History, Creation itself, is built upon acts of treachery layered one upon the other.
The Primordials betrayed the perfect chaos of the Wyld when they forged Creation; they forced time into a place that had no time, creating the concepts of "before" and "after" where such things had had no meaning.
The Gods betrayed the Primordials by creating the Exalted to defeat them; the War that they fought raged for decades, reshaping Creation itself, and in its final act destroyed much of it so thoroughly it was as if it never existed.
The Dragon-Blooded and Sidereals betrayed the Solars; the Great Curse had maddened the Lawgivers, and the lesser Exalted fought a war of extermination rather than attempt to reform or redeem their rightful lords.
And then the Deathlords, the vengeful ghosts of those betrayed Solars, betrayed Creation itself by dredging up a horror from beyond all knowledge, the Great Contagion; when the disease had run its course nine-tenths of all that had lived was dead and reality melted as the forces of the Wyld flooded in.
And now the final act of betrayal is at hand; someone works to free the Primordials from their prison, to shatter the Gates of Creation - and only the PCs stand in the way of Creation's re-enslavement to its former masters.
During the half-decade that followed each of them had remarkable adventures and would have many stories to tell their friends, were they ever to meet again. But then, a few seasons ago, something happened to each of them, something so incredible that they would never be the same again – they Exalted. Spread across Creation these childhood friends all awoke to the power of myth and legend, becoming what they had been told all their lives were demons – stories they now knew to be false.
This is where the game begins, a group of childhood friends each come into a power beyond anything they ever dreamed, and just becoming aware of the effect they can have on the world around them. At this moment they are thrust into the crucible, where they can act or they can die, and by their actions save Creation, or damn it.
Abilities
Charms
Combos
Attributes
Other Traits
Swift Shining Steel Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1) Keywords:: Combo-OK, Stackable Duration:: One passThe weapons of the Solar warrior cut through the air faster than the eye can follow, and they leave only ruin in their wake. The character increases the Rate of one weapon he is wielding by 1 and reduces any multiple action penalties for that weapon by 1 also. This Charm can be used up to (Essence) times per weapon.
Peony Blossom AttackIf the Solar uses this Charm to make multiple attacks against a single target the cost per attack against that target increases cumulatively. Thus a Lawgiver attacking three enemies once each with this Charm would pay a total cost of 6 motes (2 + 2 + 2), whereas one attacking two enemies twice each would pay a total of 12 motes (2 + 4 + 2 + 4). Any combination of single and multiple target attacks is permitted provided the total number of attack does not exceed (Essence + 1).
Iron Whirlwind AttackWhen the character uses this Charm to attack multiple targets once each then the magical flurry given may have up to (Dexterity + 1) attacks in it, otherwise the flurry has (weapon Rate + 1) or (Dexterity + 1) attacks, whichever is lower.
One Weapon, Two Blows Cost: 3m; Mins: Melee 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Iron Whirlwind AttackThe Lawgivers, while puissant and near-immortal beings, are still bound by the limitations of their human physiology, something that can prove dangerous when engaged in pitched battle against other magical beings. By using this Charm the Exalted moves faster than is humanly possible, striking twice in the time it would take anyone else to attack once. The attack that this Charm enhances is applied twice against the character's target, i.e.: as two attacks with identical numbers of successes (damage is rolled seperately), and is treated as two attacks for all purposes, especially onslaught. If this Charm is used as part of a Combo then all other Charms used on the attack are applied twice also, at no extra cost.
Walking in the Footsteps of Ten-Thousand Things Cost: 5m, 1w; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: None Duration: Indefinite Prerequisite Charms: Celestial Monkey FormThis Charm is identical to the one presented on pg.86-7 of Scroll of the Monk with the following modifications: For as long as the character keeps the motes for this Charm commited he can attempt to gain the bonus successes on his Martial Arts attacks against the chosen opponent. There is no limit to the number of targets the Exalted can have studied in this manner, beyond the capacity of his Essence pools. If the target learns a new Martial Arts style then the committed motes are returned at the instant of their next engagement.
Cloud of Ebon Devils Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1) Keywords: Combo-OK, Obvious Duration: One scene Prerequisite Charms: Lightning Draw StanceUpon activating this Charm the character becomes surrounded by a constantly writhing cloud of firedust, garnered from his powder pouches, and in which devil-shapes can occasionally be seen forming in the flammable dust. For as long as the Exalted has firedust available for his weapons then they will reload automatically and reflexively on Step 10. Should he wish to conserve his ammunition then he may instead choose to expend 1 mote to create a temporary charge for his flamepiece.
Phantom Firebolt Prana Cost: 3m, 1w; Mins: Martial Arts 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Righteous Devil FormThe Righteous Devil stands in judgement on the inhabitants of Creation, both mortal and immortal; many of the latter have an advantage that allows them to sometimes escape justice, though - they can become immaterial and fade away. A character who uses this Charm can negate that advantage. An attack enhanced with this Charm can strike dematerialised beings and, if the attack is successful, force them to become material. The latter effect works automatically on beings with a permanent Essence equal to or lower than that of the Exalt, while spirits with a higher Essence can resist the effect with a reflexive Willpower roll against a difficulty of the character's Essence. A god forced to materialise by Phantom Firebolt Prana must pay the cost out of its mote pool; if this is insufficient then the Charm starts to strip the spirit of its substance, converting points of Willpower and even health levels (at ratios of 1:5 and 1:10 respectively) to create a material form. If neither of these are sufficient then the spirit is destroyed, its Essence scattered to the five directions. A creature rendered material by this Charm cannot dematerialise again for the remainder of the scene.
Leaping Mantis Technique Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Reflexive Keywords: Combo-OK, Obvious Duration: One sceneAs the mantis leaps towards its prey with blinding speed, so to the Exalt who uses this Charm. While Leaping Mantis Technique is active the character can substitute (Martial Arts) for Athletics on any rolls relating to running, jumping and other fast movement. Also, the character can move (Dexterity + Essence) yards per tick as part of a Move action.
Grasping Claw MethodThis Charm has a minimum required Essence of 2.
Crushing Claw TechniqueThis Charm's Type is Supplemental and it has a Duration of "One action". It must be used to supplement the damage rolls from Crush action and can only be used multiple times if the character is grappling multiple enemies at a time and has won his control rolls against them.
Unfolding Retribution StanceThis Charm has a Duration of "One scene".
“Minis” are small game sessions held between the regularly scheduled ones, usually on an impromptu basis. They can be held with or without the ST present, although some discussion prior is a good idea.
The idea with this is that main sessions will usually cover the more plot-based side of the game while minis can be used for the more character-driven stories that will run alongside the main story – and even feed into it on occasion.
Costs for magitech items (in Artifact or Resource dots where applicable) remain unchanged. Their increased frequency does not make them any more or less powerful/useful than they previous.
A collection of magitech toys
More interesting ammunition for plasma tongue repeaters
These slumbering tools were placed into the tombs of the dead Solars, or were sometimes taken as battle trophies by the Dragon-Blooded at the forefront of the attack against that particular Solar, but they were never meant to awaken to their full power ever again. And until the return of the Solars that could never have happened...
Most orichalcum artefacts (as well as many made from moonsilver or starmetal, but these are not relevant here) were constructed to be rated at least ••••. After they were sealed the majority “downgraded” to effectively become ••- or •••-rated artefacts – and this is the state of orichalcum artefacts purchased at character creation.