice, gain an additional charge die.&lt;br /&gt;
&lt;br /&gt;
'''Temperance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character shuns impulsive actions strives to maintain self-control.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die any time you have multiple strike dice in your pool, but use your action to maneuver instead.&lt;br /&gt;
&lt;br /&gt;
'''Vengeance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs. This is a powerful drive forward for the character.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Valor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires courage, and strives to demonstrate it when facing danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict, 2 if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain 1 charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Skills in ''Anima Prime'' are used only during conflicts (for maneuvers and achievements). Consequently the (already sub-optimal) skill list in ''Exalted'' doesn't map particularly well into the system. Since, as the rules mention, &amp;quot;you might have to come up with various uses of the skill a couple of times every conflict&amp;quot;, Ex&amp;amp;prime; functions better with a different skill system. But, the one in ''Anima Prime'' isn't ideal either. It is suggested that groups follow a more freeform skill concept where possible. If you really need a list of skills, this one might do (presented with minimal explanation):&lt;br /&gt;
&lt;br /&gt;
* '''Athletics''': running and jumping and lifting&lt;br /&gt;
* '''Audacity''': boldness, guts, recklessness, temerity, balls, gall&lt;br /&gt;
* '''Control''': riding horses, taming animals, steering vehicles, mastering puppets&lt;br /&gt;
* '''Craft''': making things, dismantling things, analyzing construction, tool use&lt;br /&gt;
* '''Deception''': double talk, cheating, dirty tricks, feinting, deviousness, guile&lt;br /&gt;
* '''Force''': raw physical power, the direct approach, breaking things, intimidation&lt;br /&gt;
* '''Endurance''': grit, tenacity, determination, integrity, will&lt;br /&gt;
* '''Grace''': balance, flowing motion, elegance, poise&lt;br /&gt;
* '''Lore''': armed with facts, well-briefed, knows just what to do&lt;br /&gt;
* '''Luck''': improbable acts, coincidence, right place at the right time&lt;br /&gt;
* '''Manipulation''': persuading, convincing, taunting, empathizing&lt;br /&gt;
* '''Martial Arts''': fighting unarmed or with hand weapons&lt;br /&gt;
* '''Occult''': applied magic, magical tricks, magic items &amp;amp; tools&lt;br /&gt;
* '''Ordnance''': heavy weapons, destructive devices, war machines&lt;br /&gt;
* '''Perception''': spacial awareness, finding weaknesses, noticing patterns&lt;br /&gt;
* '''Presence''': battlefield command, morale building, inspiration&lt;br /&gt;
* '''Quickness''': raw speed, getting there first, outrunning, impulsiveness&lt;br /&gt;
* '''Ranged''': shooting, throwing, judging distance&lt;br /&gt;
* '''Stealth''': sneaking, spying, hiding, ambushing, concealing&lt;br /&gt;
* '''Subtlety''': delicacy, the indirect approach, minimal effort, slight of hand&lt;br /&gt;
&lt;br /&gt;
=== Marks ===&lt;br /&gt;
&lt;br /&gt;
All characters who use charge powers are marked in some way; however, in Ex&amp;amp;prime;, the intensity of the mark reflects how many dice are in the character's charge pool. As dice are added to the charge pool, the mark becomes more and more noticeable. Once activated, marks remain intense for a little while, slowly fading over the next hour or two. The intensity works like a &amp;quot;high water mark&amp;quot;, ratcheting up only when the total dice in the pool reach a level not seen before in the scene. Note that marks only activate or increase when new charge dice are ''earned'' during conflict scenes, not retained or spent.&lt;br /&gt;
&lt;br /&gt;
Some marks are more intense than others, and some may grant characters a passive power when they reach a certain intensity. While this varies for each template (see below), these power activates when the charge pool first reaches as certain size, then remains until the end of the conflict. The power stacks with the charcater's powers, if appropriate. Importantly, the mark power ''may exceed limits'' when stacking. If the character already has the power provided by the mark, and no stacking can be done, the mark power has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
&lt;br /&gt;
It is suggested that every character in Ex&amp;amp;prime; choose a template. The template defines three things for the character:&lt;br /&gt;
&lt;br /&gt;
* '''Basic stats'''. In most cases, these will be &amp;quot;standard&amp;quot;: 3 wound circles, an action pool with a maximum of 10 action dice, an empty charge pool with a maximum of 6 charge dice, and a defense of 2. A few templates, however, use different basic stats.&lt;br /&gt;
* Templates apply permanent '''Conditions''' to the character.&lt;br /&gt;
* Templates receive some '''free powers''', in addition to the seven powers they select themselves.&lt;br /&gt;
* A template's '''Mark''' describes how marks work for the character. This will include the mark's style, mark power (if any), and how the mark power is activated. The character should still customize the mark, with the confines of the template.&lt;br /&gt;
&lt;br /&gt;
The templates have been constructed to at least hint at the various dichotomies niches of the various types of characters in ''Exalted''. You may want to alter or ignore them for your game.&lt;br /&gt;
&lt;br /&gt;
==== Abyssal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Life Drain, Vampiric Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to bleed at 3 charge dice. At 5 dice, the character gains an anima banner with sickly colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dusk: Maneuver Boost&lt;br /&gt;
* Midnight: Achievement Boost&lt;br /&gt;
* Daybreak: Resilience&lt;br /&gt;
* Day: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Moonshadow: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Alchemical Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Improved Grip, Soulsmith&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Alchemicals have a soulgem, and usually have obviously artificial parts in their bodies (their soulbound weapon). Arcs of essence crackle around the soul gem at 2 charge dice. At 3 dice, the character glows with electrical colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power allows the alchemical's soulbound weapon to act as if it had one or more additional effects:&lt;br /&gt;
&lt;br /&gt;
* Orichalcum: Shock Aura, Shining&lt;br /&gt;
* Moonsilver: Haste&lt;br /&gt;
* Jade: Protection, Toxin Immunity&lt;br /&gt;
* Starmetal: Area Strike, Multi Strike&lt;br /&gt;
* Soulsteel: Weakening&lt;br /&gt;
* Adamant: Elemental Force, Protection&lt;br /&gt;
&lt;br /&gt;
==== Automaton ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Body Resistance, Soul Resistance&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Automaton are obviously magitech constructs. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Dragon King ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Force Attack&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The lizard-like features of the dragon kings are unmistakable. Their mark power is constantly active, based on their breed:&lt;br /&gt;
&lt;br /&gt;
* Anklok: Toughness&lt;br /&gt;
* Mosok: Resilience&lt;br /&gt;
* Pterok: Warflight&lt;br /&gt;
* Raptok: Strike Boost&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Commoner ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. Once reaching 4 charge dice, they are unable to hide a feral, unnatural nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Noble ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage, Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. When human looking, they often appear a little too perfect. Once reaching 4 charge dice, they are unable to hide a chaotic, dreadful nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Ghost ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Immaterial&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Ghosts are instantly recognizable as ghosts. Ghosts have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== God ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Gods usually instantly recognizable as gods, but their actual marks are unique to each god. Gods have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 3 wound circles, an action pool with a maximum of 8 action dice, an empty charge pool with a maximum of 4 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Infernal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Heroics, Weaken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with demonic colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Slayer: Maneuver Boost&lt;br /&gt;
* Malefactor: Strike Boost&lt;br /&gt;
* Defiler: Resilience&lt;br /&gt;
* Scourge: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Fiend: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Lunar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Open Bond (must be to a skin), Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 4 dice, the character gains an anima banner with silvery colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Full Moon: Strike Boost&lt;br /&gt;
* Changing Moon: Maneuver Boost&lt;br /&gt;
* No Moon: Achievement Boost&lt;br /&gt;
&lt;br /&gt;
==== Manse ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 5 wound circles (representing its ability to function as a manse, not necessarily its structural integrity), an action pool with a maximum of 2 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 5. Manses select between one to nine powers, based on their potency.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Transcendent&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Arcane Thread, Body Resistance, Brighten, Essence Sight, Resistance to Electricity, Resistance to Fire, Resistance to Frost&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Manses are obviously magical buildings. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Mortal ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 2 wound circles, an action pool with a maximum of 6 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Mountain Folk ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Multisoul&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The fae-like features of the jadeborn are unmistakable. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Sidereal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Zeal, Quicken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 4 charge dice and the mark power activates. At 5 dice, the character gains a subtle anima banner. The celestial colors of the anima intensify slightly as the pool increases, growing bright enough to read by at 6 dice. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Journeys: Squad Tactics&lt;br /&gt;
* Serenity: Body Resistance&lt;br /&gt;
* Battle: Leadership&lt;br /&gt;
* Secrets: Soul Resistance&lt;br /&gt;
* Endings: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Solar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ambition, Heroics&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with brilliant colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dawn: Maneuver Boost&lt;br /&gt;
* Zenith: Achievement Boost&lt;br /&gt;
* Twilight: Resilience&lt;br /&gt;
* Night: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Eclipse: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Elemental Surge, Super Combo Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Skin tone may reflect elemental heritage. As charge dice are earned, the character's element radiates out in increasing intensity. At 2 charge dice, the mark power activates.&lt;br /&gt;
&lt;br /&gt;
* Air: Resistance to Frost&lt;br /&gt;
* Earth: Resilience&lt;br /&gt;
* Fire: Resistance to Fire&lt;br /&gt;
* Water: Maneuver Boost&lt;br /&gt;
* Wood: Body Resistance&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=86989</id>
		<title>ExaltedPrime</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ExaltedPrime&amp;diff=86989"/>
				<updated>2011-09-09T14:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Wordman: /* Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Exalted Prime'' (aka '''Ex&amp;amp;prime;''') hacks Christian Griffen's ''[http://www.animaprimerpg.com/ Anima Prime]'' rules into the ''Exalted&amp;amp;reg;'' setting.&lt;br /&gt;
&lt;br /&gt;
''These rules are still in testing, and are highly tailored to the type of game my group happens to play. Please let me know what you think, especially if you play them. Please use the &amp;quot;Discussion&amp;quot; tab (top of the page) for comments and discussion, rather than editing this page. Thanks.'' - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
=== Licence ===&lt;br /&gt;
&lt;br /&gt;
Because ''Anima Prime'' is released under a Creative Commons licence, hacks to it can be released under the same license, making use of the original text as the hacker sees fit. Unfortunately, that is not an option for this hack, because the hack is also based on intellectual property of White Wolf's parent company (CCP hf), and the author is not authorized to released said property under a Creative Commons license. Consequently, this work will ''reference'' material from ''Exalted'' and ''Anima Prime'' as much as is possible, rather than duplicate it.&lt;br /&gt;
&lt;br /&gt;
Any use of CCP hf’s or Berengrad Games intellectual property, copyrighted material or trademarks in this work should not be viewed as a challenge to those copyrights or trademarks. Exalted is &amp;amp;copy;1990-2011 CCP hf. &lt;br /&gt;
&lt;br /&gt;
All content that is not the intellectual property of others released under the Creative Commons Attribution-Share Alike 3.0 License.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
This work assumes the reader is familiar with:&lt;br /&gt;
&lt;br /&gt;
* The main ''[http://www.animaprimerpg.com/ Anima Prime]'' rules.&lt;br /&gt;
* The main ''[http://www.white-wolf.com/exalted Exalted]'' rules.&lt;br /&gt;
* The concepts of the various &amp;quot;splats&amp;quot; of ''Exalted''.&lt;br /&gt;
* The [http://www.animaprimerpg.com/main/docs/ap-factions-alpha.pdf faction rules] available from the ''Anima Prime'' website.&lt;br /&gt;
&lt;br /&gt;
=== What is the Same? ===&lt;br /&gt;
&lt;br /&gt;
''Exalted Prime'' uses most of ''Anima Prime'' exactly as written. Unless this document says otherwise, follow the main ''Anima Prime'' rules. Few to none of the rules from ''Exalted'' itself are used, just its setting elements and some conceptual ideas.&lt;br /&gt;
&lt;br /&gt;
=== What is Different? ===&lt;br /&gt;
&lt;br /&gt;
A quick summary of the changes:&lt;br /&gt;
&lt;br /&gt;
* Switch to using d10 instead of d6 (probability intentionally changes a bit, but remains fairly close to ''Anima Prime's'').&lt;br /&gt;
* Generation of charge dice now influenced by conditions and takes advantage of the increased granularity of d10s (10% vs. 16.6%).&lt;br /&gt;
* Eidolons expanded to emulate powers that Exalted builds complex subsystems to handle (e.g. sorcery, shapeshifting, shaping, astrology, hellforging, etc.)&lt;br /&gt;
* Powers specific to ''Anima Prime's'' default setting are removed or altered.&lt;br /&gt;
* A few new powers are added.&lt;br /&gt;
* The list of passions is reworked.&lt;br /&gt;
* The list of conditions is expanded.&lt;br /&gt;
* Marks play a slightly more active role in the mechanics.&lt;br /&gt;
* Character types (solar, fair folk, etc.) are given a small number of specific rules, and suggested limitations.&lt;br /&gt;
* Some non-character concepts from ''Exalted'', such as manses and automaton, take advantage of ''Anima Prime's'' more abstract character representation to be treated as characters in Ex&amp;amp;prime;.&lt;br /&gt;
* Warstriders have a much different origin, but serve the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment and using d10s ===&lt;br /&gt;
&lt;br /&gt;
In the standard ''Anima Prime'' maneuver roll, all charcaters generate charge dice the same way, on any dice that come up 6. For any given die, this happens 16.6% of the time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result&lt;br /&gt;
! Chance&lt;br /&gt;
! Meaning&lt;br /&gt;
! On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 33.3%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 50%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add Strike die&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 16.6%&lt;br /&gt;
| Add charge die.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; adds a number of conditions (Mundane, Enlightened, Illuminated and Transcendent) that change the odds of gaining charge dice. In order for this to work without totally breaking the system, the dice need to be a bit more granular. For example, if you could double the &amp;quot;resolution&amp;quot; of the system by using d12s instead and awarding charge dice on 11 or 12, and this would provide exactly the same probabilities as the existing system. The difference would be that you can tweak the result in &amp;quot;half-steps&amp;quot; compared to the original system (e.g. suppose someone got charge dice on a 10 as well).&lt;br /&gt;
&lt;br /&gt;
Alas, ''Exalted'' players are more likely to have huge buckets of d10s lying around, so Ex&amp;amp;prime; will use them instead. Since ten and six have few common divisors, using d10s changes the odds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Result&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Chance&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Meaning&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | On Maneuver&lt;br /&gt;
|-&lt;br /&gt;
! Mundane&lt;br /&gt;
! Enlightened&lt;br /&gt;
! Illuminated&lt;br /&gt;
! Transcendent&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; colspan=&amp;quot;5&amp;quot; | Failure&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 40%&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Success&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | Add strike die&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add strike die&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #eee;&amp;quot; | 20%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;  style=&amp;quot;background-color: #eee;&amp;quot; | Add charge die&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Add charge die&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At the Illuminated level used by most characters, odds are fairly close to those of ''Anima Prime''. Failure is a bit more common, but so is the creation of charge dice. This seems in keeping with the ''Exalted'' aesthetic, where it is really your powers that steal the show and mortals get screwed.&lt;br /&gt;
&lt;br /&gt;
Some new powers are also added that turn fours into successes in certain situations. When such powers are in effect, failure becomes slightly less likely than in ''Anima Prime''.&lt;br /&gt;
&lt;br /&gt;
=== Organization ===&lt;br /&gt;
&lt;br /&gt;
This work is presented in an atypical order, with the more important changes to the ''Anima Prime'' system (and ''Exalted's'' setting) coming first. More pedestrian (and predictable) changes follow. You'll find the following sections:&lt;br /&gt;
&lt;br /&gt;
* A chapter briefly describes changes and additions to the '''conditions''' available in Ex&amp;amp;prime;.&lt;br /&gt;
* The '''Eidolons''' chapter details the main changes to the summoning system, and how it is used to fill out some of the more specialized flavor of Exalted.&lt;br /&gt;
* '''Trinkets''' are a new concept, offering a second means of handling magic items.&lt;br /&gt;
* A chapter which suggests a different set of '''passions''' for use in the setting.&lt;br /&gt;
* The '''Powers''' chapter details which powers from ''Anima Prime'' are removed or changed, as well as a few new powers.&lt;br /&gt;
* A chapter which gives describes how '''Marks''' function in Ex&amp;amp;prime; &lt;br /&gt;
* '''Character Creation''' translates the various types of character in ''Exalted'' into the system.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses vs. conditions ===&lt;br /&gt;
&lt;br /&gt;
One of the clever bits about ''Anima Prime'' is the way it uses conditions to prevent &amp;quot;bonus bloat&amp;quot;. For example, the Protection effect and the Shield power both make a character harder to hit, but not by adding directly adding a bonus to defense. Instead they both bestow the Shielded condition, which gives a bonus die to defense. What's the difference? The use of the condition makes it clear that Protection and Shield do not stack. Contrast this with, for example, the Shock Aura effect, which awards a bonus die directly, rather than bestowing the Empowered condition, meaning that the bonus shock die stacks with the bonus from Empowered. Generally speaking, powers that award bonus die are &amp;quot;more powerful&amp;quot; than powers that award conditions, though often such powers mitigate this by being situational (e.g. the bonus die from Power Strike only works against individuals).&lt;br /&gt;
&lt;br /&gt;
This hack is well aware of this difference and choices of when to use bonus dice and when to apply conditions have been made intentionally. For example, the Aerobatic condition (added below) ''could'' work by bestowing conditions, but bonus dice were chosen instead, intentionally making combat flight a bit more formidable than it might appear.&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
All conditions used in ''Anima Prime'' remain. Some are also added.&lt;br /&gt;
&lt;br /&gt;
=== Enlightenment Conditions ===&lt;br /&gt;
&lt;br /&gt;
As mentioned in the section on dice, above, four conditions are also added which control how maneuver rolls generate charge dice for the character. These conditions are also used in certain spots in the rules, particularly powers, to lump characters together in broad categories. For example, a power might be more effective (or only effective) against Mundane characters. A character may only have one of these conditions at a time, and gaining or losing these conditions is not typically possible. These conditions are:&lt;br /&gt;
&lt;br /&gt;
'''Mundane'''&amp;lt;br/&amp;gt;The character has no inherent magical ability. Characters with this condition cannot gain charge dice through maneuvers (though may gain them through their Passion), and typically can work magic only through complex ritual, if at all.&lt;br /&gt;
&lt;br /&gt;
'''Enlightened'''&amp;lt;br/&amp;gt;The character has the ability to use magic intrinsically. On a maneuver roll, the character gains a charge die for each 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Illuminated'''&amp;lt;br/&amp;gt;The character connects more deeply to magic than the merely Enlightened. On a maneuver roll, the character gains a charge die for each 9 and 10 rolled.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent'''&amp;lt;br/&amp;gt;The character has transcended the physical, connected more deeply to magic than even the Illuminated. On a maneuver roll, the character gains a charge die for each 8, 9 and 10 rolled. &lt;br /&gt;
&lt;br /&gt;
=== Other Conditions ===&lt;br /&gt;
&lt;br /&gt;
In addition to these conditions, the following are also added:&lt;br /&gt;
&lt;br /&gt;
'''Aerobatic'''&amp;lt;br/&amp;gt;The character can move through the air with effortless grace. At the start of her turn, she can add one of the following until the start of her next turn: 1 bonus dice to her maneuvers, 1 bonus dice to her strikes, 1 point to her defense. This bonus does not apply to other characters with the Aerobatic condition. If the Aerobatic condition is removed, this bonus immediately vanishes. Note: not everything that flies necessarily has the aerobatic condition. A ghost, for example, might float above the ground, but this is not sufficient to gain the bonuses provided by the condition. That is, it is possible to ''narrate'' something as flying, but it only gets mechanical bonuses for doing so if it has this condition.&lt;br /&gt;
&lt;br /&gt;
'''Immaterial'''&amp;lt;br/&amp;gt;The character exists out of phase with the world and cannot be seen, heard or otherwise detected by characters in the material world. The character also cannot directly act against anything in the real world, though they can perceive it. Characters with this condition may act normally against other characters with this condition.&lt;br /&gt;
&lt;br /&gt;
'''Profane'''&amp;lt;br/&amp;gt;The character is tainted with the energies of the Underworld or Malfeas. While this condition carries no mechanical effect of its own, certain powers are more effective against, or restricted to, profane targets.&lt;br /&gt;
&lt;br /&gt;
'''Wyld'''&amp;lt;br/&amp;gt;The chaos of the Wyld dominates the character, making the character immune to the mutating effects of the Wyld. Certain powers are more effective against wyld targets.&lt;br /&gt;
&lt;br /&gt;
== Added Terminology ==&lt;br /&gt;
&lt;br /&gt;
This document makes use of a couple of additional game terms:&lt;br /&gt;
&lt;br /&gt;
The word '''vanish''' is added to name the idea of an eidolon &amp;quot;returning to its own world&amp;quot;, as it is a bit less cumbersome and the whole &amp;quot;own world&amp;quot; notion doesn't match well with Exalted metaphysics. Where, exactly, an eidolon goes when it vanishes is deliberately left nebulous, and probably depends a lot on the family and genus of the eidolon in question.&lt;br /&gt;
&lt;br /&gt;
A '''slight''' behaves in all ways like a wound, except one: it disappears when the conflict is over. You can think of them a bit like &amp;quot;phantom wounds&amp;quot; that automatically heal when the conflict is over. In addition, when an eidolon vanishes, any slights it has ''immediately'' disappear (this can mean that an eidolon taken out with slights could be re-summoned in the same conflict). Slights come into play mostly with certain families of eidola, but appear in a couple of other places in these rules. To differentiate between slights and wounds, slights are usually marked by putting a slash through a wound circle, while wounds are recorded as an X.&lt;br /&gt;
&lt;br /&gt;
When someone achieves a goal, the number of successes rolled beyond the difficulty needed to do is called the '''threshold'''. For example, if a goal had a difficulty of five, and the roll to achieve it generated seven successes, the roll's threshold is two.&lt;br /&gt;
&lt;br /&gt;
== Eidola ==&lt;br /&gt;
&lt;br /&gt;
The eidola presented in ''Anima Prime'' come in many forms, but are conceived as one &amp;quot;type&amp;quot; of thing. This changes in Ex&amp;amp;prime;, which makes use of several families of eidolon. Each family of eidolon uses variant rules, detailed below, and roughly correspond to specific types of power wielded in ''Exalted''. These are:&lt;br /&gt;
&lt;br /&gt;
* '''Conjurations''' most closely map to the eidola presented in ''Anima Prime'': summoned creatures that act on behalf of the summoner. These include the elementals and demons summoned by sorcery, the behemoths shaped by the Fae, necromantic engines, even Autochthonian machine-spirits.&lt;br /&gt;
* '''Invocations''' are flexible, but very short lived eidola that represent the will of the summoner. These are the spells of various circles of sorcery and necromancy and the protocols of weaving.&lt;br /&gt;
* '''Skins''', when summoned, wrap around the summoner, giving the impression that the summoner has changed his or her own form.&lt;br /&gt;
* '''Influences''', the most subtle of eidolon, are rarely noticed, scattering their enduring effect over a wide area. These are the signs of astrology and the glamours of the fae.&lt;br /&gt;
&lt;br /&gt;
A summoner can have only one eidolon ''of each family'' summoned at any time. An eidolon that is a squad or swarm still counts as one eidolon for all intents and purposes. If you want to summon, for example, a different conjuration, you first have to dismiss your summoned conjuration. But if you have a conjuration summon and want to summon an invocation, you can, so long as you don't have another invocation already summoned.&lt;br /&gt;
&lt;br /&gt;
=== Eidolon Powers ===&lt;br /&gt;
&lt;br /&gt;
The powers available to eidola remain roughly the same. Assume eidolon powers work as written, with the following tweaks:&lt;br /&gt;
&lt;br /&gt;
==== Passive powers ====&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;This works as the character power of the same name. Note that the eidolon's summoner can already transfer charge dice to the eidolon. This power, if used to connect to the summoner, could transfer them back. Or, it could be connected to someone else entirely. In this case, the summoner must agree to the connection; the eidolon need not.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;The eidolon can see the flows of magic. They may see characters with the Immaterial condition. When describing a maneuver against an eidolon, the character gains one bonus die. The eidolon also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may enter the Wyld without being subject to its mutating effects. They are also immune to any powers used by influences and add 1 to their defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Menace'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with two additional dice in its strike pool. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Omen'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When summoned, an invocation arrives with one additional die in its charge pool. Any dice which exceed the maximum size of the charge pool are wasted. This power may only be taken by invocations Level 1 or higher. An invocation can take this power up to one time for each Level.&lt;br /&gt;
&lt;br /&gt;
'''Persistent'''&amp;lt;br/&amp;gt;The eidolon stays in the world longer than usual (though not as long as one summoned as a companion). If a conflict involving the eidolon concludes with the eidolon completely unwounded, it remains in the world. Further, the eidolon may be summoned during a character scene, provided the summoner uses the scene specifically for that purpose and forgoes any other scene benefit for that scene. Outside of conflict scenes, any wounds cause the eidolon to vanish. This means, in order to summon the eidolon outside of a conflict, it must first be fully healed. It may be summoned while wounded during a conflict, but vanishes once the conflict ends, unless healed.&lt;br /&gt;
&lt;br /&gt;
'''Preternatural'''&amp;lt;br/&amp;gt;The eidolon has a stronger connection to magic than usual. This power may be taken up to two times. The first time replaces the eidolon's Enlightened condition with the Illuminated condition. The second replaces that condition with the Transcendent condition.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&amp;lt;br/&amp;gt;This power may only be taken by skins of level 2 or higher. At the end of a conflict, one of the skin's wounds is removed.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your eidolon's defense counts as 1 points higher against vitriol-backed strikes (charged or weapon effect).  An eidolon can take this power up to 4 times.&lt;br /&gt;
&lt;br /&gt;
'''Sense Link'''&amp;lt;br/&amp;gt;The summoner can see through the eidolon's eyes (or other senses), regardless of how far apart the two may be. This power is used most often by eidola summoned as companions.&lt;br /&gt;
&lt;br /&gt;
'''Tradable'''&amp;lt;br/&amp;gt;A character with an Open Bond to the eidolon may trade the eidolon to a character who also has an Open Bond to an eidolon with this power, if both characters agree to the exchange. This breaks the Open Bonds of both characters, and replaces them with an Open Bond to the eidolon each receives. This power may only be taken by certain types of eidolon, such as behemoths.&lt;br /&gt;
&lt;br /&gt;
'''Thematic Form'''&amp;lt;br/&amp;gt;The eidolon may appear in any of several related forms when summoned, chosen by the summoner. When the power is chosen, select a theme that unites the form variations. The eidolon may appear in any form related to that theme. This power most often appears in skins, where it can supply, for example, several different animal forms, but can be used by other eidola as well (though, it is useless to invocations, as they change their form every time they are cast anyway). For example, a theme of &amp;quot;jungle creatures&amp;quot; might allow a skin to take the shape of an individual gorilla, a squad of frogs, a swarm of mosquitoes, and so on. A &amp;quot;super predator&amp;quot; theme could appear as a tiger, velociraptor, saika, etc. Other themes might include: beasts of burden, beautiful people, stuff of nightmares, birds, rotting decay, elusive mirage, authority figures, welcoming friendship, confusing to the senses, brilliant light, etc. An eidolon can take this power one additional time for each Level (so Level 5 eidola can take it up to 6 times), choosing a different theme at each level. For each level of this power, the eidolon may also swap out one of its powers for another when it is summoned, provided the swap helps it maintain the theme of the form.&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;The eidolon has some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
==== Other powers ====&lt;br /&gt;
&lt;br /&gt;
Eidolons can select any of the charge powers and use them exactly the same way that PCs do, keeping in mind the changes detailed in the Powers section, below. In a departure from ''Anima Prime'', some powerful eidola (particularly demons) ''may'' be able to use the Soulbound Weapons and various summoning powers, subject to GM approval and keeping with the theme of the eidolon. It is suggested that those rare eidola who can do their own summoning never be allowed to summon eidola more powerful than themselves.&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Any of the weaknesses listed in ''Anima Prime'' may be selected. You may instead choose one of these:&lt;br /&gt;
&lt;br /&gt;
'''Degenerating'''&amp;lt;br/&amp;gt;The eidolon cannot remain summoned for long. After any action the eidolon takes, it suffers a slight. All Invocations must take this weakness.&lt;br /&gt;
&lt;br /&gt;
'''Flawed'''&amp;lt;br/&amp;gt;Imperfections mar the eidolon's magic. The moment it its summoned, a &amp;quot;banish flawed eidolon&amp;quot; goal is created, with a difficulty equal to 4 + the eidolon's level. If this goal is achieved, the eidolon vanishes with all of its wound circles marked, even if it has the Unbreakable Bond power. The story surrounding this goal often involves some known susceptibility to a special material. For example, many creations of the Raksha can be unmade by the touch of cold-forged iron. Achieving the goal, then, often represents knowing of this flaw, having the right materials on hand, and using them correctly.&lt;br /&gt;
&lt;br /&gt;
'''Fragile'''&amp;lt;br/&amp;gt;The eidolon is easier to hurt than usual: any fours rolled as part of a strike on the eidolon count as successes.&lt;br /&gt;
&lt;br /&gt;
'''Impressionable'''&amp;lt;br/&amp;gt;The eidolon is easily influenced.  Anyone using a contest power against the eidolon gains three bonus dice to achieve the goal created by the power.&lt;br /&gt;
&lt;br /&gt;
'''Ostentatious'''&amp;lt;br/&amp;gt;The eidolon constantly leaks power in a showy display, burning one charge die at the end of every action. If no charge dice are available, the eidolon takes a slight instead.&lt;br /&gt;
&lt;br /&gt;
'''Predictable'''&amp;lt;br/&amp;gt;The eidolon is either easy to fool or set in its ways: any fours rolled to maneuver against the eidolon count as successes, generating strike dice.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&amp;lt;br/&amp;gt;The eidolon breaks from the control of the summoner as soon as it arrives. It may act independently from the summoner, receiving its own action each turn, but it follows its own motivation and is controlled by the GM. It cannot access its summoner's pools. Most rogue eidola hold ill feelings toward their summoner.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Ex&amp;amp;prime; uses the standard set of summoning powers in ''Anima Prime''. Technically, the Summoning power may be used to summon any family of eidolon; however, a given character type will usually stick with a certain family. For example, lunar exalted will almost always bond to skins and, perhaps, to invocations if they are more sorcerously inclined, but won't bind to the others. Keeping &amp;quot;true to type&amp;quot; like this is not enforced, but strongly encouraged. Some GMs may wish to enforce it more strictly.&lt;br /&gt;
&lt;br /&gt;
=== Conjurations ===&lt;br /&gt;
&lt;br /&gt;
Conjurations behave the most like the eidola in ''Anima Prime'', and follow the rules therein, with one addition: all conjurations have the Enlightened condition. There are several genera of conjurations, differentiated mostly by their origin and the trappings needed to call them.&lt;br /&gt;
&lt;br /&gt;
* '''Elementals''' are called by those who consider themselves thaumaturges, sorcerers or weavers. Elementals always have a favored material, either a typical Creation element (earth, air, fire, water, wood) or a more esoteric element (crystal , lightning, metal, oil, smoke, steam, etc.). This will usually translate to some type of elemental resistance, a vulnerability to some &amp;quot;opposite&amp;quot; element, and often powers that project elemental effects.&lt;br /&gt;
* Sorcerers with claim to ancient surrender agreements with the Primordials, or those with some other connection to hell, can call '''demons'''. Demons are the most variable of the conjurations. Demons always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Those with a strong connection to the Underworld can create/summon '''necrotech''', undead constructs or spirits animated by death energy. All necrotech must select the Body Resistance and Soul Resistance powers. Most will also have the Persistant power. Necrotech eidola always have the Profane condition, in addition to any other vulnerabilities.&lt;br /&gt;
* Fair Folk and others used to shaping the Wyld can call on '''behemoths'''. All behemoths must select the Tradable power and have the Wyld condition. Behemoths are far more likely to have the Crazy vulnerability than other eidola.&lt;br /&gt;
* Weavers with a strong connection to Autochthon can summon '''golems''', machine spirits representing some aspect of the Great Maker. Golems usually have at least one level of Resilience and Toughness, and appear biomechanical.&lt;br /&gt;
* Some characters take '''familiars''', often animal-like creatures. Familiars are almost always summoned as companions (or at least with the Persistant power), so tend to be low-level.&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
&lt;br /&gt;
Invocations express themselves differently each time they are called, reacting and adapting to the desires of the summoner. These are the spells of sorcery and necromancy, and the protocols of weaving. Some say they are not true eidola at all, but rather constructs of the summoner's will. Even so, they function like eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Level 0 invocations start with the Enlightened condition and two powers. They gain two more powers for each additional level.&lt;br /&gt;
* When binding to an invocation, only half of the powers of that eidolon are determined.&lt;br /&gt;
* Each time the character summons a bound invocation, the player may select the eidolon's remaining powers, which last for the duration of that particular summoning.&lt;br /&gt;
* While the invocation is summoned, the summoner must spend her action to give the eidolon an action of its own. If the summoner cannot act, or uses her action herself, the invocation vanishes immediately.&lt;br /&gt;
* The type of the eidolon (individual, squad, swarm) is selected by the summoner at the time of the summoning.&lt;br /&gt;
* The eidolon's skill is chosen at the time of summoning, but only has a rating of 3.&lt;br /&gt;
* As part of the summoning, the summoner's player must describe the appearance of the eidolon, using the powers selected as a guide.&lt;br /&gt;
* Invocations ''must'' take Degenerating as a weakness.&lt;br /&gt;
* When a character earns a level of Empower Eidolon, they ''may'' break Open Bonds with any invocations and replace them with bonds to new invocations. Bonus powers provided by Empower Eidolon are not selected immediately, but are chosen during summoning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': The jade alchemical ''Asymmetrically Growing Crystal'' is a master of god-machine protocols. Among her powers are Summoning, Warfare Summoning, Empower Eidolon III and an Open Bond. Her powers allow her to summon Level 3 eidola, but she has chosen to bond with a level 2 invocation, as they are cheaper to summon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The invocation starts with two powers, and gains two for each level, for a total of six. Half of these must be selected when she makes the bond. She selects two levels of Toughness (to keep the protocol going longer) and a level of Preternatural (because spells can often use charge dice). The rest wait until she summons it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': During a conflict, ''Asymmetrically Growing Crystal'' gets surrounded, and needs some quick defense to hold out until her friends arrive. She spends her action summoning her bound invocation, spending three charge dice to do so. Based on its level, it has three additional powers that can be selected during the summoning. Plus, Empower Eidolon III provides a bonus power to the Level 2 eidolon. She selects Auto Guard (so the attackers have to go after the eidolon), another level of Toughness (taking the total to the max of three), and two levels of Resilience. She wants to make her attackers think twice so chooses Force as the invocation's skill, and decides to summon it as a swarm. The eidolon arrives with a defense of 3, an Force skill of 3, a full action pool of two dice and four wound circles. The player describes gears of all sizes, materializing around her by the hundreds, and whirling around her with a rhythmic, menacing humming.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Because of Warfare Summoning, the invocation can act immediately (and has two strike dice as well). ''Crystal'' is more interested in having the invocation just suck damage for her, but she must make it act. She decides she might as well have it maneuver. She describes some of the gears as spinning further away from her, then back, at random, sort of pulsing against her attackers, warning them to stay back. The maneuver uses the eidolon's Force skill, so starts with three dice. She uses one die from the eidolon's action pool, but saves her own action dice. The maneuver roll comes up 4, 7, 8, 8, for three successes, all of which become strike dice. Even added to the two strike dice already in the pool (from Warfare Summoning), these don't exceed the eidolon's limit of six, so it keeps all of them. Its action is now over, so it immediately takes a sllight. The round continues, and several opponents attack the eidolon. One even manages to wound it, leaving it with two empty wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
On ''Crystal'''s next action, her options are limited, as she has to give her action to the eidolon, or it will vanish. She has it attack, using all of its strike dice. She figures a lucky hit might just take out an attacker, so adds one of her own strike dice to this pool. The eidolon has no charge powers to help the attack, so rolls the six dice. All of them succeed and manage to take out an attacker. Its action is now over, so it immediately takes a slight, leaving it with one empty circle. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As the round continues, the opponents manage to give the eidolon another wound, taking it out of the conflict. The slights immediately heal, but the two wounds remain. ''Crystal'' could use her next action to summon the eidolon again, but it would appear with these two wounds, so she would need to buy enough Toughness to handle that, otherwise the eidolon would vanish as soon as it arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Later on, after healing her invocation, ''Asymmetrically Growing Crystal'' gets ambushed by a swarm of twiglings. Knowing their wooden bodies are vulnerable to fire, she again summons her invocation. As before, she has four powers to select. This time, she chooses Firestorm, another level of Preternatural, and two levels of Menace (providing four strike dice). She makes the eidolon an individual, with a Craft skill of 3. It arrives looking like an odd metallic whirligig, spewing fire from numerous nozzles. It has defense of 1, a full action pool of two dice, six dice in its strike pool, no die in its charge pool and three wound circles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The eidolon may act immediately, thanks to Warfare Summoning. It uses all its strike dice to attack. It activates the Firestorm power, using three dice from ''Crystal'''s charge pool. The power provides four bonus dice for strikes against swarms. The twiglings are also vulnerable to fire, which provides three more dice, for a total of 13 dice. The nine successes wind up dealing two wounds to the swarm. Good, but these are tough little buggers. Since the eidolon's action is now over, it takes a slight.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after ''Crystal'' on its action, leaving the eidolon untouched. ''Crystal'' again gives her action to the eidolon, using it to make a maneuver. The whirligig wades into the swarm, picking up the burning remains of the previously incinerated twiglings, and shoving them into an opening in its head, stoking its internal fires even higher. It uses its Craft skill, and all of its action pool, rolling four successes: 4, 6, 8, 8, 9. Since the eidolon's levels of Preternatural give it the Transcendent condition, three of these successes become charge dice, one becomes strike dice. Since the eidolon's action is now over, it takes a slight.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The twigling swarm goes after the eidolon on its turn, but fail to wound it. ''Crystal'' again gives her action to the eidolon, using it to strike. She adds two of her own strike dice to the strike die the eidolon just earned. The eidolon spends its three new charge dice to activate Firestorm again. Since the eidolon's last wound will be filled at the end of this attack (doubly so: the eidolon takes a wound for acting without any dice in its action pool, but if it did have dice, it would take a slight at the end of its action), ''Crystal'''s player describes the whirligig as closing all of its fire nozzles, then quickly overloading, exploding in massive ball of flame that engulfs the surrounding twiglings. The resulting conflagration finishes off the twiglings.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skins ===&lt;br /&gt;
&lt;br /&gt;
When summoned, skins wrap around the summoner, becoming part of her. The summoner and the summoned become one. To an outsider, this often looks very much like the summoner is changing her shape or, perhaps, being possessed. Skins are used most heavily by lunar exalted, fair folk and some gods, though other types of characters can also use them. Like conjurations, several genera of skins exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of skin, which include:&lt;br /&gt;
&lt;br /&gt;
* '''Animal forms''' are, by far, the most common type of skin. These tend to be low level eidola, often with one or more levels of the Thematic Form power. These are often taken as Companions, so that they can maintain the form out of conflict scenes.&lt;br /&gt;
* Lunars are most strongly associated with '''monster forms''', though fair folk, gods and infernal exalted are known to use them as well.&lt;br /&gt;
* Some, particularly fair folk, can wrap themselves in '''disguises'''. These tend to be level 0, as their main point is to conceal the user's appearance, rather than enhance power. These almost always either have the Persistent power or are taken as Companions.&lt;br /&gt;
* '''Striders''' more often give the impression of being worn, as you might wear armor. Such skins most commonly appear as metallic (called warstriders), but some appear as other materials (woodstriders, bonestriders, hellstriders, etc.). These are usually quite potent (level 3 or more) and often have the Tradable and/or Persistent powers.&lt;br /&gt;
&lt;br /&gt;
Skins function as typical eidola, except in the following ways:&lt;br /&gt;
&lt;br /&gt;
* All skins must take the Auto Guard power, representing their ability to &amp;quot;wrap around&amp;quot; the summoner. When the skin is in play, the summoner's statistics effectively disappear, and the summoner interacts with the world through the skin's stats.&lt;br /&gt;
* All skins must take the Skill Set power. If the summoner has a mark on a skill, and the eidolon happens to have that same skill, the summoner may ''transfer'' the mark to the eidolon when it is summoned.&lt;br /&gt;
* All of the eidolon's pools are empty when summoned (except for dice provided by the summoner's summoning powers). The summoner ''must'' transfer her own pools to the eidolon. Dice that would exceed the eidolon's pool limit are retained by the summoner, but cannot be used to enhance the eidolon's actions.&lt;br /&gt;
* When the eidolon is defeated, dismissed or banished, it's action pool flows back into the summoner, but it's other pools are lost. Any dice that would exceed the summoner's pool limits are lost, as well, as are any marks the eidolon has on skills.&lt;br /&gt;
* The summoner can never act for herself while the skin is summoned. Her normal action must be given to the eidolon, and any additional actions (from Awesome Tokens, for example) must be taken by the eidolon.&lt;br /&gt;
* All of the summoner's passive powers affect the eidolon, without the eidolon needing to buy them itself. Similar powers stack, but may not exceed higher of their limits. For example, if both the summoner and the eidolon have the Resilience power, the combined defense bonus can't exceed three (the limit of the summoner's version of the power), or the eidolon's level (the limit of eidolon's version of the power), whichever is ''higher''.&lt;br /&gt;
* When the eidolon is summoned, the summoner ''may'' transfer wounds she has to the eidolon. When the eidolon is dismissed, the summoner ''may'' transfer wounds the eidolon has to herself. The number of wounds transfered may not exceed the number of levels the summoner has taken in Empower Eidolon.&lt;br /&gt;
* When the eidolon is summoned, the eidolon gains all conditions the apply to the summoner (including conditions like Enlightened). When the eidolon is dismissed, the summoner's conditions are replaced by those on the eidolon at the time (''except'' conditions like Enlightened, which remain unchanged on the summoner).&lt;br /&gt;
* The eidolon may use the summoner's soulbound weapon powers, but cannot have any of its own.&lt;br /&gt;
* The eidolon may use the summoner's summoning powers, but cannot have any of its own and may not summon another skin.&lt;br /&gt;
* The eidolon may ''not'' use the summoner's charge powers, nor may the summoner use her charge powers on the eidolon.&lt;br /&gt;
* The summoner may still unmark one of their own traits to reroll failed dice when the eidolon is acting.&lt;br /&gt;
* The skin may be a leader in a combined maneuver or combined achievement.&lt;br /&gt;
* The summoner suffers the full effect of the skin's weakness while it is summoned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': No moon lunar Poison Vault considers the albino bat to be her totem. Her powers include Summoning, Battlefield Summoning, Empower Eidolon IV, Strike Boost, and two levels of Resilience. She has an Open Bond with a Level 4 skin, a formidable albino bat beastman. The skin has 16 powers:&lt;br /&gt;
* Two of these must be Auto Guard and Skill Set.&lt;br /&gt;
* It buys three levels of Resilience. These stack with Poison Vault's two levels. The total of five hits the limit for a Level 4 eidolon.&lt;br /&gt;
* It buys two levels of Strike Boost. These stack with Poison Vault's own Strike Boost, but the character version and the eidolon version of these powers are not the same; however, they both have a maximum increase of four. Combination of the powers hits this limit.&lt;br /&gt;
* In order to match the size of its action pool to that of its summoner, it takes the Stamina power four times. This is under the limit for the eidolon version of the power.&lt;br /&gt;
* Toughness. This would stack with Poison Vault's own Toughness levels, but she doesn't have any.&lt;br /&gt;
* Living up to her name, she selects Poison.&lt;br /&gt;
* She wants to a good flyer, so chooses Warflight.&lt;br /&gt;
* Shadow Strike, to hit in the dark.&lt;br /&gt;
* Darksight, because, hey... bat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Daybreak caste abyssal Vexes at a Distance has embraced the whole &amp;quot;creepy vampire&amp;quot; vibe. To cover the shapeshifting parts of a classical vampire, he takes Summoning and an Open Bond to a level 0 skin. The skin has four powers, two of which must be Auto Guard and Skill Set (choosing Athletics 4, Stealth 3 and Force 2). He also chooses Thematic Form, selecting the theme of &amp;quot;creatures of the night&amp;quot; so that he might become individual wolf, a squad of bats, a swarm of rats, and so on. To give himself a chance at keeping the animal form up outside of conflicts, he also picks the Persistent power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
During a conflict, Vexes gets trapped and wants to turn into a squad of bats to make his escape. He summons his skin. He has three action dice, two strike dice and one charge die. He spends the charge die to power the summoning, and his body explodes into a cloud of bats. His pools transfer to the skin. Vexes is already wounded, but to give his escape a better chance of success, he elects not to transfer them to the skin.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
His opponents go after the bats. Unfortunately for Vexes, his Profane condition is transferred to the bats, and one of his opponents hits him with a Righteous Strike, dealing a wound. Fortunately, the bat squad gains the benefit of Vexes' Toughness power, so it has one wound left. On Vexes' action, he must make the skin act. With escape on his mind, Vexes' player asks the GM to create a goal for getting away. Vexes' has the skin use its Acrobatics skill and strike dice in an Achievement action, and succeeds in the goal, ending the conflict.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
As per the Persistent power, since the skin is wounded, once the conflict ends, the skin automatically vanishes, and Vexes returns to normal. The skin never had use for the action dice, so they all get transferred back to Vexes. Other dice would be lost, but the skin used them all anyway. As the skin vanishes, Vexes takes the opportunity to transfer its wound onto himself. This makes him even more wounded, but fully heals the skin.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
An influence personifies a lie. When an influence is bound, the summoner chooses a lie for it to enforce. When summoned, the eidolon is attached either to a target character, which it follows around, or to a specific area. Whenever anyone nearby behaves as if the lie is true, the eidolon may reward it, while anyone who acts as if the lie is false may be punished. Like other families of eidola, several genera of influences exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of influence, which include:&lt;br /&gt;
&lt;br /&gt;
* Those with close ties to heaven use astrological '''signs''' to make their own fate. The lies told by signs are usually those that the summoner wants to make true.&lt;br /&gt;
* Masters of deceit, raksha and others connected to the Wyld create '''glamours'''. The lies told by glamours are usually those a fair folk wants to make others believe, or at least act like they do.&lt;br /&gt;
&lt;br /&gt;
Influences follow the rules of eidolon, except as follows:&lt;br /&gt;
&lt;br /&gt;
* Influences have the Transcendent condition.&lt;br /&gt;
* Influences have the Immaterial condition and nothing can revoke this.&lt;br /&gt;
* An influence must be connected to some lie, chosen when a bond to the eidolon is created. The lie may be about the summoner (e.g. &amp;quot;I am the king of the world&amp;quot;) or anyone else (e.g. &amp;quot;Harmonious Jade is a traitor&amp;quot;).&lt;br /&gt;
* When the influence is summoned it is attached to a target. This target may be a character, or even a specific area.&lt;br /&gt;
* Anyone in the area of the influence will not doubt the lie unless it blatantly contradicts what is happening around them, or if they take a moment to really ponder it (i.e. make a maneuver).&lt;br /&gt;
* If the influence detects a maneuver that incorporates the lie as if it were true, it ''automatically'' spends an action die. This die, at the choice of the summoner, may either be added to the maneuver attempt or spent to activate a power which benefits the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence detects a maneuver that blatantly contradicts the lie, it ''may'', at the choice of the summoner, spend an action die to activate a power which interferes with the character(s) doing the maneuver and any of its allies. This power activation does not require an action to be spent by the influence.&lt;br /&gt;
* If the influence's action pool reaches zero, it vanishes. It may be re-summoned normally.&lt;br /&gt;
* Influences can never learn strike or achievement powers or take strike or achievement actions.&lt;br /&gt;
* Influences can never take part in combined actions.&lt;br /&gt;
* Strike dice earned by the eidolon are converted to action dice.&lt;br /&gt;
* Influences can only use powers that target others when the lie is embraced or denied (as mentioned above).&lt;br /&gt;
* The summoner may give her action to the influence regardless of how much distance separates them.&lt;br /&gt;
* Influences remain in the world for prolonged periods of time. It stays attached to the target specified when initially summoned and does not need to be summoned at the beginning of a conflict. If the eidolon is defeated or banished, it returns once at least 1 of its wound circles is healed.&lt;br /&gt;
* The summoner may break the bond to an influence at any time. This influence immediately dissolves, as do any conditions it may have placed on targets. The summoner may then bind to a new influence.&lt;br /&gt;
* If the lie enforced by the influence ever actually becomes true, the influence dissolves, and the character bound to it may bind to a new influence.&lt;br /&gt;
* All ''players'' must be made aware of influences present in a scene, and what lie they are telling. This &amp;quot;metagame&amp;quot; knowledge is a big part of the way influences work, as it forces players to factor the ramifications of believing the lie or not into their planning. All ''characters'' in the scene are usually unaware of the lie, unless they can see Insubstantial targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Chosen of Secrets Hammer in the Woods has a bond to the lie &amp;quot;I am the mortal court astrologer and chief administrator for Chiaroscuro's Tri-Kahn&amp;quot;. She summoned it years ago and attached it to herself. This is a level 1 influence with three levels of Stamina, Blindness, Empower, two levels of Charge Boost, the Subtlety skill and the Cowardly weakness, giving it an action pool maximum of 8 and a charm pool maximum of 8. At present, however, the influence's action pool has only two dice and its charge pool is empty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A brawl breaks out in the Tri-Kahn's throne room. Playing the role of the court astrologer, Hammer decides to cower in fear, giving her action to the influence. Since the influence's only choice is to maneuver, Hammer's player describes the influence as settling (immaterially) around Hammer and giving off &amp;quot;nothing here but a lowly mortal&amp;quot; vibes. The influence uses one of its own action dice, supplemented by two from Hammer. Added to its skill dice, it rolls: 5, 5, 6, 7, 8, 8, 9. These are all successes. Thanks to its Transcendent condition, the 8's and 9 become charge dice. The others would normally become four strike dice, but influences convert them into action dice instead.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Unfortunately for Hammer, one of the combatants has Essence Sight, so can see the Insubstantial influence. Seeing an opportunity to sow dissension in the Tri-Kahn's forces, the intruder calls Hammer out, saying &amp;quot;So, the 'court astrologer' isn't all that she seems&amp;quot;, while closing the distance toward her. This is a maneuver which contradicts Hammer's lie. Hammer decides to spend one of the influence's action dice to activate its Blindess power on the interloper (even though the influence already acted this round). The influence spends two charge dice to power the effect, and the target gains the Blinded condition.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Many years later, Hammer in the Woods is on an assignment to increase cattle production among the Atuis tribe of Southern cattlemen. She decides to break the bond to one of her influences and bind to a new one: &amp;quot;The Atuis are the most successful cattle breeders of all time&amp;quot;. This is a level 2 influence with 10 powers, two levels of Stamina, one level of Resistance, Mass Effect, Shield, Weaken and four levels of Charge Boost. She summons the influence and targets it on the tent of the Atuis leader. She then travels on her way, but over the next week, she manages to max out the influence's charge pool (8 charge dice) but only has 2 action dice remaining.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A week later, trouble is brewing in the Atuis camp: a young upstart is challenging the Atuis leader for control of the tribe. The two maneuver against each other, seeking support from the tribesmen. Factions develop, each a squad of loyalists to one of the two men. At one point, the leader says &amp;quot;are we not great cattle breeders?&amp;quot; and the influence takes notice, automatically spending an action die. While Hammer herself is not aware of any of this, Hammer's player chooses to activate the influence's power. The influence spends four charge dice to use Mass Effect Shield on the leader and his loyalists. On the next round, the upstart counters, saying &amp;quot;the gods did not intend us to ranch cattle like women! We are hunters!&amp;quot;. The influence detects this, and Hammer's player decides to spend the influence's last action die to cast Mass Effect Weaken on the upstart and his followers. At this point, all of the influence's action dice are gone, so it goes back to its own world. While the conditions it created remain, and Hammer knows it is no longer summoned, Hammer is too far away to re-summon the influence to guide the conflict.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #eee; padding: 3px; border: 1px solid black;&amp;quot;&amp;gt;'''Example''': Imperial raksha Erratic Threnody leads a force of fair folk into the scavenger lands. He has summoned a formidable glamour: &amp;quot;All will flee before the might of my army&amp;quot;. This is a level 4 influence, with 16 powers: two levels of Resistance, six levels of Charge Boost, four levels of Stamina, Mass Effect, Weakness, Slow, Power Block, with full pools (12 action dice, 10 charge dice). Threnody's army rides into a village defended by two terrestrial exalted, a squad of trained mortal troops, and a swarm of commoners. Since the influence wants people to flee, the GM decides to create a goal of &amp;quot;flee the battlefield&amp;quot;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
When the swarm sees the imposing invaders, they decide to run. In order to do so, they must achieve the flee the battlefield goal, but they need strike dice to do so, and do not have any. They maneuver, signaling a retreat. This embraces the lie of the influence, so it automatically spends an action die. The influence has no other way to benefit the swarm (and, in any case, Threnody wants to use charge dice for other things), so the action die goes to helping the swarm's maneuver. One of the terrestrial exalted decides that he should go with the swarm, to protect them, so he makes a similar maneuver, costing the influence another action die. The squad goes next, taking a maneuver where they dramatically hold the line to cover the retreat of the others. This flies in the face of the lie the influence tells, so Threnody spends another of the influence's action dice to hurt the squad. It spends three charge dice to cast Mass Effect Weakness on the squad. The remaining terrestrial maneuvers against Threnody directly, so the raksha spends another of the influence's action dice, and two more charge dice to cast Power Block on the terrestrial.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A side-by-side reference of the differences in eidola families:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Conjuration&lt;br /&gt;
! Invocation&lt;br /&gt;
! Skin&lt;br /&gt;
! Influence&lt;br /&gt;
|-&lt;br /&gt;
! Powers at Level 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Powers at each extra level&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Summoner must give action to eidolon&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Determined at binding time&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| Half of powers&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
| All powers&amp;lt;br/&amp;gt;Form*&amp;lt;br/&amp;gt;Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Determined at summoning time&lt;br /&gt;
| &lt;br /&gt;
| Remaining powers&amp;lt;br/&amp;gt;Form&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Power limits&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Must take Auto Guard, Skill Set&lt;br /&gt;
| Cannot take strike or achievement powers&lt;br /&gt;
|-&lt;br /&gt;
! Initial conditions&lt;br /&gt;
| Enlightened&lt;br /&gt;
| Enlightened&lt;br /&gt;
| As summoner&lt;br /&gt;
| Transcendent&amp;lt;br/&amp;gt;Immaterial&lt;br /&gt;
|-&lt;br /&gt;
! Action pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Full&lt;br /&gt;
| Full&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Full&lt;br /&gt;
|-&lt;br /&gt;
! Strike pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 2 per Menace power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&amp;lt;br/&amp;gt;All earned strike dice become action dice&lt;br /&gt;
|-&lt;br /&gt;
! Charge pool at summoning&amp;lt;br/&amp;gt;(not including summoning powers)&lt;br /&gt;
| Empty&lt;br /&gt;
| 1 per Omen power&lt;br /&gt;
| Transfered from summoner&lt;br /&gt;
| Empty&lt;br /&gt;
|-&lt;br /&gt;
! May use summoner's&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Strike pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
| Passive powers&amp;lt;br/&amp;gt;Soulbound weapons&lt;br /&gt;
| Action pool&amp;lt;br/&amp;gt;Charge pool&lt;br /&gt;
|-&lt;br /&gt;
! May be leader&lt;br /&gt;
| no&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
! Breaking bonds&lt;br /&gt;
| Difficult&lt;br /&gt;
| On learning Empower Eidolon&lt;br /&gt;
| Difficult&lt;br /&gt;
| Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Thematic Form power may allow this choice to be made at summoning time.&lt;br /&gt;
&lt;br /&gt;
== Trinkets ==&lt;br /&gt;
&lt;br /&gt;
Magical arms, armor and some other types of ''Exalted'' artifacts translate well into the Soulbound Weapon concept used in ''Anima Prime''. Some other types of artifacts do not. While Ex&amp;amp;prime; retains the Soulbound Weapon concept, it adds a second method of handling magic items. '''Trinkets''' are magical artifacts which supply only narrative effects. Instead of having powers or effects and so on, ownership of a trinket just means that the player can narrate something they could not before. Some examples:&lt;br /&gt;
&lt;br /&gt;
* A seashell that allows the character to breathe underwater.&lt;br /&gt;
* A pair of earrings enchanted such that anything said near one earring can be heard by the wearer of the other.&lt;br /&gt;
* A vehicle that can fly.&lt;br /&gt;
* An urn that can produce salt.&lt;br /&gt;
* A seed that grows into a tower.&lt;br /&gt;
* A doorknob that can be put on any door to change the door into a portal to another place.&lt;br /&gt;
* A whistle that causes nearby dead bodies to vanish into the ground.&lt;br /&gt;
* A key that can open any door.&lt;br /&gt;
* Clothing that can transform into any color and style&lt;br /&gt;
* A collar that tames any animal&lt;br /&gt;
* A bell that prevents lies from being told for five minutes after it is rung.&lt;br /&gt;
&lt;br /&gt;
None of these items fit into ''Anima Prime'' mechanisms, but items like this are fairly common in Exalted stories. In Ex&amp;amp;prime;, trinkets provide a way of character advancement, awarded as the story progresses. Characters can have any number of trinkets, though it is recommended that starting characters have none. Trinkets cost nothing to use.&lt;br /&gt;
&lt;br /&gt;
Trinkets may come with usage restrictions, such as &amp;quot;only during a full moon&amp;quot; or &amp;quot;three times per day&amp;quot;. Some trinkets may also be consumable (e.g. a potion that lets you read all languages for a day).&lt;br /&gt;
&lt;br /&gt;
Note that the name &amp;quot;trinket&amp;quot; shouldn't be considered a comment on power level. Some trinkets might be extremely powerful. For example, an orb that can destroy a city is basically a narrative device, with a destructive capability far beyond the conflict rules. But since it is just a narrative device, it is a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets in scenes ===&lt;br /&gt;
&lt;br /&gt;
Trinkets most often affect character scenes, where they provide narrative choices and story fodder. For example, using a &amp;quot;seed that grows into a tower&amp;quot; might be used at the start of a scene, framing the whole thing. Or, perhaps characters are looking for a trinket, so a whole scene is based around doing research to find it. Similarly, trinkets can be used during maneuvers, providing color to descriptions or inspiring the whole notion behind the maneuver in the first place.&lt;br /&gt;
&lt;br /&gt;
During conflicts, trinkets can also come into play through a conflict scene's goals. For example, consider the &amp;quot;collar that tames any animal&amp;quot;, above. If the characters want to use that collar to tame, say, a golden tiger that might not otherwise be tamable, the GM might create a &amp;quot;put taming collar on golden tiger&amp;quot; goal during a conflict in the tiger's lair. Or, suppose there is a high-difficulty goal on a scene of &amp;quot;tame the wyld horse&amp;quot;, the use of the collar might convince the GM to drastically lower the difficulty of an achievement to attain that goal. Goals might also be instated over possession or theft of a trinket.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and soulbound weapons ===&lt;br /&gt;
&lt;br /&gt;
Soulbound weapons may also have, or perhaps develop, trinket-like, narrative-only powers. Such abilities do not require effect slots or powers, just an agreement by the GM. Really,  the GM awarding a trinket that allows a player to say X, and the GM awarding a narrative power that allows a player to say X to that player's soulbound weapon are almost the same. The player can just narrate doing X either way. The only real difference is that the player can trade away the trinket, but can't trade away her soulbound weapon.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and arcane threads ===&lt;br /&gt;
&lt;br /&gt;
When the Arcane Thread power (see below) is used to connect two characters, a single tricket is created. This trinket, called a '''fetish''', represents the connection. Typically the fetish provides some narrative power to the person holding it, but only if they are part of its arcane thread. Even though there are two sides to a connection, only one fetish is created, so those involved in making the connection must decide who carries it.&lt;br /&gt;
&lt;br /&gt;
A fetish that connects a person with a manse is called a '''hearthstone'''. The narrative power it provides usually has something to do with the nature of the manse.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and knowledge ===&lt;br /&gt;
&lt;br /&gt;
The former glory of a fallen golden age figures prominently in the setting of ''Exalted''. Some stories, therefore, may involve the rediscovery of lost First Age knowledge. Once such knowledge is uncovered, it allows a character to narrate scenes in a way they previously couldn't (e.g. &amp;quot;using what we learned in the Great Library, I design a manse to harness this demesne like so&amp;quot; or &amp;quot;I reactivate the Sword of Creation&amp;quot;). In other words, the knowledge does exactly what a trinket does. So, should you want to track such knowledge in your Ex&amp;amp;prime; prime game, use trinkets to do so. Maybe one character has a trinket like &amp;quot;Master Artificing&amp;quot; that represents extensive knowledge in the construction of First Age artifacts. Another might have &amp;quot;Lost Secrets of Kal Bax&amp;quot;, that represents lost knowledge in architecture.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets and martial arts ===&lt;br /&gt;
&lt;br /&gt;
If martial arts are ''extremely'' important to your game, consider treating martial arts styles as a type of forbidden knowledge to be represented using trinkets. Having such as trinket might, for example, allow a character to narrate a maneuver using the visuals from a particular style: &amp;quot;as a student of the Water Dragon, my skin ripples like a river, and I flow around him, gaining a favorable position&amp;quot;. Or, perhaps, a trinket like &amp;quot;Prismatic Arrangement of Creation student&amp;quot; might let the character filter observations through the style's aesthetic, or provide knowledge of famous sifu of the style.&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Changes to Existing Powers ===&lt;br /&gt;
&lt;br /&gt;
The following powers from ''Anima Prime'' have been altered in Ex&amp;amp;prime;:&lt;br /&gt;
&lt;br /&gt;
* Banishment: changed (see below) to affect only conjurations&lt;br /&gt;
* Gate Sense: altered (see below) to match the ''Exalted'' setting.&lt;br /&gt;
* Skipping: removed&lt;br /&gt;
* Spontaneous Gating: removed&lt;br /&gt;
&lt;br /&gt;
=== Passive Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Thread'''&amp;lt;br/&amp;gt;Your character is mystically connected to another character (who must have an Arcane Thread back to you). When the connected character activates a charge power, you ''may'' supply a single charge die to the character to feed that charge power. This die is transferred regardless of the distance that separates the characters, but you may only send at most one die through the connection each round. This power is most often used to link to a manse. (Unless there are reasons to think otherwise, assume that manses start a conflict with a full charge pool; however, if they are not present in the conflict, they cannot act during it, except to feed dice across the thread.) The connected characters maintain a rough idea of each other's emotional state if they choose to. All arcane threads generate a trinket called a fetish (see Trinkets, above), which represents the connection (this is a hearthstone in the case of links to manses, and usually some small token for other kinds). The fetish may, with difficulty, be destroyed to sever the thread (typically the GM will create a goal to represent this). Also, either party may voluntarily sever the link using a character scene, shattering the fetish as the scene's benefit. In some cases, such by tinkering with a manse, it may be possible for others to force the thread to be severed by other means. When a thread is severed, the characters retain the Arcane Thread power. The make keep the thread unattached as long as they, in which case the power provides no benefit, or they may use a character scene to connect the thread to another character with an unattached Arcane Thread power. The thread connects as the benefit of the scene for both characters, creating a new fetish.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Gestalt'''&amp;lt;br/&amp;gt;Your may use your Arcane Thread power to make connections to more than one character at a time, wrapping these connections into a single fetish. While the fetish remains, all the characters connected by it may transfer charge dice as if they all had Arcane Threads with each other. You may form multiple distinct &amp;quot;networks&amp;quot; of threads, each with their own fetish, if desired. Usually, no character in a gestalt can transfer more than one of their own charge die per round. An exception to this is when the holder of the fetish leads a combined achievement. In this case, members of the gestalt may funnel as many charge dice to the leader as they like. Essentially, members can all fuel the leader's charge powers for the achievement. If the leader also has the Leadership power, members may transfer as many dice as they like to each other. Again, all transferred dice ''must'' be used on the round in which they are transferred.&lt;br /&gt;
&lt;br /&gt;
'''Elsewhere'''&amp;lt;br/&amp;gt;You have the ability to transfer items to and from Elsewhere at will. Items must be in physical contact with you when they appear or disappear, and living beings cannot be transferred. This power may be taken up to three times. The first time, you are limited to transferring small items, such as ammunition, small hand weapons, coins, etc. The second time, you may also transfer Soulbound Weapons and gain more nuanced control (such as instantly replacing the clothing you are wearing with a new set). The third time, you may transfer very large items, such as vehicles, small huts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Essence Sight'''&amp;lt;br/&amp;gt;You can see the flows of magic. You may see characters with the Immaterial condition. When describing a maneuver against an eidolon, you gain one bonus die. You also pays one less charge die when activating the Banishment, Counterspell and Rejection powers.&lt;br /&gt;
&lt;br /&gt;
'''Integrity'''&amp;lt;br/&amp;gt;You may enter the Wyld without being subject to its mutating effects. You are also immune to any powers used by influences and add 1 to your defense against characters with the Wyld condition.&lt;br /&gt;
&lt;br /&gt;
'''Gate Sense'''&amp;lt;br/&amp;gt;You can sense connections to other planes, such as shadowlands, Yu-Shan gates and spirit sanctums. You can spend one character scene to find a gate and, if you have the ability, enter it at the end of the scene. That means you don't get any of the other benefits of a character scene, but any characters with you can enter the gate and still claim a benefit for the scene. This power cannot be used during conflicts.&lt;br /&gt;
&lt;br /&gt;
'''Mind Resistance'''&amp;lt;br/&amp;gt;If you are targeted by a contest power, you subtract one from the difficulty of the goal the power generates, while the character who targeted you adds one. You also subtract one from the difficulty of the power's counter-goal, if any.&lt;br /&gt;
&lt;br /&gt;
'''Resistance to  Vitriol'''&amp;lt;br/&amp;gt;Your defense counts as 3 points higher against vitriol-backed strikes (charged or weapon effect).&lt;br /&gt;
&lt;br /&gt;
'''Warflight'''&amp;lt;br/&amp;gt;You have some means of highly maneuverable flying. While in the air, the character gains the Aerobatic condition.&lt;br /&gt;
&lt;br /&gt;
=== Charge Powers ===&lt;br /&gt;
&lt;br /&gt;
'''Ambition'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Achievement&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this achievement roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Assertion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Wyld condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Banishment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against a conjuration, who is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 conjuration costs 6 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Counterspell'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an invocation, which has all of its wound circles filled with slights. The causes the invocation to immediately vanish, though, since the slights immediately heal, it could be resummoned immediately. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 5 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Cross'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': If the character has the Immaterial condition, it is removed. If the character does not have the Immaterial condition, she gains it.&lt;br /&gt;
&lt;br /&gt;
'''Daisycutter'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
&lt;br /&gt;
'''Grounding'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows a strike to hit any character with the Immaterial condition that the character can perceive. If this attack deals a wound, the Immaterial condition is removed. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Invigoration'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Die per wound&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': One or more wounds on a target eidolon are changed to slights. An eidolon with this power may target itself. This power may not be used on a Diseased target.&lt;br /&gt;
&lt;br /&gt;
'''Ravage'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': For each wound this strike would inflict, the character may instead steal up to three charge dice from the target. This strike may not be augmented with elemental effects (e.g. Blaze, etc.). This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Rejection'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 plus Target Eidolon Level in Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power must be directed against an influence, which is thereby automatically banished. This means that the eidolon vanishes with all of its wound circles marked. This power is costlier for higher-level eidola. For example, banishing a level 4 eidolon costs 7 charge dice.&lt;br /&gt;
&lt;br /&gt;
'''Righteousness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Die&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power adds 3 bonus dice to a strike against a target with the Profane condition. This power does not work on squads or swarms (but can be made to with Mass Effect).&lt;br /&gt;
&lt;br /&gt;
'''Vigor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this strike roll, fours are treated as successes.&lt;br /&gt;
&lt;br /&gt;
'''Vitriol'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Boost&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Effect: This power adds 2 bonus dice to the effect of an elemental strike power (Blaze, Chain Lightning, Firestorm, Frost Spikes, Ice Hurricane, Zap) and allows the strike to ignore the effects of any resistance to the element the target may have. For example, if used to boost Blaze against a target with Resistance to Fire, the target would not get the extra defense from that power. If the target had the Resistance to Vitriol power, she would get its benefit. This power can only be activated by those with the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''Zeal'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Maneuver&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 1 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': On this maneuver roll, fours are treated as successes, earning strike dice.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Powers ===&lt;br /&gt;
&lt;br /&gt;
Summoning powers remain as per ''Anima Prime'', with the following additions:&lt;br /&gt;
&lt;br /&gt;
'''Extended Influence'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': The character may have two bound influences summoned at the same time, rather than just one. The summoner may only give her action to one influence at a time.&lt;br /&gt;
&lt;br /&gt;
'''Skin Channeling'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': Skins summoned by the character may activate the summoner's charge powers as their own. Each time the skin uses a power of their summoner, it costs one additional charge die to activate.&lt;br /&gt;
&lt;br /&gt;
'''Strider Pilot'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect'': This power allows the character to sidestep some of the restrictions for binding to a particular type of eidolon: strider skins. The character may (by purchase of Open Bond) bind to a strider of ''any'' level, regardless of how many levels of Empower Eidolon the character has. This power is ''not'' required to pilot a strider skin if the character otherwise qualifies to do so. If, however, use of this power is the only way the character qualifies to bind to it, the skin is summoned with the Hexed condition.&lt;br /&gt;
&lt;br /&gt;
=== Soulbound Weapon Effects ===&lt;br /&gt;
&lt;br /&gt;
Soulbound devices function as per ''Anima Prime'' rules. The one exception is the Pneumatic effect, which does not exist in Ex&amp;amp;prime;. Some additional effects are also available:&lt;br /&gt;
&lt;br /&gt;
'''[1] Amplifier'''&amp;lt;br/&amp;gt;Invocations you summon arrive with the Empowered condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Axiomatic'''&amp;lt;br/&amp;gt;Your strikes against targets with the Wyld condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Drinker'''&amp;lt;br/&amp;gt;When this weapon deals a wound, one strike die is transfered from the target to you.&lt;br /&gt;
&lt;br /&gt;
'''[1] Elsewhere'''&amp;lt;br/&amp;gt;You may shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
&lt;br /&gt;
'''[1] Focus'''&amp;lt;br/&amp;gt;Invocations cost you 1 less charge die to summon.&lt;br /&gt;
&lt;br /&gt;
'''[1] Ghostly'''&amp;lt;br/&amp;gt;Your strikes may hit characters with the Immaterial condition.&lt;br /&gt;
&lt;br /&gt;
'''[1] Holy'''&amp;lt;br/&amp;gt;Your strikes against targets with the Profane condition gain two bonus dice.&lt;br /&gt;
&lt;br /&gt;
'''[1] Iron Aura'''&amp;lt;br/&amp;gt;You are protected from the Wyld as if you had the Integrity power.&lt;br /&gt;
&lt;br /&gt;
'''[1] Tainted'''&amp;lt;br/&amp;gt;Your strikes are backed by vitriol. Any elemental effects of your strikes ignore resistance to that element. This effect only functions you have the Profane condition.&lt;br /&gt;
&lt;br /&gt;
'''[2] Counterer'''&amp;lt;br/&amp;gt;After you inflict a wound on an invocation (recorded as normal), any remaining wound circles it has are filled with slights. This causes the invocation to immediately vanish. Since slights heal when an invocation vanishes, it could be resummoned immediately.&lt;br /&gt;
&lt;br /&gt;
'''[2] Delayer'''&amp;lt;br/&amp;gt;When you inflict a wound on an enemy, you inflict the Slowed condition on your victim. This does not work against squads or swarms unless you have the&lt;br /&gt;
Multi Strike or Area Strike effect on this weapon, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[2] Surge'''&amp;lt;br/&amp;gt;Invocations you summon choose an additional power when called. This power may be sacrificed for dice, just as the invocations normal powers can.&lt;br /&gt;
&lt;br /&gt;
'''[2] Warflight'''&amp;lt;br/&amp;gt;You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
&lt;br /&gt;
'''[3] Banisher'''&amp;lt;br/&amp;gt;When you inflict a wound on an conjuration, it is automatically banished. This means that the eidolon vanishes with all of its wound circles marked. (This replaces the version of this power from ''Anima Prime''.)&lt;br /&gt;
&lt;br /&gt;
=== Contest Powers ===&lt;br /&gt;
&lt;br /&gt;
''Designer's note: consider this section optional, and handle with care. This whole concept can allow players and the gamemaster to do some neat, Exalted-y stuff but, if misused, can stomp on the fun of others or harsh the buzz of the table. If you are not sure you want them in your game, don't use them.''&lt;br /&gt;
&lt;br /&gt;
Contest powers are a special kind of charge power, not found in ''Anima Prime''. The effects of contest powers tend to be more formidable than typical charge powers, often representing mental influence and other deprotagonizing abilities found in ''Exalted''. To balance this, contest powers do not automatically succeed. Instead, they create a specific goal that must be achieved for the power to work. Usually, the target of the power has a chance to achieve the goal first, in order to prevent the effect of the contest power (hence, the name &amp;quot;contest power&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Players in ''Anima Prime'' can ''always'' suggest goals to the gamemaster and, unless the request is out of line, she will add them to the conflict. The goals of contest powers, however, differ in three respects from this standard. First, the goal suggested by a contest power is extremely specific. Second, the goal would probably be considered &amp;quot;out of line&amp;quot; by most GMs, if not backed by a power. Third, the GM ''cannot'' refuse to put it in play.&lt;br /&gt;
&lt;br /&gt;
Activating a contest power takes an action. At the end of this action, the goal created by the power is introduced. Unless otherwise indicated, this goal is a grouped goal, where the group allowed to achieve the goal is only the character that created it (i.e. activated the contest power) and the target of the power. Also, these goals are solo goals, not allowing combined achievements, on either side. If the character who activated the contest power achieves the goal first, the full effect of the power is unleashed on the target. If the target achieves the goal first, the contest power is thwarted and ends.&lt;br /&gt;
&lt;br /&gt;
Contest powers also create &amp;quot;counter-goals&amp;quot;, introduced immediately if the target is affected. These are usually individual (only the target may attempt it) solo (they must do so alone) goals, representing the ability to break the effect of the contest power. If this goal is achieved, the effect of the contest power ends immediately.&lt;br /&gt;
&lt;br /&gt;
If a contest power forces a target to do something it would normally consider unthinkable (e.g. jump off a cliff, stab his wife, etc.), the target may make an immediate attempt to achieve the counter-goal, gaining three bonus dice to do so. Targets may also use awesome tokens to buy free actions, as usual.&lt;br /&gt;
&lt;br /&gt;
Contest powers are not affected by Mass Effect.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Compel {target} to {behavior}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a specific and immediate intention in the target (e.g. &amp;quot;I will do the chicken the dance&amp;quot;, &amp;quot;I will fall asleep&amp;quot;, &amp;quot;I will jump from this tower&amp;quot;). On his own turn, the target must either follow this compulsion or spend three dice from his Action Pool to suppress it. On your own turn, you may spend your action maintaining the compulsion. Each round you choose not to do so, the difficulty of the counter-goal decreases by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Remove compulsion&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
'''Conversion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Convert {target} to {cause}&amp;quot;. Difficulty: 4 if the target is predisposed towards the cause, 6 if the target is indifferent to the cause, 8 if the target opposes the cause, 10 if the cause violates the target's core beliefs (add 2 for squads, add 3 for swarms)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You plant a long-term intention in the target (e.g. &amp;quot;I will invade the Blessed Isle&amp;quot;, &amp;quot;I will help make your army strong&amp;quot;, &amp;quot;I will persecute monks of the Immaculate Order&amp;quot;, &amp;quot;I will find the Eye of Autochthon&amp;quot;). This intention immediately becomes the character's new story seed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Deprogram {target}&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion. Unlike most counter-goals, the target cannot achieve this goal, but anyone else can (individually or combined). This goal also follows the target around, and remains present in every conflict involving him. Once this goal is achieved, the target may reselect their character seed.&lt;br /&gt;
&lt;br /&gt;
'''Domination'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Control of {target's} mind&amp;quot;. Difficulty: the target's charge pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You can control the target as if it were an eidolon, deciding when it takes actions and what those actions are. You have access to the target's pools (and vice versa) as if it were your eidolon. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the domination. While dominated, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the domination. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Illusion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 3 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {belief} real to {target}&amp;quot;. Difficulty: the target's charge pool maximum (subtract 1 for each wound the target has taken, subtract the level of any active influence that reinforces the target belief, add the level of any active influence that contradicts the target belief)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You force a target to believe something that, probably, is not true (e.g. &amp;quot;you are covered with insects&amp;quot;, &amp;quot;I am your wife&amp;quot;, &amp;quot;your house is on fire&amp;quot;, &amp;quot;a dinosaur is rampaging through the market&amp;quot;, &amp;quot;that man is the Chosen One&amp;quot;, &amp;quot;anathema are the good guys&amp;quot;, etc.). The target is absolutely convinced that this illusion is true, but how he reacts to that truth is up to him.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Disbelieve the lie&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion (add the level of any active influence that reinforces the target belief, subtract the level of any active influence that contradicts the target belief). The target can only attempt this goal if confronted with a strong reason to doubt the illusion. Others may maneuver to provide this doubt and, if so, may join a combined achievement if the target starts one. This goal may follow the target around, and remain present in every conflict involving him, if appropriate. &lt;br /&gt;
&lt;br /&gt;
'''Possession'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 4 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Possession of {target's} body&amp;quot;. Difficulty: the target's strike pool maximum (add 2 for a squad or swarm)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': You wear the target as if it were a skin. You also gain control of any eidola the target controls.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Overcome domination&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the possession. While possessed, the target becomes a passenger in his own body, aware as he normally would be, but unable to act in the real world. Instead, the target's actions represent conflict within his brain to cast off the possession. He can maneuver (within his own head) and attempt achievements, but may not strike or summon. He may use charge powers, but only to augment is own actions.&lt;br /&gt;
&lt;br /&gt;
'''Sentiment'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Type'': Action&amp;lt;br/&amp;gt;&lt;br /&gt;
''Cost'': 2 Charge Dice&amp;lt;br/&amp;gt;&lt;br /&gt;
''Goal'': &amp;quot;Make {target} feel {emotion}&amp;quot;. Difficulty: 4 if the target is close to this emotion already, 6 if the target is emotionally neutral, 8 if the target feels some other emotion, 10 the target is strongly feeling an opposite emotion (subtract 1 for each wound the target has taken)&amp;lt;br/&amp;gt;&lt;br /&gt;
''Effect on Achieved Goal'': Until the end of the scene, you force a target to feel a certain emotion. This feeling is overwhelming, but un-targeted. For example, you might make a target feel love or hate in general, but not ''who'' they love or hate (that would be the job for an illusion). Characters, including the target, who incorporate this emotion into maneuvers gain two bonus dice on the roll. Players may also be able to suggest new goals that take advantage of the emotion. For example, if the target is filled with rage, a player might ask for a &amp;quot;goad {target} into attacking recklessly&amp;quot; goal. Or a target filled with lust might make a &amp;quot;become the object of {target's} desire&amp;quot; goal easier.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Counter-goal'': &amp;quot;Get ahold of myself&amp;quot;. Difficulty: the rating of the skill used in, plus the threshold of, the roll that achieved the compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Power Summary ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Achievement Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for achievement rolls has been raised by 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ambition&lt;br /&gt;
|charge (achievement, 1)&lt;br /&gt;
|On an achievement roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Gestalt&lt;br /&gt;
|passive&lt;br /&gt;
|You may use Arcane Thread with multiple targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Arcane Thread&lt;br /&gt;
|passive&lt;br /&gt;
|You have a mystical link to another character. One charge die per action may be transferred across this link.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Assertion&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Wyld condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Auto Guard&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|As long as you are is in the conflict, any strike against your summoner has to be aimed at the you instead.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Banishment&lt;br /&gt;
|charge (action, 2+1 per target level)&lt;br /&gt;
|Banish a conjuration.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Battlefield Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with their Level in strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blaze&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Blindness&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|This power inflicts the Blinded condition on an individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Drain&lt;br /&gt;
|charge (action, 4) §&lt;br /&gt;
|Transfer 3 action dice from an individual to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Body Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to Body Drain and Slow, and to the Poisoned and Weakened conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Brighten&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Remove the Darkness condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Chain Lightning&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charge Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maximum size of your charge pool has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Charged Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons you summon arrive with half their Level in charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|A bound Level 0 eidolon can remain summoned for prolonged periods of time.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Compulsion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to compel a target to behave a certain way.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conjure Darkness&lt;br /&gt;
|charge (action, 2)&lt;br /&gt;
|Inflict the Darkness condition onto an area.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Conversion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to change a character’s story seed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Counterspell&lt;br /&gt;
|charge (action, 1+1 per target level)&lt;br /&gt;
|Fill all wound circles of an invocation with slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Cross&lt;br /&gt;
|charge (action, 3)&lt;br /&gt;
|Gain or lose the Immaterial condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Daisycutter&lt;br /&gt;
|charge (strike, 2)&lt;br /&gt;
|Add four bonus dice to a strike on a target with the Mundane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Darksight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The character is not affected by Blinded or Darkness conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Dispel&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Remove temporary Darksighted, Empowered, Quickened, and Shielded conditions from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Domination&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to take control of a target’s mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elemental Surge&lt;br /&gt;
|charge (boost, 1)&lt;br /&gt;
|Add 2 bonus dice to the effect of an elemental strike power.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Elsewhere&lt;br /&gt;
|passive&lt;br /&gt;
|You can move objects to and from Elsewhere. You can shift this weapon to and from Elsewhere at will, so long as you wield it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Grant the Empowered condition to a target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Empower Eidolon&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond to higher level eidola.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Essence Sight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can see Immaterial characters, gain a bonus die on maneuvers against eidola, and pay one less charge die when activating Banishment, Counterspell or Rejection.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Extended Influence&lt;br /&gt;
|summoning&lt;br /&gt;
|You may have two bound influences summoned at once.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Firestorm&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike fire-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Force Attack&lt;br /&gt;
|charge (strike, 4)&lt;br /&gt;
|Add 5 bonus dice to a strike.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Frost Spikes&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Gate Sense&lt;br /&gt;
|passive&lt;br /&gt;
|You can sense connections to other planes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Grounding&lt;br /&gt;
|charge (strike, 2) §&lt;br /&gt;
|Strike an Immaterial individual you can see, making it materialize.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Guard&lt;br /&gt;
|charge (maneuver, 1 per ally)&lt;br /&gt;
|Protect allies, redirecting strikes against them to you.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Heroics&lt;br /&gt;
|charge (achievement, 2)&lt;br /&gt;
|Add 4 bonus dice to an achievement roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ice Hurricane&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike frost-based, gaining bonus dice (2 vs. individual, 3 vs. squad, 4 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Illusion&lt;br /&gt;
|contest (action, 3)&lt;br /&gt;
|Create a goal to plant a belief in a target's mind.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Immediate Imbuement&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use your Soulsmith power nearly instantaneously.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Improved Grip&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may refuse to be disarmed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Integrity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Immune to influences. Add 1 to defense against Wyld creatures.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Invigoration&lt;br /&gt;
|charge (action, 3 per wound)&lt;br /&gt;
|Change one or more wounds on a target eidolon to slights.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leadership&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a maneuver, distribute gained dice among participants. When leading an achievement, all participants may use powers to add to the pool. You like to be in charge, and take pleasure in helping your allies succeed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Leap Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. individual, 1 vs. squad or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Drain&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Life Transfer&lt;br /&gt;
|charge (action, 6) §&lt;br /&gt;
|Target automatically takes 1 wound, a different target (not you) heals 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Magnificent Companion&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may be up to Level 2.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Maneuver Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Your limit on dice earned by an individual maneuvers has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mass Effect&lt;br /&gt;
|charge (boost, 1 per power2 per power)&lt;br /&gt;
|Pay +1cd to use a power marked § on a squad or swarm. Pay +2cd to use a power marked ‡ on up to three additional targets.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Menace&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional strike dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Mind Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You resist contest powers more easily.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Multisoul&lt;br /&gt;
|soulbound&lt;br /&gt;
|You gain additional soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Natural Summoner&lt;br /&gt;
|summoning&lt;br /&gt;
|Summoning an eidolon never costs you more 3 charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Nightvision&lt;br /&gt;
|charge (action, 1) ‡&lt;br /&gt;
|Give target the Darksighted condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Omen&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Invocation arrives with additional charge dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Open Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|You have a bond with a level 0 eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Persistent&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|If unwounded, you may stay summoned outside of conflict scenes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Poison&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Poisoned condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Possession&lt;br /&gt;
|contest (action, 4)&lt;br /&gt;
|Create a goal to wear a target as if it was a Skin.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Power Block&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Hexed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Preternatural&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|The maneuver results which generate charge dice for you have been altered.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quickdraw&lt;br /&gt;
|soulbound&lt;br /&gt;
|Instantly switch between soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Quicken&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give an individual the Quickened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Ravage&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|A strike on an individual steals up to three charge dice from the target instead of dealing a wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Blinded, Diseased, Hexed, Poisoned, and Weakened removed from target.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Refresh&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Target gains 4 action dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Regeneration&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|At the end of a conflict, one of the skin’s wounds is removed.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resilience&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your defense has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Electricity&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against electric attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Fire&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against fire attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Frost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against frost attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|passive&lt;br /&gt;
|Add 3 to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Resistance to Vitriol&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Add to Defense against vitriol-backed attacks.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Righteousness&lt;br /&gt;
|charge (strike, 1) §&lt;br /&gt;
|Add 3 bonus dice against an individual with the Profane condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Rise of the Phoenix&lt;br /&gt;
|charge (action, 5)&lt;br /&gt;
|Heal 1 wound on a defeated individual.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sense Link&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your summoner can make use of your senses.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Sentiment&lt;br /&gt;
|contest (action, 2)&lt;br /&gt;
|Create a goal to make a target feel a certain emotion.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shadow Strike&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add 3 bonus dice to strike target with the Darkness or Blinded conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Shield&lt;br /&gt;
|charge (action, 2) ‡&lt;br /&gt;
|Give a target the Shielded condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skill Set&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your skill has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Skin Channeling&lt;br /&gt;
|summoning&lt;br /&gt;
|Bound skins may use your charge powers, paying 1 additional charge die.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Slow&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Slowed condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soul Resistance&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You are immune to Life Drain, Life Transfer, Vampiric Strike, and to the Diseased and Hexed conditions.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulbound Weapon&lt;br /&gt;
|soulbound&lt;br /&gt;
|You are spiritually bonded to an artifact with one effect slot.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Soulsmith&lt;br /&gt;
|soulbound&lt;br /&gt;
|You may use a character scene to alter some powers of soulbound weapons.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Squad Tactics&lt;br /&gt;
|passive&lt;br /&gt;
|Gain a bonus die on combined maneuvers or combined achievements.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Stamina&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum action pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strider Pilot&lt;br /&gt;
|summoning&lt;br /&gt;
|You may bond with strider skins of any level.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|passive&lt;br /&gt;
|Pool limit for strike rolls has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Strike Boost&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your maximum strike pool has been raised.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Summoning&lt;br /&gt;
|summoning (action, 1+1 per eidolon level)&lt;br /&gt;
|You may summon a bound eidolon.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Super Combo Strike&lt;br /&gt;
|charge (action, 1 per character)&lt;br /&gt;
|Participate in one or more other character’s strikes this round. Each strike gains 1 bonus die, and you may use your strike powers.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Superior Power Control&lt;br /&gt;
|charge (boost, 2)&lt;br /&gt;
|Activate after a strike roll to add results of additional strike powers to the roll.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tactical Maneuvering&lt;br /&gt;
|passive&lt;br /&gt;
|When leading a combined maneuver, the limit on dice earned has been raised. When leading a combined achievement, the limit on how many strike dice can be spent has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Thematic Form&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You may take any form related to a theme when you are summoned. Forms include:&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Touch of Decay&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Diseased condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Toughness&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|Your total number of wound circles has been increased.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Tradable&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|You can be traded to another summoner.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Unbreakable Bond&lt;br /&gt;
|summoning&lt;br /&gt;
|Your companion may not be banished.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vampiric Strike&lt;br /&gt;
|charge (strike, 3) §&lt;br /&gt;
|If this strike inflicts wounds on an individual, you heal 1 wound.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vigor&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|On a strike roll, fours are treated as successes.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Vitriol&lt;br /&gt;
|charge (boost, 3)&lt;br /&gt;
|Add 2 bonus dice to an elemental strike, and allow the strike to ignore resistance to the element.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warfare Summoning&lt;br /&gt;
|summoning&lt;br /&gt;
|Eidolons may act on the turn they are summoned. If they strike, they gain two bonus dice.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Warflight&lt;br /&gt;
|eidolon-passive&lt;br /&gt;
|While flying, you gain the Aerobatic condition. You gain the ability to fly and the Aerobatic condition when you use it.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weaken&lt;br /&gt;
|charge (action, 2) §&lt;br /&gt;
|Give an individual the Weakened condition.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Weapon Upgrade&lt;br /&gt;
|soulbound&lt;br /&gt;
|Your soulbound weapons have additional effect slots.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Whirlwind Attack&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|Add bonus dice to a strike (2 vs. squad, 1 vs. individual or swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zap&lt;br /&gt;
|charge (strike, 3)&lt;br /&gt;
|Make a strike electricity-based, gaining bonus dice (4 vs. individual, 3 vs. squad, 2 vs. swarm).&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | Zeal&lt;br /&gt;
|charge (strike, 1)&lt;br /&gt;
|On a maneuver roll, fours are treated as successes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Creating a character in Ex&amp;amp;prime; follows much the same path as detailed in ''Anima Prime'':&lt;br /&gt;
&lt;br /&gt;
# Pick a name and concept&lt;br /&gt;
# Pick a passion from those listed in the Passions section, below&lt;br /&gt;
# Pick three character traits&lt;br /&gt;
# Choose three skills, following the advice in the Skills section, below&lt;br /&gt;
# Choose a template, listed in the Templates section, below.&lt;br /&gt;
# Record basic stats, as instructed by the template.&lt;br /&gt;
# In addition to the powers provided by the template, select seven additional powers. Some gamemasters may wish to limit the powers available to certain templates.&lt;br /&gt;
# Pick backgrounds and links&lt;br /&gt;
# Plant a character seed&lt;br /&gt;
&lt;br /&gt;
All of this follows the rules in ''Anima Prime'', except where indicated in the following sections.&lt;br /&gt;
&lt;br /&gt;
=== Passions ===&lt;br /&gt;
&lt;br /&gt;
The list of passions (''Anima Prime'', pg. 25) available to characters is replaced by the following:&lt;br /&gt;
&lt;br /&gt;
'''Bloodlust'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character revels in dealing out pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die for every wound you inflict on an opponent.&lt;br /&gt;
&lt;br /&gt;
'''Compassion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character cares deeply about other people. She puts them first, even if that places her in danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Connoisseur'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character enjoys the finer things in life, and has a discerning eye. She appreciates moments of transcendent beauty and awe.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice when you witness someone other than yourself being awarded an Awesome Token.&lt;br /&gt;
&lt;br /&gt;
'''Conviction'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is dedicated to her goal and will not be denied.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you spend charge dice on charge powers for a Strike or Achievement, and that strike or achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them.&lt;br /&gt;
&lt;br /&gt;
'''Cunning'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in cleverness and achievement.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal's difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Fear'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a maneuver or makes a strike roll against you or any of your allies.&lt;br /&gt;
&lt;br /&gt;
'''Harmony'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires coordination and unity, aiming to work in connection allies.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Whenever you gift dice to someone else's action, and that action succeeds, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Glory'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This character revels in victory and achievements.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolon’s actions, if you have any.&lt;br /&gt;
&lt;br /&gt;
'''Leadership'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character likes to be in charge, and takes pleasure in helping her allies succeed.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you lead succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Love'''&amp;lt;br/&amp;gt;&lt;br /&gt;
This passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example).&lt;br /&gt;
&lt;br /&gt;
'''Mettle'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character takes pride in enduring hardship and overcoming adversity.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.&lt;br /&gt;
&lt;br /&gt;
'''Self-Loathing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice for each wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Succor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character reveres teamwork, and strives to be a good teammate.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die if a combined maneuver or achievement you take part in, but do not lead, succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.&lt;br /&gt;
&lt;br /&gt;
'''Style'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character favors style over substance, and favors style generating substance even more.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 2 charge dice any time you are awarded an Awesome Token. If awarded this Token for a maneuver before even rolling your dice, gain an additional charge die.&lt;br /&gt;
&lt;br /&gt;
'''Temperance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character shuns impulsive actions strives to maintain self-control.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': Gain 1 charge die any time you have multiple strike dice in your pool, but use your action to maneuver instead.&lt;br /&gt;
&lt;br /&gt;
'''Vengeance'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs. This is a powerful drive forward for the character.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take.&lt;br /&gt;
&lt;br /&gt;
'''Valor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The character admires courage, and strives to demonstrate it when facing danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Trigger'': You gain 1 charge die at the beginning of any conflict, 2 if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain 1 charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Skills in ''Anima Prime'' are used only during conflicts (for maneuvers and achievements). Consequently the (already sub-optimal) skill list in ''Exalted'' doesn't map particularly well into the system. Since, as the rules mention, &amp;quot;you might have to come up with various uses of the skill a couple of times every conflict&amp;quot;, Ex&amp;amp;prime; functions better with a different skill system. But, the one in ''Anima Prime'' isn't ideal either. It is suggested that groups follow a more freeform skill concept where possible. If you really need a list of skills, this one might do (presented with minimal explanation):&lt;br /&gt;
&lt;br /&gt;
* '''Athletics''': running and jumping and lifting&lt;br /&gt;
* '''Audacity''': boldness, guts, recklessness, temerity, balls, gall&lt;br /&gt;
* '''Control''': riding horses, taming animals, steering vehicles, mastering puppets&lt;br /&gt;
* '''Craft''': making things, dismantling things, analyzing construction, tool use&lt;br /&gt;
* '''Deception''': double talk, cheating, dirty tricks, feinting, deviousness, guile&lt;br /&gt;
* '''Force''': raw physical power, the direct approach, breaking things, intimidation&lt;br /&gt;
* '''Endurance''': grit, tenacity, determination, integrity, will&lt;br /&gt;
* '''Grace''': balance, flowing motion, elegance, poise&lt;br /&gt;
* '''Lore''': armed with facts, well-briefed, knows just what to do&lt;br /&gt;
* '''Luck''': improbable acts, coincidence, right place at the right time&lt;br /&gt;
* '''Manipulation''': persuading, convincing, taunting, empathizing&lt;br /&gt;
* '''Martial Arts''': fighting unarmed or with hand weapons&lt;br /&gt;
* '''Occult''': applied magic, magical tricks, magic items &amp;amp; tools&lt;br /&gt;
* '''Ordnance''': heavy weapons, destructive devices, war machines&lt;br /&gt;
* '''Perception''': spacial awareness, finding weaknesses, noticing patterns&lt;br /&gt;
* '''Presence''': battlefield command, morale building, inspiration&lt;br /&gt;
* '''Quickness''': raw speed, getting there first, outrunning, impulsiveness&lt;br /&gt;
* '''Ranged''': shooting, throwing, judging distance&lt;br /&gt;
* '''Stealth''': sneaking, spying, hiding, ambushing, concealing&lt;br /&gt;
* '''Subtlety''': delicacy, the indirect approach, minimal effort, slight of hand&lt;br /&gt;
&lt;br /&gt;
=== Marks ===&lt;br /&gt;
&lt;br /&gt;
All characters who use charge powers are marked in some way; however, in Ex&amp;amp;prime;, the intensity of the mark reflects how many dice are in the character's charge pool. As dice are added to the charge pool, the mark becomes more and more noticeable. Once activated, marks remain intense for a little while, slowly fading over the next hour or two. The intensity works like a &amp;quot;high water mark&amp;quot;, ratcheting up only when the total dice in the pool reach a level not seen before in the scene. Note that marks only activate or increase when new charge dice are ''earned'' during conflict scenes, not retained or spent.&lt;br /&gt;
&lt;br /&gt;
Some marks are more intense than others, and some may grant characters a passive power when they reach a certain intensity. While this varies for each template (see below), these power activates when the charge pool first reaches as certain size, then remains until the end of the conflict. The power stacks with the charcater's powers, if appropriate. Importantly, the mark power ''may exceed limits'' when stacking. If the character already has the power provided by the mark, and no stacking can be done, the mark power has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
&lt;br /&gt;
It is suggested that every character in Ex&amp;amp;prime; choose a template. The template defines three things for the character:&lt;br /&gt;
&lt;br /&gt;
* '''Basic stats'''. In most cases, these will be &amp;quot;standard&amp;quot;: 3 wound circles, an action pool with a maximum of 10 action dice, an empty charge pool with a maximum of 6 charge dice, and a defense of 2. A few templates, however, use different basic stats.&lt;br /&gt;
* Templates apply permanent '''Conditions''' to the character.&lt;br /&gt;
* Templates receive some '''free powers''', in addition to the seven powers they select themselves.&lt;br /&gt;
* A template's '''Mark''' describes how marks work for the character. This will include the mark's style, mark power (if any), and how the mark power is activated. The character should still customize the mark, with the confines of the template.&lt;br /&gt;
&lt;br /&gt;
The templates have been constructed to at least hint at the various dichotomies niches of the various types of characters in ''Exalted''. You may want to alter or ignore them for your game.&lt;br /&gt;
&lt;br /&gt;
==== Abyssal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Life Drain, Vampiric Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to bleed at 3 charge dice. At 5 dice, the character gains an anima banner with sickly colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dusk: Maneuver Boost&lt;br /&gt;
* Midnight: Achievement Boost&lt;br /&gt;
* Daybreak: Resilience&lt;br /&gt;
* Day: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Moonshadow: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Alchemical Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Improved Grip, Soulsmith&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Alchemicals have a soulgem, and usually have obviously artificial parts in their bodies (their soulbound weapon). Arcs of essence crackle around the soul gem at 2 charge dice. At 3 dice, the character glows with electrical colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power allows the alchemical's soulbound weapon to act as if it had one or more additional effects:&lt;br /&gt;
&lt;br /&gt;
* Orichalcum: Shock Aura, Shining&lt;br /&gt;
* Moonsilver: Haste&lt;br /&gt;
* Jade: Protection, Toxin Immunity&lt;br /&gt;
* Starmetal: Area Strike, Multi Strike&lt;br /&gt;
* Soulsteel: Weakening&lt;br /&gt;
* Adamant: Elemental Force, Protection&lt;br /&gt;
&lt;br /&gt;
==== Automaton ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Body Resistance, Soul Resistance&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Automaton are obviously magitech constructs. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Dragon King ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Force Attack&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The lizard-like features of the dragon kings are unmistakable. Their mark power is constantly active, based on their breed:&lt;br /&gt;
&lt;br /&gt;
* Anklok: Toughness&lt;br /&gt;
* Mosok: Resilience&lt;br /&gt;
* Pterok: Warflight&lt;br /&gt;
* Raptok: Strike Boost&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Commoner ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. Once reaching 4 charge dice, they are unable to hide a feral, unnatural nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Fair Folk Noble ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Wyld&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ravage, Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Fair Folk can appear human, but often choose not to. When human looking, they often appear a little too perfect. Once reaching 4 charge dice, they are unable to hide a chaotic, dreadful nature. They have no mark powers.&lt;br /&gt;
&lt;br /&gt;
==== Ghost ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened, Immaterial&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Ghosts are instantly recognizable as ghosts. Ghosts have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== God ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Cross&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Gods usually instantly recognizable as gods, but their actual marks are unique to each god. Gods have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 3 wound circles, an action pool with a maximum of 8 action dice, an empty charge pool with a maximum of 4 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Infernal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated, Profane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Heroics, Weaken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with demonic colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Slayer: Maneuver Boost&lt;br /&gt;
* Malefactor: Strike Boost&lt;br /&gt;
* Defiler: Resilience&lt;br /&gt;
* Scourge: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Fiend: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Lunar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Open Bond (must be to a skin), Summoning&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 4 dice, the character gains an anima banner with silvery colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Full Moon: Strike Boost&lt;br /&gt;
* Changing Moon: Maneuver Boost&lt;br /&gt;
* No Moon: Achievement Boost&lt;br /&gt;
&lt;br /&gt;
==== Manse ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 5 wound circles (representing its ability to function as a manse, not necessarily its structural integrity), an action pool with a maximum of 2 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 5. Manses select between one to nine powers, based on their potency.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Transcendent&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Arcane Thread, Body Resistance, Brighten, Essence Sight, Resistance to Electricity, Resistance to Fire, Resistance to Frost&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Manses are obviously magical buildings. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Mortal ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': 2 wound circles, an action pool with a maximum of 6 action dice, an empty charge pool with a maximum of 2 charge dice, and a defense of 1.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Mundane&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': none&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': none&lt;br /&gt;
&lt;br /&gt;
==== Mountain Folk ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Soulbound Weapon, Multisoul&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': The fae-like features of the jadeborn are unmistakable. They have no mark power.&lt;br /&gt;
&lt;br /&gt;
==== Sidereal Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Zeal, Quicken&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 4 charge dice and the mark power activates. At 5 dice, the character gains a subtle anima banner. The celestial colors of the anima intensify slightly as the pool increases, growing bright enough to read by at 6 dice. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Journeys: Squad Tactics&lt;br /&gt;
* Serenity: Body Resistance&lt;br /&gt;
* Battle: Leadership&lt;br /&gt;
* Secrets: Soul Resistance&lt;br /&gt;
* Endings: Tactical Maneuvering&lt;br /&gt;
&lt;br /&gt;
==== Solar Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Illuminated&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Ambition, Heroics&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': A caste symbol on the forehead begins to shine at 3 charge dice. At 5 dice, the character gains an anima banner with brilliant colors, which intensify as the pool increases. At 6 dice, the anima becomes iconic, and the mark power activates. The mark power depends on caste, chosen at the time the template is selected:&lt;br /&gt;
&lt;br /&gt;
* Dawn: Maneuver Boost&lt;br /&gt;
* Zenith: Achievement Boost&lt;br /&gt;
* Twilight: Resilience&lt;br /&gt;
* Night: No mark power; however, their mark does not activate at all until their charge pool reaches maximum dice.&lt;br /&gt;
* Eclipse: Squad Tactics&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Exalted ====&lt;br /&gt;
&lt;br /&gt;
'''Basic stats''': Standard&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Conditions''': Enlightened&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Free powers''': Elemental Surge, Super Combo Strike&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mark''': Skin tone may reflect elemental heritage. As charge dice are earned, the character's element radiates out in increasing intensity. At 2 charge dice, the mark power activates.&lt;br /&gt;
&lt;br /&gt;
* Air: Resistance to Frost&lt;br /&gt;
* Earth: Resilience&lt;br /&gt;
* Fire: Resistance to Fire&lt;br /&gt;
* Water: Maneuver Boost&lt;br /&gt;
* Wood: Body Resistance&lt;/div&gt;</summary>
		<author><name>Wordman</name></author>	</entry>

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