Professional Documents
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Exalted Scroll of Errata
Exalted Scroll of Errata
Exalted Scroll of Errata
© 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, Manual
of Exalted Power the Lunars, Manual of Exalted Power the Sidereals, Manual of Exalted Power the Abys-
sals, 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 Cre-
ation 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
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and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
S croll E rrata
THE
™
of
Contents
Introduction 5
Chapter One: General Errata 7
Chapter Two: Solar Exalted 15
Chapter Three: The Dragon-Blooded 23
Chapter Four: Lunar Exalted 47
Chapter Five: Sidereal Exalted 49
Chapter Six: Abyssal Exalted 51
Chapter Seven: Infernal Exalted 57
Chapter Eight: The Fair Folk 59
Chapter Nine: Dreams of the First Age 107
Chapter Ten: Glories of the Most High 143
Chapter Eleven: The Books of Sorcery 149
Chapter Twelve: The Scrolls of Esoteric Wisdom 153
Chapter Thirteen: The Directional Compasses 155
Appendix: Expanded Table of Contents 157
Appendix: Changes Over Time 160
4
Forged long ago in the fires of White Wolf’s creative minds, This PDF’s contents are:
Exalted as a setting and as a system has captivated uncounted Chapter One: General Errata
people—and, yes, frustrated them, too. It’s been a long road, In this opening chapter can be found modifications and cor-
and there have been some bumps. Hopefully with the help of rections to the core rules, most involving rules found in the
the Scroll of Errata, and its companion free product the Ink Exalted Second Edition core book. However, this chapter con-
Monkeys, those rough patches can be smoothed over and you cerns itself with fundamental or broadly applicable rules that
can get on with your game. may not fall directly within or have no beginning basis in the
Exalted core book. While Solar Exalted are introduced in the
HTheow to Use This PDF Exalted core book, errata specific to them are found in the next
chapter.
Scroll of Errata collects the corrections, clarifications
Chapter Two: Solar Exalted
and commentary of White Wolf’s employees and freelancers on
This chapter provides rulings on the Solar Exalted that do
the subjects of Exalted’s rules and setting. Remarkable amongst
not specifically fit in the Solar sections of the following chap-
these corrections are brand new Charms to go with those that
ters on Dreams of the First Age or Glories of the Most High,
are repaired or removed, along with extensive new rules that
most references being to the Exalted core book.
continue to evolve the game. Page references have been in-
Chapters Three through Seven: The Dragon-Blooded, Lunar
cluded to the most relevant entries in published books; which
Exalted, Sidereal Exalted, Abyssal Exalted and Infernal Exalted
book should generally be obvious based on the section of errata
Like Chapter Two, these chapters focus on a given Exalt
you are reading. Where possible, hyperlinks have been inserted
type, most referenced rules being found in each of their respec-
to increase ease of browsing, allowing you to swiftly navigate
tive Manual of Exalted Power. Like Solars, more cosmopoli-
within the pages of the Scroll of Errata and to referenced Ink
tan products like Dreams of the First Age and Glories of the
Monkeys blog posts.
Introduction 6
GENERAL ERRATA
Drama and Systems Perfect defenses which function by negating damage (such
as Adamant Skin Technique) may, of course, always be used to
defend the character from environmental hazards.
Falling Damage
(pp. 126-127) Vision
Falling damage is not considered an environmental hazard,
and cannot be defended against by Heavenly Guardian De- Blindness Penalties
fense or similar Charms (with the exception of Duck Fate); (p. 135 and p. 152)
only damage negation (such as Adamant Skin Technique), According to page 135 of the core book, a character being
effects which negate falling damage (such as the Air Aspect blind imposes a -4 internal penalty. According to the “Sample
anima power), or not falling from a great height in the first Amputation effects” on page 152, losing both eyes inflicts a -4
place may protect the character from falling damage. external penalty. The text on p. 152 is correct.
Stunting DVs
Charms & Combos
(p. 124 and pp. 147) New and Updated Keywords
The above referenced pages contradict each other on how Enhanced: This keyword denotes ‘hero style’ Charms which
stunts improve DVs. Page 124 is correct, each die improving grant an enhanced benefit when used by the Exalt type they be-
the character’s DV by one automatically. long to (for example, Solar Hero style Charms used by a Solar).
Holy: A complementary unit primarily composed of crea-
Parry Specialties tures of darkness is itself considered such for the purpose of
(p. 146) Holy Charms.
Leader #: Any character capable of acting in mass combat
Melee (or Martial Arts) specialties with the appropriate
may use Charms as explained on p. 166 of Exalted, including
weapon (such as Melee with 3 Swords specialties when using a
unit commanders. However, applying non-Excellency Charms
sword) increase the die pool used to calculate Parry DV when to enhance the entire unit’s action or to extend the benefits
parrying with that weapon. of a personal Charm to the entire unit normally require jus-
tification as a form of special stunt. Charms with the Leader
Damage and Soak keyword do not require this justification and have the same
overall function in mass combat when leading a complemen-
Dealing Levels of Damage tary unit as they do normally, whether to enhance the unit or
(pp. 148-150) the unit’s actions. Unit bonuses also apply normally to use of
When effects deal levels of damage, that damage is not these Charms. Unless specific differences are noted, Leader
rolled, but merely applied as if they were all successes. Soak Charms operate identically in both personal and mass combat.
does apply as normal to this damage, however. When the Leader keyword lists a number beside it, an Exalt
must have that Essence rating to apply the Charm to a unit
Combos
Upgrading Combos
New Charms may be added to existing Combos by paying the
usual experience point cost to place the Charm(s) in a Combo,
plus a one experience point surcharge for modifying the Com-
bo. This applies to all beings capable of creating Combos, not
just Solar Exalted.
11
Mundane Equipment
Mundane Weapon Costs
(pp. 366-372)
Weapons with a Cost of “–” are not free, but their purchase
is a negligible strain on a character’s Resources.
The Sai’s correct Cost is •• (p. 370).
The Fighting Chain’s correct Cost is • (p. 369).
The Wind-Fire Wheel’s correct Cost is •• (p. 370).
13
SOLAR EXALTED
Setting she decides to let the effect dissipate). She appears taller and
fiercer, with a terrible visage, burning eyes and a deadly, rend-
ing grasp. This effect comes into play automatically once the
Solar Visions at Exaltation Solar spends 11+ motes of Peripheral Essence.
(p. 32) While this power is in effect, the character exudes a fear aura
Basically, any Solar may receive a message or vision from the which causes all opponents attempting to attack or oppose her
Unconquered Sun upon his or her Exaltation, but Zeniths al- (socially or physically) to suffer a -1 external penalty on all at-
ways do. For some information on how the Unconquered Sun tack rolls. This unnatural Emotion effect costs five points of
communicates these visions, see the Charm Righteous Answer Willpower to ignore for the rest of the scene. The Dawn’s ter-
of Catechism on p. 9 of Glories of the Most High: The Un- rifying glory unbound also disrupts attempts at coordinating
conquered Sun. attacks against her, increasing the difficulty to arrange such at-
tacks by 2. Additionally, the immense Essence pressure within
Traits the character’s anima slows all incoming attacks, increasing
the character’s DVs by 2. Finally, Solars of the Dawn Caste
Dawn Anima Effects are immune to all fear-based Emotion effects while their anima
power is active. If a complementary mass combat unit is forced
(p. 92) to check for rout because of the Dawn Caste’s actions while
Replace the current Dawn anima power with the following: this anima is active, they suffer a -2 external penalty to the roll.
By spending five motes of Essence, the character may ap- The above also applies to the Dusk and Slayer anima powers.
pear glorious and terrifying until the end of the scene (or until
15
Martial Arts
Knockout Blow
(p. 190)
Cost: 4m
17
19
Medicine
Wound-Mending Care Technique
(p. 219)
Prerequisite Charms: None
The patient recovers health levels at the end of the treat-
ment, not at the end of the day.
21
THE DRAGON-BLOODED
23
Lore
Elemental Concentration Trance
(p. 132)
This Charm can accelerate training times for any Charm that
shares the Terrestrial’s aspect or non-magical trait. Charms to
learn sorcery or necromancy are never eligible, regardless of
aspect. The Charm may also be used to speed research or other
actions to gain information from available sources.
25
27
29
31
33
35
Revelation of
Associates Hunch
(p. 166)
The soldiers of the gods should not pry into the affairs of
Ears of the Snowy Owl
their betters. Beings with a higher Essence rating and all Ce- (p. 167)
lestial Exalted are invalid targets of this Charm. All demons Use of this Charm eliminates penalties from obstruction
are valid targets regardless of their Essence. The Charm never and makes sounds valid targets for Perception rolls to notice
reveals associates who are invalid targets. as though such obstructions were not present. Wards against
scrying block this Charm.
Homeward Trail Discovery Method
(p. 166)
Naked Thief Style
Knowing the location of a target’s home yields direction and (pp. 167-168)
distance. If the Exalt already knows the location of the resi- Type: Reflexive
dence through other referents, the information is more specific Use of the Charm negates all penalties for failing to have
(e.g. “on Redstone Street a block south of the intersection with the right tools for a Larceny action (including all rolls of an ex-
Orchid Way”). The Charm cannot find residences in another tended action). It also provides a +2 quality equipment bonus
realm of existence. that does not count toward Charm bonus limits.
37
39
Dragon-Graced Arrow
(p. 172)
Beyond Bows
Terrestrial Archery Charms can be used to enhance at-
Keywords: Combo-OK, Elemental, Leader, Obvious
tacks using any personal-scale Archery weapons, but add a
The Wood power delivers a dose of poison if it hits with:
one mote surcharge to their activation cost if the weapon
Damage 4L/action, Toxicity (Exalt’s Essence rating), Penalty
isn’t primarily constructed of jade/wood or doesn’t launch
-0. Only one use of this Charm can enhance an individual
jade/wood projectiles. For example, strafing a flurry of shots
attack, but repeated use can enhance any number of attacks
with a firewand using Swallows Defend the Nest would cost
made as part of a flurry. Each additional purchase of this Charm
(number of attacks + 1) motes. Some outcastes wield excep-
after the first adds an additional element beyond the charac-
tional firewands carved of thaumaturgically-hardened iron-
ter’s aspect. Every activation incorporates the Exalt’s base ele-
wood to avoid this surcharge.
ment, but can also incorporate any number of additional ele-
41
Disease-Banishing Technique
(p. 175)
Type: Simple
When time is of the essence, this Charm
may alternately accomplish a standard di-
agnosis action in the span of time used to
activate it and touch the patient. This only
detects physical diseases, does not ensure a
successful diagnosis and requires a second
activation to administer treatment. The
agony of purging a disease is a Crippling ef-
fect that only lasts one action.
Wound-Closing Touch
(p. 175)
This Charm can heal a patient’s Dying
levels of lethal damage outright (instead of
converting them to bashing). Healing all
Dying levels stabilizes the patient at Inca-
pacitated.
43
45
LUNAR EXALTED
Traits Shapeshifting
Tattoo Artifact Moonsilver Armor
(pp. 111-112) Moonsilver Armor and Moon-Faced Mail change shape with
Tattooed hearthstone bracers and hearthstone amulets pos- a Lunar to conform to the Lunar’s own shapeshifting. A Lunar
sess working hearthstone settings. The hearthstone is encom- may gain its benefits in all his various forms. Should the Lu-
passes about the edges by the mixture of moonsilver and flesh nar choose to not wear their armor in shapeshifted forms, she
that makes up the tattoo. It’s very similar to the way a skin would have to either remove the armor or reclaim the Essence
mount amulet works, though it counts more on the natural committed to attuning it.
proclivities of moonsilver and the malleability of Lunar flesh.
All forms of tattoo artifacts are constantly visible, except Moon-Faced Mail
where specific Knacks or Charms would render a Lunar’s arti- (p. 128)
facts invisible to detection. This only counts for those tattoos The text states that any type of armor can be made into
that are actually artifacts. The remainder of a Lunar’s moon- Moon-Faced Mail. This does not apply to fine, exceptional and
silver tattoos function as normal. Whether always having ac- perfect grades of the same equipment, only the standard. Ar-
cess to built-in artifacts outweighs any extant stealth issues is a tifacts are always intrinsically superior to non-magical equip-
judgment call players must make for themselves. ment. The effort an artisan would expend to create superior
Tattooed armor can typically stack with any other worn ar- but mundane gear is expended to instead make moon-faced
mor, but does not count as armor for the purposes of Martial mail able to change shape.
Arts Styles that restrict armor use.
47
Stamina
Silver Lunar Resolution
(p. 158)
Keywords: Native, Obvious
Prerequisite Charms: None
This Charm is available in Charisma and Wits as well. Each
purchase of this Charm from any Attribute counts towards the
maximum total of (Essence) purchases.
The Tell Halting the Scarlet Flow
A Lunar’s Tell is considered an Illusion effect. Observers ex-
plicitly cannot spend Willpower to see through a Lunar’s Tell; (p. 160)
only Illusion-negating magic and sufficiently high MDVs are When used as a Gift, this Charm requires the commitment of
capable of piercing the layers of misdirection Luna granted to 3m and permits the Lunar to reflexively regenerate one lethal
her Chosen. health level at the beginning of each action.
SIDEREAL EXALTED
49
Serenity in Blood
(p. 155)
This Charm only applies its listed Willpower cost the first
time it is invoked during the character’s action.
Investigation
Embracing Life Method
(p. 163)
The Charm isn’t Obvious according to the definition of that
keyword. Burying a seed and spilling your blood on it doesn’t
immediately draw the attention of passers-by and inform them
that magic is afoot, and the seed’s growth, though fast, is not so
Martial Arts
fast that it does so either. Blade of the Battle Maiden
Lore (p. 182)
This Charm may only apply its purchased dice to attacks or
Parry DV, as decided at the time of activation—not both at
Of Horrors Best Unknown once.
(p. 168)
Keywords: Shaping, Virtue (Valor)
To clarify, it brings creatures outside of fate inside of fate for
Sidereal Mental Influence
Unless otherwise specified, Sidereal Charms which leverage
a year and a day, while its “Target Number”-modifying curse mental influence cost one Willpower to resist. The following
lasts only for the first scene in which the net’s criteria are met. Charms are more costly to resist.
ABYSSAL EXALTED
51
53
55
INFERNAL EXALTED
57
Cecelyne Storytelling
Wayward Divinity Oversight Favored Yozi
(p. 118) (p. 218)
The 3rd purchase of Wayward Divinity Oversight is sup- Each Green Sun Prince possesses Caste Charms based on
posed to be at Essence 4+, but it does require that one already the Yozi who acts as her patron, but she should also choose a
possess the Essence 4+ version that allows one to perceive and second Yozi whose Charms are considered Favored.
track elementals.
59
61
63
65
The Ishvara
The Essence of the Fair Folk is
not like that of men, nor even the
Exalted. A raksha is a living story,
a sentient fable that spends its im-
mortal existence elaborating itself
into a complex and powerful per-
sonal mythology. As raksha grow in
age and experience, their personal
narrative accretes a shell of power
around itself, hardening into an en-
during authority that the ancient
may wield over the Wyld and even
the world of the Primordials. This
mantle of crystallized mythology
and reinforced dream ultimately
looks very much like the Essence
profile of a god.
Few raksha make it so far. He-
roic commoners may dream of no-
bility… but there are hundreds of
commoners for each noble, and the
nobles are loathe to elevate those be-
low them. The nobility of Rakshastan may dream of divine
power … but in each Direction, it is doubtful that there are themselves. For example,
fifty raksha who have cultivated their Heart and Essence to no raksha who entered a shaping contest
such heights. Those who have exist among rarefied company, with Prince Balor was capable of asserting authority or domi-
indeed. nance over he of the Terrible Gaze; such dreams simply would
And yet, even these potentates are not the true legends of not come to be.
their kind. The shadow of Prince Balor of the Terrible Gaze There are presently no known ishvara active among the
falls long across the history of Creation and the Wyld alike. courts of Rakshastan, but this does not necessarily disprove
Before him, Prince Laashe, the Morning Star, confounded the their existence… or the possibility that one of the Fair Folk
Unconquered Sun into breaking his sworn oath, and then re- might ascend to redefine the course of raksha history.
cast himself in the fires of the sun. Before Prince Laashe there
was the Fomorian Dream, a great darkness which blanketed
the sky from horizon to horizon and thundered with the distant
Chapter Five:
steps of a beast of nightmare; those who imagined the owner
of those dread steps died where they stood, slain by fear. The
Reality Shaping
Fomorian Dream declared his intent to crush the house of the New Shaping Action: Defend Other (5/-1)
Primordials between his teeth, and stood in battle against the Shaping combat resolves the Defend Other action exactly as
Unconquered Sun for a full day before finally being burned regular combat resolves it. (See page 9.)
away by the Godspear of All-Searing Noon; the history of the
Dragon Kings record their battle as the day the sun did not rise. Ravishment and the Creation-Born
These incomparable beings, known as the ishvara, represent (p. 126)
the apex of raksha potential. They are Fair Folk whose per- Ravishment is a Crippling effect, from which Creation-born
sonal mythology has evolved beyond any boundary to entangle do not recover naturally. The same is true of Feeding Charms
all things within the scope of their legend. Ishvara are distin- which permanently remove traits, such as Ravishing the Cre-
guished from other mighty raksha by the unique miracles they ated Form (see page 82 and Graceful Wicked Masques pp.
wield; each of the handful of ishvara who have ever existed 176-177). These Crippling effects are incurable through mun-
wielded powers akin to the panoply Charms of the Celestial dane medical efforts, and nigh-incurable even for most super-
Incarnae; used as shaping weapons among the courts of mad- natural physicians. Repairing the damage the raksha can inflict
ness, these powers imposed absolute limitations and demands on a human soul requires either specialized restorative magic
upon any shaping narrative in which the ishvara included (such as have been developed by a small number of Dragon-
67
69
71
73
75
77
79
Furious Maelstrom
Craft (Dreaming)
(p. 175)
Cost: 5m, 1wp; Type: Simple
Keywords: Combo-OK, Echo, Shaping
81
83
85
87
89
Wyld-Based
Crafting Charms
Worker’s Gift
(p. 193)
Cost: —
Keywords: Mutation (2), Shaped-Only,
Stackable
Raksha who learn this Charm become per-
manently incapable of passing back through the Gateway
of Sundraprisha and becoming unshaped once again. Armor Which Is Not
(p. 195)
Style-Improving Spirit Keywords: Combo-OK, Obvious, Shaping.
(p. 193) Duration: One season
Cost: —; Type: Permanent This Charm’s initial shaping action functions as Essence-
Keywords: None Forging Art, not Gossamer-Forging Art, save that it makes
Duration: Permanent shaping armor rather than a mundane item.
Replace the text of the Charm with the following:
The infinite possibility of the Wyld informs every part of Unreal Shipwright’s Method
the raksha’s soul, and his soul informs every part of the Wyld (pp. 195-196)
around him. This Charm grants the raksha five dots in the Keywords: Combo-OK, Obvious, Shaping
Style Background. Duration: One season
Raksha must choose at the time of creation whether a vessel
Essence-Forging Art travels over water, along the ground, or through the air. If it
(pp. 193-194) travels through the air, add one to the difficulty cost of mak-
Keywords: Combo-OK, Obvious, Shaping ing it a permanent work of glamour. If it is capable of multiple
Glamour-forged objects have no reality for individuals with a means of locomotion, add one to the difficulty cost of making
Dodge MDV of 8+, unless imbued with the Permanence qual- it a permanent work of glamour for each means of locomotion
ity. beyond the first. Vessels created with this Charm travel at a
speed of up to (difficulty rating x 10) miles per hour, not (dif-
Gossamer-Forging Art ficulty rating x 50). The difficulty modification caused by mak-
(p. 194) ing a vessel a permanent work of glamour is not factored into
Keywords: Combo-OK, Obvious, Shaping this calculation.
Duration: One season
This Charm enchants an item that has already been created Principle of Worlds
by Essence-Forging Art; it has no activation roll of its own. (pp. 196-197)
Gossamer objects outside of the Wyld or an uncapped demesne Keywords: Combo-OK, Obvious, Shaping
lose their enchantment at a rate of one bonus die per season if Duration: Instant
they do not interact with the Creation-born during that period.
Translucent Dream-Sheathing Technology
Crafter’s Arsenal (pp. 198-199)
(p. 195) Cost: —(+3m, +1g per difficulty point); Type: Permanent
Keywords: Combo-OK, Obvious, Shaping Duration: Permanent
Duration: One season
This Charm’s initial shaping action functions as Essence-
Forging Art, not Gossamer-Forging Art, save that it makes a
shaping weapon rather than a mundane item.
91
Grace-Forging Charms
Gaping Virtue Mouth
(p. 202)
Cost: 20m, 1g
A heroic commoner who has spent 200+ experience
points may have this Charm used upon him to open
a second Feeding Grace if he is willing to spend
20 experience points to raise his Heart to 3 in
the process, thus ascending to the ranks of
the nobility. Only nobles may elevate com-
moners in this manner, and are generally loathe
to do so.
93
Veil of Glamour
(p. 209)
Keywords: Combo-OK, Shaped-Only, Shaping
Monstrous Conceit
(pp. 209-210)
Cost: —; Type: Permanent
Keywords: None
Duration: Permanent
This Charm permanently enhances Veil of Glamour, allow-
ing it to be used in the fashion and for the cost described in the
Charm’s Innate Power.
95
97
99
Furiously Stalling
Destiny (Waking)
Cost: 6m, 1wp, 1g; Type: Simple
Keywords: Echo, Shaping
Duration: One story
The raksha releases
figments of diplomatic
techniques into the air in
order to protest an ongoing
contest. This Charm targets
a pair of social or military units
the raksha has meaningfully
interacted with during the current
story (at the Storyteller’s discretion).
The raksha’s player rolls (Manipulation
+ Socialize) against the (Dodge MDV
+ group’s Magnitude) of the leader of
each of the organizations. If success-
ful, calamity visits both camps when-
ever they attempt to interact with one
another, imposing an external penalty
equal to the raksha’s Ring on all actions ei-
ther unit takes when dealing with members of
the other group, whether acting as a group or as
individuals. If either leader’s Dodge MDV defeats
the Charm’s activation roll, it has no effect. Members
Being-Nonbeing Approach (Waking) of a targeted organization who wear cold iron against
Cost: 1m; Type: Simple (Speed 3, DV -1) their skin or use appropriate shaping defenses may ignore the
Keywords: Echo penalties leveled by this Charm.
Duration: One scene
The raksha enjoys the described benefit of the Charm’s In-
nate Power for one scene. God-Monster Body Benefits
(p. 220)
All-Consuming God-Monster Stance Calling Upon the Dragon’s Ire: The raksha gains the
(pp. 219-220) ability to activate All-Consuming God-Monster Stance in
Cost: 10m, 1wp; Type: Simple Creation, and to leave the Wyld without the Charm auto-
Keywords: Stance-type, Shaping matically terminating itself.
Duration: One tale Fearsome Radiance: This benefit is an unnatural Emo-
This Charm may be used in Creation if the raksha takes the tion effect that may be overcome for one scene by spending
Calling Upon the Dragon’s Ire feature, in which case it also a point of Willpower.
gains the Form-type keyword and may be activated with a dura- Heart-Stopping Numinous Power: The enhanced Es-
tion of One story. Ignore all mentions of incompatibility with sence rating only applies to calculations and effects derived
Assumptions. from her raksha Charms.
Terrible Shaping Suasion: This benefit does not reduce
Nature-Eliminating Knife the gossamer cost of Charms.
World-Devourer’s Shadow: This benefit is an unnatural
(p. 220) Emotion and Compulsion effect that may be overcome for
Graces destroyed by this Charm may be replaced with new one scene by spending a point of Willpower, or by succeed-
Graces through any of the standard Grace-forging Charms. ing on the Valor roll. Spending Willpower to overcome this
Doing so does not remove the benefit bestowed on All-Con- benefit does not overcome Fearsome Radiance.
suming God-Monster Stance by the destruction of a Grace.
101
103
105
107
109
111
113
115
117
New Solar Charm: Rising Sun Renewal New Solar Charm: Unbroken
Cost: 10m, 1wp; Mins: Resistance 5, Essence 5;
Type: Simple (Speed 5, DV -0) Chain Resolve
Keywords: Combo-OK, Obvious Cost: 6m; Mins: Resistance 5, Essence 5;
Duration: Five actions Type: Reflexive (Step 10)
Prerequisite Charms: Body-Mending Meditation Keywords: Combo-OK
Perfection is the nature of the Solar Exalted, and the best Duration: Three actions
efforts of the world cannot draw them away from that state for Prerequisite Charms: Iron Kettle Body
long. The Solar’s Essence surges and begins to catalyze, produc- The Solar’s defense must hold at all costs. If the Solar falls,
ing a crackling, charged feeling in the air around her, as though so does all that she holds dear. From this grim resolution a Solar
a storm were about to commence. Once her DV has refreshed draws the power to survive all onslaught. The character may
five times, she erupts into a torrent of blue-white Essence, shin- use this Charm in response to an attack that incurs pre-soak
ing like a newborn star. When this surge of power passes, the damage. Upon activation, his hardness to rises to a level equal
Solar stands unmarred—all her health restored. Activating a to the pre soak damage of the attack. This does not prevent
119
121
123
125
127
129
131
133
135
137
The Sidereal Exalted to gauge her nature and the level of her skill. This unassuming
mien also makes it difficult to view the Sidereal as a serious
threat; all attempts to re-establish surprise enjoy a bonus of
New Martial Arts Style: (Sidereal’s Essence) dice. This Charm constitutes a form of un-
natural mental influence costing two Willpower to resist for
Throne Shadow Style one scene.
This Charm tree comprises the ‘natural’ Sidereal style of
unarmed fighting. The saying among the Viziers goes: “Every A Tale of Two Styles
Sidereal is a master of the arts—even on his first day in the Fate’s Guardian style continues to be practiced into the
dojo.” Other Exalted tend to dismiss this logic as an idle boast, Time of Tumult, but never again matches the widespread
missing the point of Throne Shadow style. Viziers instinctively popularity it enjoys in the First Age. The breaking of the
understand that the aspects and individuals of the world make Mask, murder of the Solars, and exile of the Lunar Exalted
for the best weapons, not fists or blades—and as a result, they all undermine the elements that make this style a lynchpin
tend to think of this martial art as Fate’s Guardian style. of First Age Sidereal power. With the removal the most po-
For other Exalted, this is a Celestial Martial Arts style that tent of the Sidereals’ common students and allies, and the
emulates and imitates the ways of the Seers of Heaven. They difficulties the Arcane Fate introduces to recruiting long-
may learn the core Charms of the style, but may not expand term mortal or Dragon-Blooded assistants, Throne Shadow
upon it or learn any special extension Charms. is slowly eclipsed in popularity by Violet Bier of Sorrows in
For Sidereals, these Charms are ordinary Sidereal Charms, the days after the Usurpation.
bringing the esoteric power of destiny to bear in their quest to
139
141
Larceny
Flowing God-Dragon Shintai
(p. 83)
This Charm’s name is Flowing God-Dragon Stance.
Medicine
Transcendent Gaian Harmony
(p. 84)
If the Storyteller permits the option, attaining a transcen-
dent state requires five purchases rather than six as indicated
in the Charm’s writeup.
143
145
Melee Performance
Flashing Edge of Dawn Rose-Lipped Seduction Style
(p. 27; p. 22)
Replace the text of this Charm with the following: (p. 26; p. 26)
This Charm permanently enhances its prerequisite. If she Keywords: Combo-OK, Compulsion, Mirror (Lust and Loathing
wishes to, the Solar may ignore steps 7-9 on her second dam- Stance)
age application and simply repeat step 10. Additionally, her While the Charm is in effect, all characters who possess any
post-soak damage is raised by one die whenever she uses One sort of positive Intimacy toward the Solar have their MDVs
Weapon, Two Blows. set to 0 against seduction attempts by her so long as she is of a
gender they are normally attracted to; if she is not, then such
Rising Sun Slash targets halve their MDVs instead.
(p. 22; p. 22) The user’s Lunar mate has his MDV set to 0 regardless of
Keywords: Combo-OK, Mirror (Life-Severing Blade), Obvious normal preferences.
Remove the Holy Keyword. For 4m, the Solar may select New Abyssal Charm; Lust and Loathing Stance (Prerequi-
whether to make the attack unblockable or undodgeable. For sites: Irresistible Succubus Style). Unlike its Solar counterpart,
6m the attack becomes unblockable and undodgeable against Lust and Loathing Stance is Obvious, only keys off of negative
any target, including non-creatures of darkness. Intimacies or Intimacies of lust, and it halves MDVs regardless
of the target’s normal sexual preferences. It has no particular
efficacy against an Abyssal’s Lunar mate.
147
149
151
Scroll of The Monk Replace the text of this Charm with the following:
A child must learn to crawl before it can walk, just as the
wicked must learn to fly before they can stand against the Solar
Smashing Tidal Wave Technique Hero. The character’s fist becomes a falling star, striking the
(p. 42) earth to unleash a shockwave that rips through the ground in a
Cost: 0m or 3m (+3m per target), 1wp; Type: Extra Action straight line up to (Essence x 50) yards distant. Upon reaching
Keywords: Combo-OK an opponent in range, the attack terminates in a massive deto-
Duration: Instant nation of force, with a diameter of 10 yards and reaching up to
The total DV penalty and Speed are equal to the highest of 100 yards high. Everything caught in the range of this attack is
any single attack in the flurry. Ignores Rate. If this Charm is be- immediately hit by an unblockable Heaven Thunder Hammer
ing activated to sustain grapples initiated through previous use strike using a dice pool of (Dexterity + Martial Arts + Es-
of the Charm, the cost is 0m. sence). Characters struck by this attack are always launched up
or away from the Lawgiver. The Solar is immune to the effects
Solar Hero Style Expansions of his own attack and may stand in the absolute center of this
devastation unharmed.
Pounding Hammer of Devastation
(p. 83)
Laughing Wounds Style
Cost: 6m; Mins: Martial Arts 5, Essence 4; Kiss of the Whip
Type: Reflexive (Step 1) (p. 95)
Prerequisite Charms: Dome-Shattering Smite (Ink Monkeys, Although it has been asked by players of Exalted, this Charm
Vol. 33) should not have the Crippling keyword.
153
155
157
159
Dragon-Blooded Errata
• Expanded the Dynasty and Purity keywords from Dreams
of the First Age as per The Thousand Correct Actions of the
Upright Soldier (page 141)
Lunar Errata
• Can animals Exalt? (page 48)
Spirit Errata
Multiple spirit Charms and powers have been clarified as per
The Books of Sorcery, Vol. IV—Roll of Glorious Divinity I:
• Dragon’s Suspire (page 13)
• Elemental Expression (page 13)
• Elemental Rejuvenation (page 13)
• Principle of Motion (page 12 and page 151)