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Scroll of Errata - Dawn Solution
Scroll of Errata - Dawn Solution
ERRATA
1
Credits LAST UPDATED 10/11/10
Authors: John Chambers and Errata Team Prime (Michael A.
Goodwin, John Mørke, Holden Shearer)
PDF Layout & Editing: Charles “Plague of Hats” Spaulding
© 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is
expressly forbidden, except for the purposes of reviews, and one printed copy, which may be reproduced
for personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved.
Scroll of Errata, Glories of the Most High the Unconquered Sun, Luna, the Maidens of Destiny, the
Manual of Exalted Power the Lunars, the Manual of Exalted Power the Sidereals, the Manual of Exalted
Power the Abyssals, Graceful Wicked Masques the Fair Folk, the Books of Sorcery, the White Treatise,
the Compass of Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass
of Celestial Directions, Yu-Shan, Scroll of the Monk, Scroll of Heroes and Dreams of the First Age,
Lords of Creation are trademarks of CCP hf. All rights reserved. All characters, names, places and text
herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The
mention of or reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements
are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
2
CHAPTER ONE
ERRATA: DAWNS
Corebook Errata • When selecting Charms, players no longer need to choose
at least five Charms from Caste or Favored abilities. The char-
acter may start with any ten Charms she meets the prerequi-
Traits sites for.
• Charms cost 4 bonus points, 3 if within a Caste or Favored
Dawn Anima Effect Ability.
Replace the current Dawn anima power with the following:
• Players receive 18 bonus points at character creation.*
By spending five motes of Essence, the character may ap-
• The above changes also apply to Abyssal and Infernal
pear glorious and terrifying until the end of the scene (or until
character creation.
she decides to let the effect dissipate). She appears taller and
• Items marked with an asterisk also apply to Alchemical,
fiercer, with a terrible visage, burning eyes and a deadly, rend-
Dragon-Blooded, Lunar, and Sidereal Exalted.
ing grasp. This effect comes into play automatically once the
Solar spends 11+ motes of Peripheral Essence.
While this power is in effect, the character exudes a fear aura
Panoply
which causes all opponents attempting to attack or oppose her Hearthstones: The Monkey Stone
(socially or physically) to suffer a -1 external penalty on all at- The Monkey Stone’s ability to double a character’s jump rat-
tack rolls. This unnatural Emotion effect costs five points of ing no longer stacks with Charms or Sorcery. Use the greater of
Willpower to ignore for the rest of the scene. The Dawn’s ter- two effects to determine jumping distance.
rifying glory unbound also disrupts attempts at coordinating
attacks against her, increasing the difficulty to arrange such at-
tacks by 2. Additionally, the immense Essence pressure within
Supernatural Martial Arts
the character’s anima slows all incoming attacks, increasing Form Weapons
the character’s DVs by 2. Finally, Solars of the Dawn Caste When using a Martial Arts style which allows the use of Ar-
are immune to all fear-based Emotion effects while their anima chery, Melee, or Thrown weapons by inclusion in the style’s
power is active. If a complementary mass combat unit is forced list of form-type weaponry, the character’s attacks are capped
to check for rout because of the Dawn Caste’s actions while by their rating in the associated Ability until the character has
this anima is active, they suffer a -2 external penalty to the roll. mastered the style’s Form-type Charm. For example, a char-
The above also applies to the Dusk and Slayer anima powers. acter using Righteous Devil Style would base his Martial Arts
attacks with firewands on his Archery score until learning
Eclipse Anima Effect Righteous Devil Form. This cap applies even if the style has
Should the Eclipse anima power be used to learn a foreign no explicit additional Ability minimums. This condition does
Charm with a Flaw of Invulnerability, the Eclipse must also not apply to the first Martial Arts style the character wishes to
apply a Solar Flaw of Invulnerability to the Charm when she learn; only subsequent styles are affected.
activates it.
The above also applies to other beings using Eclipse-equiva- Form-type Martial Arts Charms
lent powers to activate foreign Charms with a Flaw of Invulner- All Martial Arts Charms with the Form-type keyword now
ability, substituting Solar Flaws for native Flaws. Infernals must also possess the Combo-Basic Keyword. However, the first time
always add the Imperfection of the Shadow of All Things to in an action that a Charm with a Flaw of Invulnerability is acti-
non-native perfect defenses. vated in a Combo in conjunction with a Charm possessing the
Form-type keyword, a two Willpower surcharge is added to the
Solar Character Creation Charm’s cost.
The following adjustments should be made to Solar charac-
ter creation: Charms and Combos
• Players may raise any of their character’s abilities to five
without spending bonus points. Infinite Rate
• Players receive four specialties to distribute amongst their Infinite Rate becomes Rate 5.
character’s abilities.*
• Virtues may be purchased for 1 bonus point each. How- Upgrading Combos
ever, Willpower is calculated independently of Virtues.* New Charms may be added to existing Combos by paying the
• Characters begin with Willpower rated at 5. Willpower usual experience point cost to place the Charm(s) in a Combo,
may be increased at a cost of 1 bonus point.* plus a one experience point surcharge for modifying the Com-
• Characters may start with (Willpower + Compassion) In- bo. This applies to all beings capable of creating Combos, not
timacies without spending bonus points.* just Solar Exalted.
Time-Scything Technique
Glories of the Most High: At Essence 3+, the character may select to levy fewer than
(Dexterity + 1) attacks against her target, to a minimum of
The Unconquered Sun zero attacks. She may also cancel her attack prematurely. For
example, when attacking a target which has a tick-long coun-
Melee Charms terattack effect, she may decide to end her flurry early to avoid
further counterattacks.
Flashing Edge of Dawn
Replace the text of the Charm with the following: Thousand Wounds Feinting
This Charm permanently enhances its prerequisite. If she As points of clarification: This Charm no longer modifies
wishes to, the Solar may ignore steps 7-9 on her second dam- Unfurling Iron Lotus in any way. It modifies Time-Scything
age application and simply repeat step 10. Additionally, her Technique by granting it two additional attacks, as well as two
post-soak damage is raised by one die whenever she uses One additional maximum attacks (for a total of Dexterity + 3 at-
Weapon, Two Blows. tacks).
Vengeful Riposte
New Keyword: Martial-ready.
Martial-ready: Archery, Martial Arts, Thrown.