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Chuubxalted

Introduction

This is a rules hack for Exalted that uses instead the rules of Chuubo’s Marvelous Wish
Granting Engine. The rules are somewhat modified from the base of Chuubo’s in order to hew
more closely to the Exalted aesthetic. The specific differences are noted below.

As a general rule, the various Exalted types are restricted in what Arcs they have access to, and
the Miraculous Arcs have been customized and changed from their corebook versions -
sometimes heavily, sometimes less so. They are similar enough that your knowledge of the core
versions should be enough to guide you in choosing Arcs, but different enough that you should
look closely at them when actually making your character.

The genre of this game is assumed to be Epic Fantasy. There is room in Exalted for other
genres, including Adventure Fantasy, Immersive, and Gothic. But Epic Fantasy is the assumed
default.

All Exalted are miraculous characters, with (unless otherwise noted) 8 points of Skills, 2 Divine,
1 Tough, and 2 Normal Health levels, and 5 MP. They have varying numbers of Miraculous Arcs
based on Exalt type. They start with one predefined innate power (based on Exalt type) and 2
Perks of player choosing. They can also optionally start with 1 free level 1 Connection Perk to
another PC.

​ PCs generally ​cannot spend their starting skill points on Superior or Magical Skills,
Exalted
unless it makes sense for their character type. Some specific exceptions are called out.

Anima Banners (Optional)


All Exalted possess an ​Anima Banner​: an invisible, intangible aura that flares to vibrant life
when exposed to their unleashed glory. Whenever Exalted spend 2 or more MP on a single
action, they start glowing and their Caste mark (for Celestials) flares. This subsides after about
10 minutes.

When an Exalt spends 4 or more MP at once, their anima bursts forth in spectacular display that
is unique to each Exalt while displaying the themes of the Exalt type (Solars are always glorious
bonfires visible for miles around, for instance). This subsides after about an hour.
Martial Arts
In Chuubxalted, a ​Martial Art ​is a specific Superior or Magical Skill, each with a set of
associated miraculous ​Techniques.

As a Superior Skill, a Martial Art can be used for all such things you would think such a skill
might be used for: mostly fighting, but some Martial Arts also have some non-combat uses, and
they can be broadened in play just any skill. Each Martial Art gives Edge in different
circumstances.

As a Magical Skill, it works like any other magical skill. These kinds of MA are sometimes
referred to as ​Supernatural Martial Arts. Like with any Magical Skill, Solars cannot use them in
concert with the powers of their native Arc.

You get a Martial Art by picking it up as a Superior or Magical Skill Perk, as appropriate. You
cannot spend any of your 8 starting Skill points on a Martial Art, unless you have the MA Perk or
Arc (see below) or are a Sidereal. Regardless, a starting character cannot have a Martial Art
higher than 3.

A Martial Arts ​Technique ​is a specific move or benefit that Essence using students of that Art
can learn and practice. You can have a library of known Techniques, which you activate by
spending MP. The effects of an activated Technique last for the rest of the Book (or until used,
for those that can be used for a specific effect). After that, you need to spend the MP again. In
universe, an Exalt channels their Essence in a particular way within their bodies to get the effect
of the Technique. MA Techniques come in three levels

Terrestrial ​MA Techniques cost 1 MP to activate and have effects like:


● a +1 Tool bonus for something specialized
● a +2 Tool bonus for something niche
● a specialized and straightforward miracle (one use)

As the name suggests, these are the only types of Techniques that Dragon-Blooded have
access to by default. For Celestials, these are often not that useful. For Solars, for instance, the
first two effects are largely overshadowed by their native Arc’s powers. Still, they can sometimes
be handy.

Celestial ​MA Techniques cost 2 MP to activate and typically have effects like:
● a +1 Tool bonus for something useful
● a +2 Tool bonus for something specialized
● a specialized, complex miracle (one use)
● an ​extremely niche effect (endless)
Most Exalted have access to these Techniques. Terrestrials can only get access to them with
certain specialized instruction, such as that provided by the Immaculate Order. They can also
create their own if they pursue the Martial Arts Arc.

Sidereal ​MA Techniques cost 4 MP to activate and provide either:


● a +2 Tool for something useful
● a cool, practical one-use ability

Only Sidereals have access to this tier of Techniques by default. Solars and similar can get
access to them by certain specialized instruction, such as dedicated tutoring from a Sidereal
master. They can also create their own if they pursue the Martial Arts Arc.

There are two ways to gain access to Martial Arts Techniques: you can take the Martial Arts
Perk ​or the ​Arc.

Martial Arts Perk


Upon taking this Perk, you have the option to shift 1-3 points of Skills into a Martial Arts Skill of
your choice (or multiple ones, if you want). You also, more importantly, learn three MA
Techniques (you must have a Martial Arts Skill before you can learn its associated Techniques).
You can broaden your library of known Techniques with further non-Perk Quest rewards; a
typical 35 XP Quest will let you learn 2-3 more Techniques.

For most Martial Artists, this is sufficient to represent their abilities.

The Martial Arts Arc


The Martial Arts ​Arc is for those not satisfied with merely learning the techniques of others, or by
picking up the odd Technique here and there. This is the Arc for those who truly seek to master
Martial Arts, to weave together a thousand techniques into a coherent whole. Most importantly,
it is the Arc for those who wish to create their own Martial Arts style, and to teach it to others.

This Arc has some restrictions on who is allowed to learn it. Terrestrials cannot raise this Arc
above 1. Celestials (Solars, Lunars, etc) may not raise it above 3. Only Sidereals may raise it to
5.

This is a Sickly ​Mystic ​Arc. Those pursuing this Arc are chasing a personal, quixotic
enlightenment, and gaining power thereby. They meditate on the nature of Essence, and preach
their insights to others. They are the old masters living on mountains, or stranger things.

This is a slightly modified version of ​Visionary, ​with some bits stolen from other Arcs.​ ​Its powers
are as follows:
Personal Style
Type: ​Magical or Superior Skill
Cost: ​-

When you take this Arc, you can shift 0-3 points in Skills into a Martial Art of your choice or
design. You can pick an existing style, but since you went ahead and took this Arc, might as
well go the whole hog and design your own custom style, right?

This is typically a Magical Skill, because one does not need usually need to pursue a quixotic
personal enlightenment for a ​non-Supernatural Martial Art. But it can be a Superior Skill if you
want.

Sense Ki
Type: ​Miraculous Action [with free Strike = Arc Level]
Cost: ​-

As a consequence to opening your eyes inward, you are sensitive to the flow of Essence in
yourself, in others, and the world around. This miracle will tell you if that flow is unusual or
disrupted, or otherwise unnatural in some sense. This isn’t more than a warning that “something
is weird here!”, but it will occasionally invoke itself reflexively if any Essence flows are
particularly unnatural.

Spread Enlightenment (Arc 1+)


Type: ​Miraculous Action
Cost: ​-

You have a personal philosophy that informs your martial insights. You may think that the world
is an illusion, or that we are all pieces of a grand plan whose edges you can see. It doesn’t h​ ave
to be something weird: you could have a particular notion of Justice, for example, that you seek
to spread to others (but isn’t everyone’s conception of Justice a little different from everyone
else’s?).

This power enhances mundane actions to convince others of your philosophy. You can open
someone’s eyes to strange visions, give a nonsensical speech that somehow contains profound
insights, perform seemingly impossible feats, or walk someone through a meditation exercise.
While the effectiveness of this depends on Intention level, as normal, the effect is always
unnerving and slightly inexplicable. If you preach that the world is an illusion, your target(s) will
witness something they cannot explain. If you chastise another based on your notion of Justice,
they will feel oddly guilty even if they deny your judgement. And so on.
Personal Techniques
Type: ​Imperial Miracle
Cost (Arc 1):
● 0 MP-1-2x/Book, conceptualize one or more new Techniques
Cost (Arc 2):
● 0 MP-1-2x/Book, conceptualize one or more new Techniques
● 4 MP-conceptualize a new Technique
Cost (Arc 3+):
● 0 MP-1-2x/Book, conceptualize one or more new Techniques
● 2 MP-conceptualize a new Technique
● 4 MP-generate a new Technique for immediate activation

You have a ability to create Martial Arts Techniques of your own design. You can create
Terrestrial and Celestial Techniques.

Creating a Technique takes a personal process inspired by something in the world and informed
by your philosophy. Once you have conceptualized a Technique, it takes 0-3 Chapters to
perfect it until it is ready to be used and to teach to others.

PCs can use any of your Techniques, with your permission, by spending the required MP. The
MP doesn’t go to you, but represents them activating the Technique by establishing the correct
flow of Essence, under your instruction. Technically NPCs can do this too, but the effects there
are more descriptive than mechanical.

You can have a library of up to five Techniques. This is linked to your Health Levels. When you
take a Wound, you lose a space in your library (or a Technique, if you were full up). You get the
space but not the Technique back when the Wound heals. Should you gain an additional Health
Level through Perks or powers, you also gain an additional space in your library for a
Technique.

Arc 3:​ you can also create Sidereal Techniques. Your library now expands to hold up to 8
Techniques (or 3 + Health Levels, if you have more or less than the usual number.)

Arc 5:​ Your library expands to 10 (or 5 + Health Levels) Techniques.

Disciples (Arc 2+)


Type: ​Miraculous Action
Cost:
● 0 MP-1/book, with some setup, enlighten 1-2 disciples
● 1 MP-with some setup, enlighten a third or later disciple this book
● 2 MP-with some setup, have a 1-2-chapter outbreak that enlightens multiple targets
● 4 MP-have a 1-2-chapter outbreak without obvious lead-in

This power lets you turn an NPC into a disciple of your Martial Arts style and philosophy. You
can only target characters that can be played by your character sheet, including pretty loose
interpretations thereof.

Essentially, this gives you control over the character, allowing you to play them with your
character sheet. All your characters share Perks and Wounds. If you have the Alternate Identity
or Alternate Form Perk, you can have multiple characters using each Alternate Identity or
Alternate Form. When you enlighten someone, you take over as their player.

If you have a spare Perk slot, you may fill it with an Alternate Identity Perk.

Arc 4+: ​You can now opt to enlighten a target without taking over their character. (For instance,
if you like the HG’s interpretation of the NPC.) If you do this, you can still dictate their actions …
but so can they, and they are notionally capable of taking a Serious Wound to resist your control
or a Deadly Wound to throw it off completely.

This is typically an OOC power, not an IC one. It represents you getting disciples and converts
that you can control as a player, not your character mind controlling people. For some Martial
Arts, however, (like Black Claw Style) that might be exactly what you are doing.

A Former Life (Arc 2+)


Type:​ Miraculous Action
Cost:​ 1 MP

Invoke this power to waive feasibility constraints your former self might have faced and claim
any Edge they may have had. Depending on your backstory, this might be applicable for your
original character. Most of the time, though, this power’s main purpose is that it lets you
incorporate some of your disciples’ abilities that are not properly accounted for by your
character sheet alone.

Advanced Techniques (Arc 2+)


Type: ​Miraculous Action
Cost:
● 0 MP-1/chapter, invoke an advanced technique
● 2 MP-do so a second or later time per chapter

On reaching Arc 2, you develop or acquire an advanced technique for your Personal Style. This
is a new magical technique that receives a Tool bonus equal to your Arc rating. (You may use
the technique without using this power, but you don’t receive the Tool bonus and suffer a +0-2
increase in the Obstacle, instead.)
Invoking an advanced technique is optionally accompanied by a b ​ reak from reality in which you
chant an incantation associated with the technique and/or a technique-specific symbol
manifests in the air behind you. This may also be accompanied by further, relatively
unimportant, special effects-the sky darkening, slime oozing up from the ground, a fresh breeze
blowing, lightning striking harmlessly around you, plants growing rapidly, or whatnot. If the
special effects ever ​do turn out to be important, and you or someone else wants to take
advantage of them, you’ll use a mundane action to do so.

Choose the technique, incantation, symbol, and any common special effects when you receive
this power.

Arc 3: ​You receive a second advanced technique.

Arc 5: ​You receive a third advanced technique. Additionally, you may choose one advanced
technique for each character you have a Connection 3+ to. If they cooperate with you, you may
use that technique.

Esoteric Wisdom (Arc 3+)


Type: ​Miraculous Action
Cost (Arc 3):
● ​ 2 MP-know a little more than you should
● ​ 4 MP-use this power a second or later time in a handful of hours
Cost (Arc 4):
● ​ 1 MP-know a little more than you should
● ​ 2 MP-use this power a second or later time in a handful of hours
Cost (Arc 5):
● ​ 0 MP-know a little more than you should
● ​ 1 MP-use this power a second or later time in a handful of hours

Your enlightenment has opened your eyes to the truth of things, made you sensitive to the flow
of Essence, and in general made you akin to wise and secret masters of old.

Invoke ​Esoteric Wisdom​ to know a little more about anything that’s come up in play. If the HG
doesn’t want to share, you can generally come up with new information yourself!

As a special rule, if the HG isn’t sure you’re right-whether they want to give you tentative
information or are skeptical of your proposed new bit of data-you get the MP back.

Advanced Techniques (Powered Up) (Arc 4+)


Type: ​Miraculous Action or Imperial Miracle
Cost:
● 0 MP-create a new technique, or use an unpolished technique, 1/book
● 4 MP-do so a second or later time per book

Starting at Arc 4, you are no longer limited to the specific advanced techniques you know. Over
the course of a few minutes, using your established techniques as a basis, you may build
something ​new.

Define a new straightforward effect, preferably one that does not require fine control over the
outcome. Choose one or more of your existing techniques. Free-associate about how you’re
modifying that technique or how you’re drawing upon its symbol, modifying its incantation,
escalating its special effects into something useful, or otherwise building on its established
nature and definition until:
● the HG understands how the new effect works and what the side effects might be; a ​ nd
● you’ve developed a suitable name and/or invocation incantation for the technique to sum
up your thoughts on what it will be.

You may then invoke ​Advanced Techniques t​ o use this technique and achieve that effect. The
new technique is initially unrefined-you won’t have much fine control unless it’s absolutely
necessary for it to fulfill your intent, and the side effects are more numerous, stronger, and less
predictable than normal. However, because the underlying power is a miracle, the technique will
still always achieve the core effect …and sufficient practice can refine the technique until it can
be used without free-associating and with normal levels of control.

If you find during the free-association process that you can’t really justify the technique you
want, you’re free to back out without actually using it. If the free-association process lasts long
enough that the HG needs to turn their attention to other players, you need to either back out or
come up with the best name/invocation you can and have the HG come up with the best current
interpretation they can … and hope for the best.

Quest Miracles
The Quest Miracles of this Arc let you gain new and strange powers through meditating on your
philosophy, transcend you beyond yourself, and work blessings on others. For Sidereals, they
can use their enlightened understanding of reality to work massive ritual effects on Creation.
Example Martial Arts
What follows are some example Martial Arts and their Techniques. The HG is encouraged to
create their own (or, as I have here, to adapt MA styles from the Exalted rules into this hack).

The HG is encouraged to ​not let players create their own custom Martial Art without actually
being on the Martial Arts Arc, because that somewhat undermines the value of that Arc.
Nonetheless, it is reasonable to get something pretty close to what you want.

There’s another difference between MA styles acquired through the Perk and those created
through the Arc than can serve as a soft restriction of sorts. The former should follow some sort
of coherent theme, while the latter need not hang together at all. Being the result of a quixotic
philosophy, they need nothing beyond the thinnest of justifications. It is enough to mumble
something about how you are stripping away the veils between you and the world to reveal the
Dreaming Pearl within, you don’t need to actually explain why that means you can turn into an
immortal flying gazelle-carp thing.

White Reaper Style (Superior Skill)


The White Reaper Style is a Superior Skill that can be used like any combat skill and also to use
a scythe. It grants its Edge whenever you are outnumbered…

Now, this is something worth pointing out. The Edge granted by a Superior Skill applies in an
otherwise fair contest. White Reaper Style grants Edge in a situation that is almost always not
otherwise fair.

So generally what it actually means is that using this style partly or completely negates any
Edge the ​enemy might have for outnumbering you, rather than giving y​ ou Edge up to its rating.
You might get a little bit of positive Edge if have a high rating in the Skill and are not greatly
outnumbered. The precise amount of Edge you get is up to the HG, as always.

Here are some of its Techniques:

● 1 MP - Get a +1 Tool bonus for resisting intimidation


● 1 MP - Reduce the level of the next physical Wound you receive by one (one use)
● 2 MP - Anyone trying to press the advantage of numbers against you - by surrounding
you, flanking you, distracting you, whatever - faces an Obstacle of 1
● 2 MP - You can instantly cut fields of wheat with a single swing of a scythe (endless)
● 4 MP - Sweep your weapon to unleash a wave of force that targets every enemy you can
see as a level 4 miraculous attack (one use)
Silver-Voiced Nightingale Style (Magical Skill)

This style is an esoteric art, focused on the use of the stylists voice in both song and warfare.
The first uses of this skill are non magical - they can be replicated with mundane skills (though
typically with a +2 to the Obstacle) and Solars can enhance them with the powers of their native
Arc:

● [Obstacle 0] ​Sing, play instruments, or otherwise produce music;


● [Obstacle 1] ​Throw your voice or use ventriloquism;

The remaining magical techniques are incompatible with the Solar Arc:

● [Obstacle 1] ​Purify the sound you make when using a musical instrument or your voice;
● [Obstacle 1] ​Speak in someone else’s voice;
● [Obstacle 2] ​Make your voice sound like the wind, the clinking of coins, or fire;
● [Obstacle 2] ​Infuse your voice with the power to evoke a specific emotion with your
song
● [Obstacle 3] ​Unleash a ​kiai; a forceful burst of sound that can be used to make attacks

The following are some of its miraculous Techniques:

● 1 MP - Get a +1 Tool bonus for convincing an enemy you have just hit with a k​ iai to flee
● 1 MP - Learn a song that will instantly cheer someone up when sung (one use)
● 2 MP - Get a +1 Tool bonus to inspiring and moving people with your voice
● 2 MP - Synchronize your movement and heartbeat with a single enemy, gaining +1 Edge
against them in both combat and conversation. You can pick a new enemy each scene,
but only one at a time.
● 2 MP - Listen to the song of someone’s heart, letting you know their innermost thoughts
(one use)
● 4 MP - Unleash a horrid, mournful cry that tears at the hearts of all who hear it, causing
them to become overcome with sorrow and despair, sometimes to the point of death if
their hearts cannot take it. This manifests as a level 4 miraculous attack. (one use)
Sorcery
Across Creation, Sorcerers are feared and respected. They have the power to call the storms or
calm them, to kill men with a thought or heal them with a word, and other strange and fearsome
powers besides.

The Sorcery Arc


The power of Sorcery is unlike the native powers of the Exalted. It comes from without, rather
than within, and it comes at a price. Nonetheless, different Exalted have different potential with
Sorcery. Terrestrials cannot raise this Arc above 1. Celestials (Lunars, Sidereals, etc.) cannot
raise it above 3. Only Solars and similar (Abyssals, Infernals) can raise it all the way to 5.

This is a Sickly ​Bindings ​Arc. To work with Sorcery is to work with dark powers, or at least
powers that are feared and mistrusted, and often rightly. Even the most benign source of
Sorcery is dangerous, and to be respected.

This Arc is heavily customized, but is most similar to ​Wounded Angel​. Its powers are as
follows:

Thaumaturgy
Type:​ Magical Skill
Cost: ​-

Many Sorcerers are also skilled with the lesser magical arts known as Thaumaturgy.
Thaumaturgy is a catch-all term for the lesser magic powers and holistic ritual practices that
sometimes crop up amongst mortals. They are but a pale shadow of true Sorcery, but for all that
Exalts tend to sneer at them they can be surprisingly efficacious and useful.

When you start this Arc, you can shift 0-3 points into one or more Magical Skills. You don’t have
to - unlike with some Arcs, these Skills don’t really tie into the powers of this Arc. It’s simply a
reflection of the fact that Sorcerers often have lesser magical abilities as well. The Magical
Skill(s) can be anything you like provided they with into the general thematics of Exalted (and of
Thaumaturgy - no Supernatural MA, for instance).
Sorcerous Initiation
Type: ​Special
Cost: ​-

You have a particular theme or style to your magics - you bargain with demons, make pacts with
spirits, make extensive use of runes and circles, cover yourself with mystical tattoos. Something
like that.

​ haumaturgy​, but it doesn’t have to


Pick a Skill - usually the Magical Skill you picked up with T
be. You can change the Skill later on if it no longer fits.

You gain a +1 to +2 Tool bonus for using that Skill when you properly employ your theme.

Sacrifice (Arc 1+)


Type: ​Surface Wound
Cost: ​-

For power there is a price.

To become a Sorcerer is a long and difficult process, and at the end of it you must sacrifice
something near and dear to your heart. This is something that will usually happen towards the
end of your first Arc or the beginning of the next (or before the game starts, if you begin with one
or more ranks in this Arc) and you cannot access the later powers of this Arc until you have
done it.

It’s something ​required in order to advance along the Arc.

And to represent this, you must permanently Wound one of your Normal Health Levels. This
Wound will not recover under any circumstance - no power can heal it and Immortality is no
help. It doesn’t even clear up when you Wound your Tough Health Level the way Surface
Wounds usually do. It is ​permanent.

There are only two ways to heal this Wound -

● If you progress further along this Arc (assuming you can) your Wound will eventually
heal… but only to be replaced by a new, higher level Wound.
● To otherwise heal this Wound you must renounce Sorcery itself, and all the powers you
gained thereby. You lose all ranks in this Arc and any associated Powers. The HG is
encouraged to partly compensate you for this by letting you shift your Arc levels to
something else, but let's be clear - this is a big step and not one to be made lightly. After
that, your Wound can ​begin to heal.
It otherwise functions as a normal Wound - that is, you get one of the benefits you can get from
a Surface Wound. You can imagine you were hit by an attack that forced you to lose something
and you responding by mitigating the Wound. Surface Wounds don’t normally allow you to
mitigate, but this is still a good way of thinking about it.

It might be that your sacrifice was more or less symbolic, that you didn’t give up something you
will terribly ​miss. This is a bit like choosing to focus or live with a Wound (see page 130 of the
Chuubo’s core) - you’re negotiating the sacrifice down to something minor that you can deal
with.

It’s even alright to make this something that ​betters you. This is like choosing to twist the Wound
(see page 135), and is something Sorcerers do all the time. You sacrifice your hesitation or your
lack of self-confidence, your ignorance or your naivety, and get a useful Bond or Tool out of it.
That’s normal, and even to some degree expected…

But just as with twisting a Wound, it’s still, to some level, a wound. There still has to be a
downside of some kind, even if it isn’t much of a one. It can be something awkwardly beneficial
but it’s still ​awkwardly beneficial.

And most of all: you still lost something, you tore out a piece of yourself. It was still a s​ acrifice,
and it ​hurt.

It was the price you had to pay.

The reward is Sorcery.

Terrestrial Circle Sorcery (Arc 1+)


Type: ​Miraculous Action
Cost (Arc 1-2):
● 0 MP - 1/Chapter, cast a Terrestrial Circle Spell with a few minutes preparation
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a handful of hours
● 4 MP - cast a Terrestrial Circle Spell instantly.
Cost (Arc 3-4):
● 0 MP - cast a Terrestrial Circle Spell with a few minutes preparation, every few hours
● 1 MP - do so a second or later time in a handful of hours
● 2 MP - cast a Terrestrial Circle Spell instantly.
Cost (Arc 5):
● 0 MP - cast a Terrestrial Circle Spell with a few minutes preparation
● 1 MP - cast a Terrestrial Circle Spell instantly.
You start of by learning 1-3 Spells when you initiate into this Circle of Sorcery. Terrestrial Circle
Spells are essentially miraculous Powers - design them as you normally would a Power. Some
example Spells are given below.

The maximum number of spells you can know is normally [Arc Level + 2]. You can pick up more
than that with Perks, however.

Casting a Spell (of any Circle) is not an instantaneous action, but takes a few minutes of
gathering power, drawing runes, propitiating spirits, etc. This is generally known as “Shaping
Sorcery”, and lets a Sorcerer gather Essence from the surroundings to fuel the Spell.

Exalts can skip this step by essentially substituting their own Essence instead, but this is
inefficient and so expensive. It becomes less so as a Sorcerer becomes more skilled.

Countermagic (Arc 1+)


Type: ​Miraculous Action
Cost (Arc 1-2):
● 0 MP - 1/Chapter, attempt to counter a Spell
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a handful of hours
Cost (Arc 3-4):
● 0 MP - attempt to counter a Spell
● 1 MP - do so a second or later time in a handful of hours
Cost (Arc 5):
● 0 MP - attempt to counter a Spell

Any Sorcerer can attempt countermagic. This is simply a miracle that attempts to suppress
another Spell. If you win the conflict the Spell fails. If you lose, it goes off as normal. In the event
of a tie, what typically happens is that the Spell happens but its effects are blunted or distorted
in some way. Precise results are up to HG, on a case-by-case basis.

For the purposes of this power, “Spell” refers primarily to the so named abilities of this Arc.
Magical techniques of the various kinds of Thaumaturgy can also be countered.

At the HG’s discretion, certain other powers can be countered as well - some of the powers of
the Twilight, No Moon, Daybreak, or Secrets Arcs, for instance.

You specifically ​cannot ​counter the various techniques (or Techniques) of Supernatural Martial
Arts, even though they are Magical Skills rules-wise.
Shaping Rituals (Arc 2+)
Type: ​Special
Cost: ​-

You gain access to Shaping Rituals that can serve as an additional source of MP. These are
generally of the same theme as your ​Sorcerous Initiation​, but don’t have to be. Some
examples might be:

● You can draw power from any large fire (i.e. bigger than a candle or campfire). You gain
1-2 MP based on the size of the fire, snuffing it out in the process.
● By making a sacrifice of precious materials and offering a prayer to their god(s), the
Sorcerer can gain 1-2 MP based on the impressiveness of the offering.
● A Sorcerer can ritually Wound themselves for power, gaining 1-2 MP thereby. The
Wound heals normally.
● By abiding by a strict code of conduct, you can gain 1-2 MP per Chapter.

MP used in this way can be spent immediately or stored for later, but you can’t store more than
2 MP at a time and can only spend it on the powers of this Arc. It does not, however, count
towards your usual MP cap.

Celestial Circle Sorcery (Arc 3+)


Type: ​Miraculous Action, Major
Cost (Arc 3):
● 0 MP - cast a Celestial Circle Spell 1/Book
● 1 MP - do so a second or later time per Book
● 2 MP - do so a second or later time per Chapter
● 4 MP - instantly cast a Celestial Circle Spell
Cost (Arc 4):
● 0 MP - cast a Celestial Circle Spell 1/Chapter
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time per scene
● 4 MP - instantly cast a Celestial Circle Spell
Cost (Arc 5):
● 0 MP - cast a Celestial Circle Spell 1/Chapter
● 1 MP - do so a second or later time per Chapter
● 2 MP - instantly cast a Celestial Circle Spell
To initiate yourself into this Circle of Sorcery, you must make another Sacrifice. This is often
thematically related to the old one - if you Sacrificed a finger, for instance, you might Sacrifice a
hand1 - but doesn’t have to be.

Either way, though, it overshadows the old one. Your previous permanent Surface Wound
heals, and is replaced with a permanent Serious Wound. Otherwise it works the same way.

You can have one Celestial Circle Spell for each Terrestrial Circle Spell you know. Celestial
Circle Spells are Major Miracles - it’s not just a +3 to the Arc Level, the effects scale up too.
They are epic, world-shaking effects.

Like with Terrestrial Circle Spells, they take some preparation to cast, and powering through
that is expensive.

Solar Circle Sorcery (Arc 4+)


Type: ​Imperial Miracle, Ritual Power
Cost (Arc 4):
● 0 MP - cast a Solar Circle Spell 1/Book
● 2 MP - do so a second or later time in a given Book
● 4 MP - do so a second or later time in a given Chapter
Cost (Arc 5):
● 0 MP - cast a Solar Circle Spell 1/Book
● 1 MP - do so a second or later time in a given Book
● 2 MP - do so a second or later time in a given Chapter
● 4 MP - cast a Solar Circle Spell instantly, skipping the Ritual

To initiate into the final Circle of Sorcery requires one last Sacrifice…

As you’ve probably guessed by now, your old permanent Serious Wound heals, and is replaced
with a permanent Deadly Wound.

A Solar Circle Spell is a wish-level effect using one of your existing Spells as a basis or
justification. Instead of basing it on a Spell you can also base it off of your Sacrifice. So if you
gave up some of your memory, you can wish to rewrite people’s memories. If you sacrificed
your impurities, you can wish to purify the world.

​ hat do you want to wish


Ultimately, you can probably do anything at all here: the question is, w
for? And ​how can you tie this to your Spells or Sacrifice?

Casting a Solar Circle Spell is a major endeavour, and usually starts a Ritual.

1
And mitigate the Sacrifice by replacing it with an artificial one made of silver or something.
Quest Miracles
The Quest Miracles of this Arc are often called “Sorcerous Workings”. They are massive rituals
with long term effects. Sorcery Quest Miracles are also used to craft Artifacts, Manses, and
other wonders.

Example Spells
The following example spells are grouped by theme, but you are not restricted to that. You don’t
have to take Magma Kraken if you have Flight of the Brilliant Raptor, for instance, nor do you
need Demon of the First Circle to learn Demon of the Second Circle. Your Celestial Spells don’t
have to be based on your Terrestrial Spells.

Fire Spells
Flight of the Brilliant Raptor (Terrestrial Circle Spell)

The Sorcerer shapes flames into the form of a majestic bird of prey, sending it streaking towards
their enemies. It damages the target and anyone nearby, starting a fire that does not burn out
and cannot be put out until the end of the scene.

This is a pretty straightforward Spell... but, you know, sometimes you just want to set everything
on fire.

Magma Kraken (Celestial Circle Spell)

Tentacles of molten rock burst out of the ground, causing widespread devastation around and
grabbing things to cook them with searing heat. You can direct these tentacles for as long as
you sustain this miracle. This spell devastates armies, tears down buildings, and rips forests
from their roots. It is, generally, as awesome as a giant squid made of lava should be.

Which is to say, pretty awesome.

Armageddon (Solar Circle Spell)

This is a wish to consume everything in flame, earthquakes and ruin. About the only way to
survive this Spell is to take two Deadly Wounds or exploit the wish rules.

When you absolutely, positively, need to nuke the site from orbit, accept no substitutes.
Demon Summoning

Demon of the First Circle (Terrestrial Circle Spell)

You summon and bind a single demon. Demons of the First Circle typically have a single
Superior or Magical Skill rated at 2-3. It's really up to the HG to play them so this will only matter
for forming Intentions if the HG generally plays NPCs that way, but it's a guideline to the s​ ort of
powers they have. For instance, Blood Apes have Superior Vitality 3, making them far stronger
and tougher than humans.

Since they are minor NPCs, their Intentions and Skill levels are more of a guideline to how the
HG should describe the world than a rules construct, but if you command your summoned
demons with your own Intentions in a way that leverages their numbers or abilities well, it is
reasonable to get 1-2 Edge.

When you summon a demon you can choose one of the following two:
- Order it to follow you around until the end of the Book. They are absolutely loyal to you
(miraculously imposed as part of this miracle) but if they are helping you out without an Intention
of your own they won't go beyond Intention 3 typically.
- Order it to complete a task. They attempt to do so until the task is complete with an effective
Intention of 42 - that is, they are guaranteed to be effective and so on. Again, their dedication to
the task is miraculously imposed.

In both cases that means that attempting to subvert the demon's loyalty to you/dissuade them
from their task requires beating this miracle.

A demon’s morality is not the same as a normal person’s. They will never betray you and will
always try to do what is best for you, but their idea of what that is may not match your own.
Well-managed demons rarely cause trouble, but the more you summon and have to pay
attention to, the harder it is to manage them well.

Demon of the Second Circle (Celestial Circle Spell)

These demons typically have Superior or Magical Skills rated at 4-5 as a guideline for the sort of
powers they may have, and you may get 3-4 Edge by leveraging them well. When task-bound
they have an effective Intention of 7 - that is, they are guaranteed to be extremely effective, but
absolutely ​not guaranteed to do the right thing. (If following you around, they still only have a
typical Intention of 3 when helping you out without an Intention of your own, though).

2
​Assuming that they are actually good at the task you've bound them to, of course. It will be
lower if its something they are unsuited for.
Demon of the Third Circle (Solar Circle Spell)

Technically this can only be done during Calibration, but that limitation is strictly cosmetic. This
functions as one of two wishes:

I wish [Third Circle Demon] would appear and obey my orders for the rest of the Book OR
I wish [Third Circle Demon] would appear and do [task] for me

Third Circle demons have whatever powers the HG deems appropriate (including miraculous
Arcs) but you don't get to pick them.

Re: the first wish, wishing for a demon slave is much like wishing for more powers so standard
wishing rules apply (​a daring heart may unlock its hidden treasures... etc. etc.)

The advantage of the latter wish is that the task itself is part of it, meaning that the demon ​will
succeed unless met with determined opposition exploiting the wish rules. It's not necessarily
guaranteed to succeed in a way you ​like, but it will succeed.
Solars
Solars are the overthrown kings and queens of the First Age, locked away for millennia and only
now returning to the world. The greatest of all the Chosen, for good or for ill, the Solars are
glorious and mighty exemplars of human excellence. In this fallen age, they are feared,
mistrusted, and hunted down by those who now rule Creation.

Solars by default start the game with:

● The ​SOLAR ARC 2


● Their ​CASTE ARC 2
● 1 ​FAVORED ARC 1 ​which can be one of the other Caste Arcs, Martial Arts, or Sorcery
● 1 bonus Arc level, which can be used to bump up one of their existing arcs one level or
to gain a new Arc at 1 out of the Arcs they have access to (Their five Caste Arcs, MA, or
Sorcery)
● The ​GREAT CURSE ​ability
● ​ ool ​Perk (you get this from the Solar Arc, see below)
1 Perk slot pre-filled with a C
● 2 more Perks of their choosing or design (within reason).
● Default traits otherwise (2 Divine, 1 Tough, and 2 Normal Health levels; 5 MP; 8 points of
Skills)

The maximum Arc level Solars can have at Character Creation is 3. The maximum Arc level
they can reach through play is 5. They cannot raise the Martial Arts Arc above 3, but are one of
the few character types that can raise the Sorcery Arc to 5.

Solar Arcs are typically Frantic. It is the nature of Solars to rise to challenges and to fight even in
the face of hopeless odds. Solar miracles are also usually straightforward - not slow and indirect
like the miracles of Immortals tend to be, but immediate and potent.
The Great Curse
A Miraculous Ability

Define a ​Limit Trigger - a circumstance under which your character experiences great stress.
Examples include when your character is forced to tell a lie, or when they witness innocents
suffering and are unable to help, or when they are denied a favorite pleasure or vice for
extended periods of time.

Whenever in a situation that matches your Trigger, or with HG/group approval any situation
where your character is under extreme stress or is forced to go against deeply held ideals, you
may take one of the

● ​ r
Suffer (Corruption) o
● Suffer (Trauma)

XP actions and automatically pick up an Issue point of the HG’s choosing. This is usually
Complex, Vice, ​or ​Sickness u
​ nless your relevant Issue is at 5 or has just recently been
resolved, but the HG picks whatever they feel is appropriate.

If you have the ​Sickly ​power, this doesn’t count against your use of that power.​ ​Remember that
although ​Sickly ​can only be used 1/session, it does not require a condition to trigger, while this
does.
The Solar Arc
The Solar Arc is the core Arc of the Chosen of the Sun, and contains their Excellency. For a
starting Solar, the Excellency is a potent means of boosting their actions to beyond the level of
ordinary mortals. If they choose to progress along this Arc, they will eventually become able to
causally transcend mortal Skills entirely.

This is a Frantic ​Aspect ​Arc. Solars who pursue this Arc seek the endlessly distant goal of
perfection, training themselves to surpass the limits not just of humanity but of Exalted as well.

This is a slightly modified version of ​The Ace​. Its powers are as follows:

Ox-Body Technique
Type: ​Miraculous Action
Cost (Arc 0-2):
● 0 MP - weather damage 1/Chapter
● 1 MP - use this ability a second or later time per chapter
● 2 MP - use this ability a second or later time in a handful of hours
Cost (Arc 3-4):
● 0 MP - starting mid-scene, weather damage 1-2 times
● 1 MP - starting mid-scene, resist all damage
● 2 MP - resist all damage this scene
Cost (Arc 5):
● 0 MP - starting mid-scene, resist all damage
● 1 MP - resist all damage this scene

The bodies of the Solar Exalted are far more resilient than mortal flesh. Solars take less
damage from attacks than mortals do, heal quicker and generally are tougher. Invoke this ability
when you are just about to be badly hurt and you can declare that you are fine instead.

This power reduces the severity of a received physical wound by about one level (pg. 126-128).
The HG can veto its use if the wound was already too trivial to worry about or so thoroughly
overkill that even being supernaturally resilient wouldn’t help.

This ability is strictly weaker than Immortal. If you find this power overlapping with that one, take
it as a sign that Solars aren’t supposed to have access to Immortality in the first place, you
cheater you.

Tireless
Type: ​Miraculous Action
Cost: ​0 MP
In addition to being tougher and more resilient than mortals, Solars also have greater reserves
of energy and do not tire as easily. To represent this, you have access to a pool of Miraculous
Will. This bonus Will can only be used to enhance ordinary and Superior Skills, not Magical
ones.

Cool Bonus
Type: ​Special
Cost: ​-

If you have a spare Perk slot for it, you receive a free Cool Perk that automatically powers up to
your Arc’s Trait level.

Solar Excellency
Type: ​Miraculous Action
Cost:
● ​ 0 MP-starting mid-scene, take 1-2 enhanced actions
● ​ 1 MP- take a third or later enhanced action in a scene
● ​ 2 MP-starting mid-scene, all actions are enhanced
● ​ 4 MP-enhance arbitrarily many actions for a scene.

In many ways the core and most iconic power of the Solar Exalted, their Excellency allows them
to enhance ordinary mundane actions to levels no mortal can reach, and eventually into the
realm of the miraculous.

You can invoke the Excellency and the mundane Intention it enhances as a single action. At Arc
3+ you no longer need the mundane Intention, although you can still take one if desired.
Regardless of Arc level, however, you are limited to things that are mundanely feasible to you
and can only enhance actions predicated on ordinary or Superior Skills, not Magical Skills.

However, any power that eliminates the Obstacle associated with a magical technique or
supernatural skill lets it count as “mundanely feasible” for you, allowing you to enhance it with
the Excellency. Such powers will be pointed out when they appear.

Arc 2: ​At Arc 2 this enhances actions with a +2 Tool bonus

Arc 3: ​At Arc 3 the bonus is no longer a Tool, instead the enhanced action is notionally perfect.
You can invoke the Solar Excellency to
● perfectly execute any act of mundane skill, e.g. fishing, typesetting, running, fire-eating,
accounting, dancing, or planning an invasion. This includes being effective, productive,
and really impressive with that action if you want it to be, but you can never guarantee
that the action was the right thing to do;
● automatically beat anybody’s mundane action with your own;
and/or
● execute an action with perfect timing and grace.

Arc 4: ​At Arc 4 you can also augment this with


● the strength of a bear
● the mental speed and processing power of a supercomputer
and/or
● incredibly enhanced senses (eyes like an eagle, ears capable of picking up a whisper
across the room, etc)

Arc 5: ​At Arc 5 you can additionally augment the action with
● perfect precision and control, allowing you arbitrarily fine control over your actions and
the capability to regulate your thoughts and emotions and think about many things at
once.

Mastery
Type: ​Miraculous Action
Cost:
● 1 MP - push yourself beyond your normal limits for a skill you have mastered
● 2 MP - push yourself even further.

For an action predicated on an ordinary or Superior Skill you have rated 3+, you can go beyond
the normal limits of the Solar Excellency. Predicated on means either a mundane Intention
formed from such a Skill, or a miraculous action related to it.

Essentially, for any such action, you can spend 1 MP to make an immediate enhanced action as
though your rating in the Solar Arc was one higher, or for 2 MP as though it was two higher.

The becomes less useful at higher Arc levels, which is intended. A Solar who has raised this Arc
that high is no longer a master of some skills, but of every field of human endeavour.

Limitless
Type: ​Miraculous Action, Major
Cost:
● 4 MP - Invoke an arbitrary miraculous strength and speed
● 2 MP at Arc 4
● 1 MP at Arc 5

Invoke ​Limitless ​and you will have whatever power and speed you need - including mental
power and speed, or sensory acuity - to accomplish any task that is notionally possible as an
extension of your mundane abilities. Thus you can punch through anything, or outrun anything,
or see arbitrarily long distances, because punching or running or seeing are things you can
normally do and this power lets you scale them up arbitrarily. But you cannot fly or echolocate,
because flying or echolocation are not things you could normally do (though if you somehow
could do those things mundanely - perhaps through a Superior Skill representing a Wyld
mutation? - this power would let you fly arbitrarily fast or echolocate arbitrarily far).

Deed of Legend (Arc 3+)


Type: ​Miraculous Action, Major
Cost (Arc 3-4):
● 4 MP - Take an effectively impossible action
● 2 MP at Arc 4 - Take such an action based on a mastered skill
Cost (Arc 5):
● 2 MP - Take an effectively impossible action
● 1 MP - Take such an action based on a mastered skill

Invoke this power to take an action that is outright impossible but mythically plausible - such as
grabbing a river with your bare hands or surfing on a sound wave - with local and short term
effects. If you want to do such a thing with larger scale and/or lasting effects, you will need a
Quest Miracle. This action includes all benefits from all prior abilities in this Arc, as relevant.

Starting at Arc 4, this ability receives an MP discount if your action is related to a mundane or
Superior Skill you have rated at 3+.

Quest Miracles

The Quest Miracles of this Arc allow Solars to develop new and potent techniques, or perform
world-shaking feats of legend.
The Dawn Arc
The Dawn Caste are the preeminent warriors of Creation - soldiers, generals and champions
without peer. Their Caste Arc doesn’t just let them win fights - indeed, that is perhaps the least
of its abilities. Such is the power of the Solar Excellency that any Solar with some decent skill in
combat has little trouble winning fights. While the Dawn Arc allows Solars to challenge even
​ anipulate conflict
similarly potent beings as themselves and still hope to win, it also lets Solars m
to their ends easier than others can. To a Dawn, combat is a potent tool above and beyond its
ability to end the lives of their enemies.

This is a Frantic ​Otherworldly ​Arc. Solars who pursue this Arc are torn between being designed
for deadly combat - most alive when closest to death - and whatever else they are the rest of
the time. They live in perpetual knowledge that the sword is like a conductor's baton that lets
them move the world to their desire, and that the world around them is like fragile putty to be
molded. They risk losing themselves in that heady knowledge, and many Solars have.

This is a slightly modified version of ​Spiritual​. Its powers are as follows:

Champion of Creation
Type: ​Miraculous Action [With free Strike = Arc Level]
Cost: ​0 MP

Whenever Creation is in danger, or the Unconquered Sun is directly threatened somehow, you
get a warning. It resounds in your sleep and in your dreams, calling the Exalted Host to war.

This is an ability that will honestly not ever come up in a lot of campaigns. But it is there. So that
it comes up slightly more often, you also get a warning whenever a significant portion of
Creation is threatened, not just when all of it is.

Killing Intent
Type: ​Miraculous Action
Cost (Arc 0):
● 1 MP - use this power every few hours
● 2 MP - use this power a second or later time in a handful of hours
Cost (Arc 1+):
● 0 MP - use this power every few hours
● 1 MP - use this power a second or later time in a handful of hours

You can emit a subtle aura of ​hostility or d


​ anger. This in a matter of body language and subtle
nonverbal cues, but also a controllable side effect of your anima banner. This can cause people
to become aggravated or fearful. You can also do the opposite, and emit a pacifying aura that
causes people to hesitate and calms them down.

This is not a very strong power, being little more than a vague, easily ignorable feeling, but it
can aid intimidation or pacification attempts, or help either when trying to provoke someone or
cause them to halt, depending on which aura you choose.

Holistic Battle Understanding (Arc 1+)


Type: ​Miraculous Action
Cost (Arc 0-1): ​1 MP
Cost (Arc 2+): ​0 MP

When you use this power, you get an immediate and accurate sense of a battle (in about a
neighborhood sized radius): you know the status of all participants, what they are doing and
what they intend on doing, and what shape the overall course of the combat is taking. If you
choose to sustain this miracle, you can read the flow of battle around you in real time. You can
sense hostility not just directed towards you but anyone in the vicinity, and so it is impossible to
ambush you. You immediately see through feints or otherwise detect the true intentions of
anyone in regards to combat. You can even perceive something of someone’s personality and
ideals from the way they fight, for in battle one’s true heart is revealed.

Outside of combat, this power still allows you to detect hostility, or generally tell when
someone’s thoughts turn to fighting.

Talking Through Fists Technique (Arc 1+)


Type: ​Special
Cost: ​-

While you have ​Holistic Battle Understanding a ​ ctive, you can wordlessly communicate with
anyone in the combat, friend or foe, through a combination of body language and the subtle
pulsing of your anima. This form of communication bypasses all obstacles to talking normally
(e.g. they can’t hear you, or don’t speak your language, or just don’t want to listen).

You can use this to coordinate with allies, or to speak to foes in a way that they do not have the
option of ignoring. You can try to intimidate them or otherwise do anything you might with
normal communication - while it may be hard to get a sworn enemy to cease fighting, it might
not take all that much to convince a rabble of peasants that they would be better off running
away.

Outside of combat, you are limited to short, sharp messages such as ​danger is ahead or ​if you
try anything funny I will chop your head off so fast it will literally spin. That last is actually longer
with words than without.
Immortal Commander’s Presence (Arc 1+)
Type: ​Miraculous Action
Cost (Arc 1):
● 2 MP-use this power 1/chapter
● ​ 4 MP-use this power at any other time
Cost (Arc 2):
● ​ 1 MP-use this power 1/chapter
● ​ 2 MP-use this power a second or later time this chapter
● ​ 4 MP-use this power a second or later time in a handful of hours
Cost (Arc 3):
● ​ 0 MP-use this power 1/chapter
● ​ 1 MP-use this power a second or later time this chapter
● ​ 2 MP-use this power a second or later time in a handful of hours
Cost (Arc 4+):
● ​ 0 MP-use this power, every few hours
● ​ 1 MP-use this power a second or later time in a handful of hours

The Dawns are masters of command as well as personal combat, and their mere presence can
inspire their followers to new heights. Using this power on someone (including yourself) gives
them one or more of the following benefits, as you choose:

● Unless they have something else giving them a bonus, they get a +1 Tool bonus to all
combat related tasks
● They typically get about 1 Edge in mundane conflicts as well
● They can ignore Obstacles of up to 3 to combat related tasks.

You can enhance multiple people at once, but the effects are limited to the neighborhood scale,
more or less. Exalts benefit little from the first two effects, as their native powers are probably
superior (and they do not stack). However, for any being that can manipulate Essence (which
includes all Exalts), the third ability explicitly allows the use of borderline supernatural abilities
that are mythically plausible as extensions of mundane combat skills - or to put it another way,
Essence users can normally attempt such things with a slight Obstacle, and this power lets you
ignore that Obstacle. Examples include causing arrows to be set aflame mid flight or making
them out of pure Essence, or swinging your sword so fast that a concentrated blast of force
shoots towards a distant opponent. You can also ignore the Obstacle associated with the
magical techniques of Supernatural Martial Arts.

​ olar Arc​ for as


Further, Solars can use such abilities in combination with the powers of the S
long as they are enhanced by this power. Even though the powers of that Arc normally cannot
enhance supernatural abilities, this power lets you treat such abilities as extension of your
mundane skill.

War God’s Divine Mantle (Arc 1+)


Type: ​Miraculous Action [Special]
Cost: ​1+ MP

Perhaps the most potent power of the Dawn Caste. Spend up to the Arc’s rating in MP (max 3)
to get Miraculous Edge equal to the MP spent. Its effects last for the rest of the scene without
needing to sustain this miracle. Miraculous Edge reduces the rating of enemy miracles for the
purposes of determining who wins conflicts, much as Strike does, but it doesn’t stack with Strike
and doesn’t break Auctorita.

However, unlike Strike, Miraculous Edge also applies to ​mundane conflicts, and reduces the
rating of enemy Intentions as well. It doesn’t stack with regular Edge, but neither do they cancel
out - you get the full benefit of Miraculous Edge even if you are at a mundane Edge
disadvantage.

While this power is active you are cloaked in an aura of battle. This is not a visible thing but a
subtle, experiential effect - anyone around you is forced to recognise that you are an avatar of
war.

General of the All-Seeing Sun (Arc 2+)


Type: ​Miraculous Action
Cost (Arc 2):
● ​ 2 MP - dictate the course of a battle (individual/small group scale)
Cost (Arc 3):
● ​ 1 MP - dictate the course of a battle (individual/small group scale)
● ​ 2 MP - dictate the course of a battle (large group (neighborhood-size) scale)
Cost (Arc 4+):
● ​ 1 MP - dictate the course of a battle (large group (neighborhood-size) scale)

Use this power to determine how a nearby combat will go. You can of course use this to declare
that you win, but this is actually the least useful way to use this power. The Solar Arc already
lets you declare that you win a conflict and back it up with miraculous force. What this power
does is let you dictate how a combat proceeds down to fine details. You don’t even need to be
part of it - a Dawn can simply glance at a battle and know how to alter its course in the desired
direction merely by throwing a small stone in the exact right place and the exact right time.

For larger battlefields, even the higher version of this might only let you affect your immediate
vicinity rather than dictate the overall course of the battle. However, the local battle should have
some effect on the larger one, it’s just a bit more out of your direct control.
Summoning the Loyal Steel (Arc 2+)
Type: ​Miraculous Action
Cost (Arc 2):
● ​ 2 MP - summon or create a personal-scale instrument of battle
● ​ 4 MP - invoke this power a second or later time within a handful of hours
Cost (Arc 3):
● ​ 1 MP - summon or create a personal-scale instrument of battle
● ​ 2 MP - invoke this power a second or later time within a handful of hours
Cost (Arc 4+):
● ​ 1 MP - summon or create an instrument of battle
● ​ 2 MP - invoke this power a second or later time within a handful of hours

This power lets the Solars either summon or create out of pure Essence any instrument of battle
- a weapon, a piece of armor, etc. A created item lasts for a scene, whilst a summoned one is
indefinite (but of course has to already exist first). You can also send existing items Elsewhere,
to be re-summoned later.

Created weapons and armor are generic - they are simply serviceable, not exceptional. To
summon a specific weapon or other item, you must be familiar with it. You can rip weapons out
of your opponents’ hands, for instance, but have to take the time to familiarize yourself with
them first.

At Arc 4+​, you can create or summon larger instruments of battle - siege weapons, warships,
fortifications, etc.

Legendary Master (Arc 2+)


Type: ​Miraculous Action
Cost:
● ​ 2 MP-starting mid-scene, take perfect control over your body
● ​ 4 MP-do this at any time

Starting mid-scene, you can invoke Legendary Master to perfectly control and exert full strength
through any and every part of your body-including, e.g., your hair. This also includes a “light
foot” technique-you can move as if your body were much lighter or heavier and make extremely
long, precise jumps.

You may choose to combine this with a specific action, which then also receives the benefits of
the Solar Arc’s ​Mastery ​power for free, or just flood your body with this power in general.
Golden King’s Pacification (Arc 3+)
Type: ​Miraculous Action
Cost (Arc 3):
● 2 MP - enforce peace in the area
● 4 MP - use this power a second or later time in a handful of hours
Cost (Arc 4+):
● 1 MP - enforce peace in the area

By flaring your Essence and invoking the name of the Unconquered Sun, you lay down a g ​ eas
of peace on everyone within a neighborhood-sized radius. No-one in the area may use a
weapon to wound or strike a blow in hostile intent - not even animals - for so long as you sustain
this miracle. This applies to you as well - if you attack anyone, you automatically drop the
miracle and the peace is broken.

Transcendent Warlord’s Genius (Arc 3+)


Type: ​Miraculous Action, Major
Cost (Arc 3):
● ​ 4 MP - Shape the destiny of a battle.
Cost (Arc 4):
● ​ 2 MP - Shape the destiny of a battle.
● ​ 4 MP - invoke this power a second or later time per book
Cost (Arc 5):
● ​ 1 MP - Shape the destiny of a battle.
● ​ 2 MP - invoke this power a second or later time per book
● ​ 4 MP - invoke this power a second or later time per chapter

Use this power not to declare the course of a battle, but the ​outcome of a battle, its destiny and
its larger context in Creation. This is kind of like a wish, e.g. I​ wish that as a result of this
decisive battle, the corrupt local regime would go on to collapse and be overthrown. Only
because it’s ​not a wish, but a miracle, there are the following differences:

● resisting is easier,
● outright ignoring the outcome requires only a single Deadly Wound instead of two,
● the effects are awesome but comparatively understated,
● the power is that of a Major Miracle when sustained, a ​ nd
● once you stop sustaining the miracle, the power level is in the hands of the HG, and
typically (though not always) fades into a series of minor coincidences thereafter.

You can also change the ​context of an ongoing conflict in creation, like making a battle that was
about one thing about another thing, or retroactively justifying a rebellion, or outright changing
the enemy that is being fought in a simmering ongoing conflict. This is a subtle thing, a matter of
misinformation and mastery of the invisible war of public opinion.

In either case, you are limited a certain amount by plausibility, but it is the nature of this miracle
to cover its own tracks. That means it’s effects are almost impossible to trace back to you, and
most people will simply think they have always been at war with Eastasia (or whatever).

Quest Miracles
The Quest Miracles of this Arc let Solars shape the course of entire wars - or at higher levels,
change the nature of ​warfare itself - the way its regular miracles let them shape the course of
battles.
The Zenith Arc
The Zeniths are the priests of the Solar Exalted, but also wandering heroes and
philosopher-kings. Their common charge is to spread Righteousness through Creation by word
and deed, but each Zenith is given the authority to determine what Righteousness is and how
best it is spread. Regardless of their specific methods, when inspired by their ideals and acting
in their name they are like the Sun itself in its path through the sky - glorious and unstoppable.

This is a Frantic ​Knight ​Arc. Solars who pursue this Arc struggle with their role in this new Age
of Creation, the Solar deliberative so long fallen and even the Realm that once defined the age
beginning to fall apart at the seams.

The Zenith Arc is ​Becoming Somebody​, with the following changes:

Wages of Sin ​and ​Shared Experience ​are replaced with the following three powers:

Eye of Heaven’s Judgement


Type: ​Miraculous Action [with free Strike = Arc level]
Cost:
● 1 MP at Arc 0
● 0 MP at Arc 1+

You have the power to discern the righteous and the wicked.

However, there is no one, not even the Unconquered Sun, who has the authority to tell you
which is which. That is something you must decide for yourself.

There is some ideal, or virtue, or belief, that you hold to be precious. There is some principle
that you hold close to your heart. It could be honesty, or bravery, or righteousness, or something
more specific. Either way, it is this Arc’s ​Truth. ​You may gain more Truths by spending
Recharge Tokens.

There is also something in you that you recognize as a ​Failing​. Something that holds you back,
that makes you less that you could be or should be, that you find distasteful in both yourself and
others. It could be pride, or cruelty, or greed. It could even be kindness. You may also add more
Failings with Recharge Tokens, though you’re probably less likely to want to.

Either way, while you sustain this miracle you may recognise with a glance people who share
your Truth(s) and Failing(s). They are obvious to you, even in a crowd. You have insight into
those parts of them, and what the Truth or Failing means to them, and how dear they hold it.
You have free Strike on this miracle = Arc level.
Shedding Infinite Radiance
Type: ​Miraculous Action
Cost:
● 2 MP at Arc 0
● 1 MP ar Arc 1
● 0 MP at Arc 2

While you sustain this miracle, you presence is an encouragement to all around. Anyone who
takes an action ​to express, ​to convey, or​ motivated by one or more of your Truths gets a +1
Tool bonus. The same bonus applies to someone who takes an action based on your Shine.
Either way, it does not stack with other Tool bonuses.

For NPC’s this effect is usually more narrative than mechanical - it means that their action is
likely to be a little bit more effective, a little bit more likely to go well for them, a little bit more
likely to be the right thing to do.

You may benefit from this bonus yourself as well, but the Solar Excellency is nearly always
going to be better.

Shine Bonus (Arc 1+)


Type: ​Special
Cost:​ -

If you have a spare Perk slot for it, you receive a free level 1 Shine Perk.

Arc 2+. ​If you have a Shine Perk, it automatically powers up to your Arc’s Trait level.

***

The only remaining changes are giving each power Exalted names (e.g. Y ​ our Truth​ becomes
Integrity Protecting Prana​, ​Commanding Aura​ becomes ​Majestic Radiant Presence​...),
which I think you are probably capable of doing on your own if you so desire.

A note, though, about ​Commanding Aura (Powered Up)​ (which becomes T ​ errifying
Apparition of Glory​) and similar later powers: these powers let you create major and stunning
anima effects, batter at people's senses and cause them to have visions with your words or
music, and otherwise give you an impressive array of SFX - but be careful not too stray to far
outside of Exalted thematics. If you do, you can still do it, but the powers gain the Unreal tag.

Apart from as mentioned, the Zenith Arc is the same as Becoming Somebody.
Quest Miracles

The Quest Miracles of this Arc let you cloak yourself with your Role, invoke the Mandate of
Heaven and back it up with miraculous force, or otherwise wield the authority of the rightful
priest-kings of Creation.
The Twilight Arc
The Twilights are sorcerers and savants, bringing the light of learning and knowledge into the
dark places of the world. Their common bond is an insatiable curiosity about the world coupled
with undeniable brilliance.

This is a Frantic ​Shepherd ​Arc. The Twilights are builders, craftsman, doctors, scholars and
teachers. Their charge is to rebuild this fallen world, be that to restore the shining wonders of
the First Age or to create something entirely new but no less glorious.

This Arc is based not on any Chuubo’s​ ​Arc but on the Nobilis T ​ reasure A​ ttribute. Like that
Attribute, though, it is quite similar to ​Sentimental, ​with a dash of ​Specialist ​and ​Of A Certain
Place​.

The powers of this Arc revolve around empowering Treasures, artifacts, followers and spells:
your ​Anchors​. To claim something as an Anchor, you must have one of:

● A level 3+ Connection to it
● A Bond that mentions it by name
● a Perk like:
○ Bond. ​(as long as it mentions it by name)
○ Connection.​ (as long as it’s level 3+)
○ Accessory.
○ “It’s OK, I’m here.”​ (pg. 430, Chuubo’s Core)
○ “It’s like a home to me.”​ (pg. 429)
○ Or any other Perk that symbolizes a strong connection to something.
● A sustained Shepherd Quest Miracle that created or empowered it.

Not everything you have Bond or Connection to need be an Anchor, but any Anchor must be
connected to you by something on your character sheet like this.

You can Anchor pretty much anything. You can make into Anchors people (like disciples or
servants), creatures (like familiars or bound spirits), places (like a demesne or a manse), objects
(like an artifact or a hearthstone) or even spells, techniques, or strategies. You can even Anchor
really abstract things like your capacity to love… you might have a harder time using the powers
of this Arc with them, but you ​can.

You can’t, however, Anchor things that are too powerful relative to you. You cannot Anchor
Exalts, or comparable spirits like powerful demons or gods. You also cannot Anchor PCs under
any circumstances, even if someone is playing a mortal for some reason (you can still have a
Bond that mentions them by name or a Connection to them, of course).
Attunement
Type: ​Miraculous Action
Cost:
● 2 MP at Arcs 0-1
● 1 MP at Arc 2+

You can ​Attune ​to one your Anchors by spending MP, flooding it with your Essence and
empowering it.

When you Attune to something, it becomes spiritually connected to you and perfected by your
Essence. It essentially becomes an ideal example of whatever it is - a familiar becomes a
healthy, robust and unusually strong specimen, the geomancy of a demesne becomes
fortuitous, a spell loses all its unwanted side effects and so on. You can also sustain it with your
Essence alone, in lieu of any other requirements such as food, water, or regular maintenance. If
you Attune to a spirit you summon, it will stick around indefinitely instead of the traditional year
and a day. These effects are optional - you don’t have to perfect or sustain your Anchor if you
don’t want to.

When you Attune to an Anchor, it becomes spiritually connected to you. You can mentally
communicate with it from any distance (if it is something that can communicate, anyway).

Most importantly, ​at your option​ when you Attune to an Anchor you can empower it with a new
supernatural power. You can’t do this if the Anchor was already magical in some way (such as
being an artifact or magical technique itself) but Attuning to such a thing still perfects it and
allows you to alter its existing power to something closer to your liking. Similarly, you can use
this ability on an Anchor again to change its powers later if you change your mind. This power
should be the equivalent of about an Obstacle 3 magical technique.

You or the Anchor can wield this power with mundane actions, but you face an Obstacle of 2-53
because it is a magical technique. For that same reason, you can't use the Solar Arc’s powers
with them.

OOC, you have a pretty free hand when assigning powers. The only thing actually s​ topping you
from empowering a tree with the Supernatural Martial Arts skill it “had all along” is your personal
sense of how appropriate that is for the Exalted milieu.

From an IC perspective, you are awakening the power that is innate to that thing and its
​ vocations​.
connection to you. These powers are collectively called E

3
That is, you or they always face ​some Obstacle because it’s magic, but you might face more or less of a
one depending on how appropriate the skill you are using is.
Temporary Anchors: ​Quest Miracles or the powers of other Arcs may occasionally give you
temporary Connections to things (or, far more rarely, Bonds). As long as the Connection is 3+,
you can ​Attune ​to them and they are your Anchor for as long as the Connection lasts. They
cease being your Anchor once the Connection ceases to exist. Miraculous Anchors (i.e. Exalts
and other things peer to you in power) must also meet additional requirements, for which see
below.

Bonds
Type: ​Bond points
Cost: ​-

You get a Bond point when you start this Arc, and another for each Arc level you complete (for a
total of [Arc+1] Bond points).

These points can be divided as you like - so if you are Arc 2 (and thus have 3 Bond points), you
can have a 3-point Bond or three 1-point Bonds or a 2-point and a 1-point Bond. You can also
leave some Bond points unassigned, to be assigned later in play.

At the end of every Book you may rearrange these points as you like, including freeing up some
to be assigned in play again.

You can technically use these points on just regular Bonds, but I expect you to use them to
claim new Anchors in play.

Emerald Circle Evocations (Arc 1+)


Type: ​Miraculous Action
Cost (Arc 1):
● 2 MP - use an Evocation 1/Chapter
● 4 MP - do so a second or later time per Chapter
Cost (Arc 2):
● 1 MP - use an Evocation 1/Chapter
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time in a handful of hours.
Cost (Arc 3):
● 0 MP - use an Evocation 1/Chapter
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a handful of hours.
Cost (Arc 4+)
● 0 MP - use an Evocation.
For as long as you maintain this miracle, you can freely use the powers of one of your Anchors.
This has the following effects:

● You (or the Anchor) ignore all Obstacles to activating the Evocation. In particular, this
means you ignore the Obstacle associated with using a magical technique. If you are
facing an Obstacle for some other reason (such as from using an inappropriate skill) you
still have to deal with it, but anything trying to block you from ​activating the power doesn’t
work.
● You and the Anchor get a +1 Tool bonus, or a +1 to any existing Tool bonus
● You and the Anchor gain a significant amount of Edge -
○ 0-2 Edge becomes 3 Edge
○ A 1 Edge disadvantage becomes 3 Edge
○ A 2-3 Edge disadvantage is cancelled out

Perhaps most importantly: as a direct consequence of the first of these effects4, you can freely
enhance any actions taken with your Anchor with any of the powers of the ​Solar Arc​ -​ ​even
though you normally aren’t able to use those powers to enhance ‘magical’ actions - for as long
as you sustain this miracle. This includes access to Miraculous Will.

You can also use this with one of your Anchors you haven’t​ given a supernatural power to, in
which case you or the Anchor get only the latter two benefits.

Sapphire Circle Evocations (Arc 2+)


Type: ​Miraculous Action
Cost:
● 2 or 4 MP at Arc Level 2
● 1 or 2 MP at Arc level 3
● 0 or 1 MP at Arc level 4
● Free at Arc level 5

Use this ability to invoke the power of an Anchor as a miraculous action in its own right, or to
empower a non-supernatural anchor to act on the miraculous level.

If the action is solely to strengthen, aid, or protect you, it costs 2 MP. Otherwise it costs 4 MP.
These costs diminish as your Arc level rises.

This also empowers the Anchor to act on metaphors, miracles, and abstractions. For instance, if
you have a key that unlock any lock, you can empower it to unlock someone’s closed heart.

4
In fact, anything that lets you ignore the Obstacle to using magic lets you do this. If the Evocation is
something useful in combat, for instance, the Dawn Caste power ​Immortal Commander’s Presence ​can
also let you use the Solar Arc’s powers with it.
Weaving Destiny (Arc 2+)
Type: ​Miraculous Action
Cost:
● 4 MP at Arcs 2-3
● 2 MP at Arc 4
● 1 MP at Arc 5

​ nything with an Anchor. You can use one of your


Use this power to accomplish basically a
Anchors to accomplish some specific outcome.

The more complicated this is, or the more unreasonable it is that your Anchor can accomplish it,
the longer this will take. You might find yourself needing to sustain this miracles for weeks,
months, or years.

But as long as nothing gets in the way of your miracle (and it i​ s a miracle, so that’s pretty hard) it
will eventually happen.

Miraculous Anchors (Arc 3+)


Type: ​Imperial Miracle
Cost:
● 0 MP - Attune to a Miraculous Anchor once per Book
● 4 MP - do so a second or later time per Book

Starting from Arc 3 you can claim beings that are peer to you in power as Anchors - Exalts,
powerful Gods, Second or even Third-Circle Demons, Artifact N/As, and the like (you still can’t
Anchor PCs though). You still need a Bond or Connection or similar to them, but there are
additional requirements as well. There are essentially two ways to claim a Miraculous Anchor.

● You can get one as the result of a Quest. The Quest Miracles you get access to at this
level are very useful in this regard, letting you upgrade your existing Anchors to
Miraculous levels or gain epic versions of Anchors you have (that you can then claim
with this power). You can also claim a brand new Miraculous Anchor with a longish
Quest like Bind (Chuubo’s core 319) and even use the resultant Perk to get the required
link to it.
● You can claim a Miraculous Anchor using this power, but only after you have Defeated it,
or with its willing consent. To be “Defeated” means running out of Health Levels - if your
HG is not tracking Health Levels for NPCs then Defeat means “when the HG is satisfied
that you have triumphed over your target in a significant way”5.

5
Incidentally, this is why you can’t Anchor a PC: it’s not that PC’s have some magical protection against
being Anchored, it’s that you would have to cease ​being a PC before you could be Anchored.
Miraculous Anchors have all the powers you expect beings of their stature to have, but are
concomitantly harder to control. When you are not actively channeling your power to control
them, they tend to be reluctant and intransigent at best and actively hostile at worst. Even
something like a sword is going to be harder to wield, as it resists working with your movements.
Generally speaking, using the powers of your Miraculous Anchors without the following abilities
of this Arc is going to be difficult-to-impossible, especially with just mundane actions.

If you ​can convince one of your Miraculous Anchors to genuinely cooperate with you - freely and
without duress - you get a +3 Tool Bonus to your actions when working together or a +2 to any
existing Tool bonus, whichever is better. This should be a reasonably rare event - if it's not and
you’ve worked out some sort of long-term accommodation, the bonus downgrades to a +1 Tool
bonus, or +1 to an existing Tool bonus.

Even a loyal or friendly Miraculous Anchor, though, is not going to freely use its powers for you
at your barest whim without you using some power to make it do so. It is already doing you an
unbelievably huge favor just by being your Anchor, after all.

Adamant Circle Evocations (Arc 3+)


Type:​ Miraculous Action, Major.
Cost (Arc 3):
● 4 MP - use a Miraculous Anchor’s power.
● 8 MP, 1 Deadly Wound - flood a miraculous Anchor with Essence
Cost (Arc 4):
● 2 MP - use a Miraculous Anchor’s power
● 4 MP - use a Miraculous Anchor more broadly
● 8 MP, 1 Deadly Wound - flood a miraculous Anchor with Essence
Cost (Arc 5)
● 1 MP - use a Miraculous Anchor’s power
● 2 MP - use a Miraculous Anchor more broadly
● 4 MP - flood a Miraculous Anchor with Essence

The first time you use a given Miraculous Anchor, you should define what it does for you or on
your behalf.

A Miraculous Anchor has many powers, perhaps even as many as you do… but you can only
channel those powers to some particular end. That end can be broad, like “win fights for you”,
but you don’t have control over every single one of its powers.

This is as much for ease of play as anything else, lest you be forced to juggle a dozen
miraculous character sheets... but it is also because to make something your Anchor is to make
it the subordinate of your story, rather than the star of its own.
Your Anchor still has all of its powers, but using them is not this miracle. That’s just part of the
HG’s description of the world. The miracle is “The Anchor does this thing for you”.

And it's a Major Miracle, so don’t think small. Your Anchor is empowered to do epic,
world-shaking things in your name.

You can use ​Adamant Circle Evocations w ​ ith non-Miraculous Anchors as well, raising their
power to the level of a Major Miracle and scaling its effects appropriately - but pushing them
beyond their limits risks hurting them and often you and/or the Anchor will be Wounded
afterwards.

Starting from Arc 4, you can spend more MP to get it do something other than just its specific
end, but only if it directly strengthens, aids or protects you.

If even the power of a Miraculous Anchor is not enough to accomplish your goal, you can
supercharge it by flooding it with your Essence. When this option first becomes available, it
costs 8 MP and a Deadly spiritual Wound that no effect can even b ​ egin to heal for at least one
Book.

​ xpect to
The kinds of thing you can accomplish by doing this are the kinds of thing you could e
accomplish by flooding an already miraculous being or object with immeasurable amounts of
power, but if you want some more precise rules, flooding your Anchor with Essence:

must substantially alter the situation in your favor, even given the miraculous and imperial forces
in play
and
temporarily expands the powers of the Anchor in question in a fashion that evokes either your
own character themes or the general thematic quality of Solar excellence.

Wish (Arc 4+)


Type: ​Imperial Miracle, Ritual Power
Cost:
● ​ 8 MP, 1 Deadly Wound (Arc 4)
● ​ 4 MP (Arc 5)

At most once per Chapter, ​you may use one of your Anchors as the basis for a wish effect.
When this power first becomes available, it costs 8 MP and a Deadly spiritual Wound that no
effect can even begin to heal for at least one Book.

You can wish for anything, but the more the wish follows from the nature of the Anchor, the
more likely it is to work how you would like and go well for you.
This power usually takes a few minutes or hours to activate, and in that time you’ll have
occasional glimpses of what’s to come. If these glimpses cause you to abort the power, you
won’t get the MP back, but you ​will stop the terrible Wound.

Quest Miracles
The Quest Miracles of this Arc let you create artifacts and wonders, shape the world to better
ends, and empower your Anchors.

“Anchors” is the term for this particular Shepherd Arc’s T ​ reasures​. Anything you create or
acquire through a Quest Miracle counts as one of your Anchors even if you don’t have a Bond
or Connection or other link to it, but only for so long as your sustain the Quest Miracle. If you
have a spare Bond point or similar, you can of course claim it as an Anchor normally, and it will
remain one once you stop sustaining the Quest.
The Night Arc
Nights are those Solars who deal with dark things, with thugs and criminals and monsters, with
all those foolish enough to believe that it is safe to come out because the sun has gone down.
The job of the Night Caste is to teach them how wrong they are.

This is a Frantic ​Bindings ​Arc. To extend the cause of righteousness beyond the reach of the
sun’s light and into the dark places of the world, Nights often find themselves adopting the
methods of their foes. They are scouts, spies, assassins, and thieves. Their job is to deal with
those things, so that others don’t have to.

​ enegade​, with some minor changes. Rather than


The Night Caste Arc is based largely on R
reproduce the whole Arc, the changes are summarized below:

Title ​becomes ​Seasoned Criminal Method ​- instead of invoking a social role, the Solar can
invoke the Bond to seem more of an unsavory type, to interact with criminals and criminal
organizations, and so on. It occasionally causes trouble by making the Solar seem suspicious
(and grants Will or MP then, as normal)

Costume ​becomes ​Toolset​. It works more or less the same way, but the focus is more on the
tools then the dress. Toolsets are stored in and summoned from Elsewhere. In addition, if you
​ oolset i​ s automatically an Anchor, with S
also have the Twilight Arc then your T ​ easoned
Criminal Method ​the Bond that connects you to it.

The Arc 3 benefit of ​Scheme, ​which is normally “affected actions get a +2 Tool bonus”,
becomes “affected actions automatically benefit from the S​ olar Excellency ​for free (at the level
of your Solar Arc)”.

​ lippery b
The remaining is just name changes again: S ​ ecomes ​Seven Shadows Evasion​, or
whatever. You can probably do that yourself.

Quest Miracles
The Quest Miracles of this Arc are usually used to acquire useful tools or followers.
The Eclipse Arc
The Eclipse Caste are explorers, diplomats, traders and ministers. They seek new paths and
explore new territory both literally and metaphorically. They seek to bind together the disparate
strands of thoughts and ideas in the world into a single, rich tapestry. Their task is to bring
Creation into harmony, like the moon and sun are at the moment of eclipse.

This is a Frantic ​Storyteller ​Arc. To progress along this Arc is to engage in the purpose of
sharing stories and binding together disparate tales into a cohesive whole. It is an Arc for
managing groups and breaking down barriers between people.

This Arc’s starting point is ​Self Made, ​but it has several changes, not least that it is Frantic
rather than Sickly. It’s powers are as follows:

Wise-Eyed Courtier Method


Type: ​Miraculous Action
Cost:
● 1 MP at Arc 0
● 0 MP at Arc 1+

Invoke​ Wise-Eyed Courtier Method ​to be able to see Connections, almost as though they were
literal strings tying things together. If anything you can see has a Connection to anything else
you can see, you learn it.

Arc 2: ​Starting at Arc 2, you can spot someone’s Connections even to things you can’t see, as
long as you know of the target of the Connection. You can also trace your own Connection to
some person or thing. This tells you their rough location relative to you, and you can follow the
thread to their exact location.

Deft Official’s Way


Type: ​Bond (Level 2)
Cost: ​-

You are supernaturally good at managing people, organizing them, and getting them pointed in
the same direction. This is a level 2 Bond with the normal benefits of such: invoke ​Deft
Official’s Way​ when doing something like the above and you get +2 to your Intention level if
you are facing conflict or an Obstacle, or 2 Strike for a miraculous action. You can also get Will
or MP from this if it gets you in trouble, or in extremes sustain yourself while managing people
even in the absence of food or water.
Mount (or Vehicle) (Arc 1+)
Type: ​Connection (Level 3)
Cost: ​-

You have a means of transportation, ideally something you ride - a horse or other mount, or a
vehicle like a wagon or a ship. You get a level 3 Connection to your mount or vehicle. This
power doesn’t give you a supernatural mount - it is generally assumed you have an
extraordinary but mundane specimen of whatever it is. If you have some sort of supernatural
mount or vehicle from one of your other powers or Perks, however, or if you acquire one
through gameplay, you can designate it as your Mount and get a Connection to it.

In the case of something like a ship, say, it sometimes makes sense to treat is as a place or
context and sometimes to treat it as a being. So, for instance, you can use this skill to
understand what is going on there or keep its engine running, but also to trust it, work well with
it, and even enjoy its company.

Multiple PCs can have a Connection to the same Mount/Vehicle, assuming it is something large
enough to hold all of them.

You can change the Mount or Vehicle to something else if you acquire something better or can’t
use the one before effectively (e.g., you transition from a waterborne to a landborne campaign)
but you can only have one at a time.

Arc 3: ​Your Connection increases to 4, and your Mount/Vehicle becomes x10 faster than it was
before and does not tire or need food, rest, fuel or maintenance. You sustain it with your
Essence alone.

Arc 5: ​Your Connection increases to 5, and you can ride your Mount or Vehicle across any kind
of terrain, even insubstantial terrain. Thus you can ride a horse across water or clouds, or sail a
ship through the sky.

Followers (Arc 1+)


Type: ​Special
Cost: ​-

You can draw or have drawn to yourself a group of followers. They can can be allies or friends,
but they are personally loyal to you and you can order them around with your Intentions, so from
a game point of view at least they are effectively minions.

They are a group of minor NPCs, and they don’t really have ​stats. Not as such. But you can
choose one of the following options to benchmark their abilities:
● An arbitrarily large number of mortals with a single Skill or a small number of very similar
Skills at 3 (e.g. an army)
● A reasonably sized group of mortals with a number of closely related Skills at 3 (e.g. a
large number of craftsmen and builders on retainer)
● A small number of mortals with a small set (~5-6) of loosely related Skills at 4 (e.g. a
group of sages, or your royal advisors/court)
● a diverse group of supernatural followers with maybe 3-5 different magical or Superior
Skills at rank 2, (e.g. a group of spirits you have convinced to accompany you)
or
● one or two supernatural followers with a single shared Superior or magical Skill at rank
3. (e.g. a God Blooded retainer)

Plus any other less important Skills they might have.

Being NPCs, they don’t really take actions so much as what they do for you is part of the HG’s
description of the world. The above serves primarily as a benchmark for the kinds of things they
are good at. As a general rule while helping you out on their own they will not go above Intention
3 or their Skill level, whichever is higher.

To use them to best effect, you form an Intention to command them or organize them, or ask
them or inspire them or whatever, and use your Intention rating to determine how effective and
so on they are. You won't get the full benefit of any special or Superior Skills they have, but if
you leverage their numbers or abilities well it is reasonable to get 1-2 Edge.

You don’t have to recruit all of your followers immediately-you can pick them up over time as it
makes sense to do so. The HG doesn’t have to let you steal a new or established NPC as a
follower, but this power gives you a reasonable claim if someone appropriate does show up and
seems to be a useful minion, ally, subordinate, or friend.

Arc 3: ​At this Arc level, you can either choose to upgrade your existing minions (you have
trained them, or replaced them, or found more of them) or to get second group of minions,
possibly of a different category.

Upgraded minions raise their Skills by 1. When leveraging them to good effect, you might get
2-3 Edge.

Arc 5: ​Again, you can either upgrade one of your existing groups of minions, or gain another
group of minions. If you can leverage a twice-upgraded group well, you might get 3-4 Edge.

If you upgrade a groups of mortal experts that have already been upgraded once (and so have
their relevant skills at 5) you instead expand the variety of Skills they can have to ~10.
Notes on Followers and the Solar Arc: ​When you use the Solar Arc to enhance your Intention
to get your followers to do something, what you are enhancing is y​ our ability to organize,
command, and inspire them, not them directly...

Often, this won't make much difference.

Let’s say you have the Solar Arc at 3. If you tell your Followers to do something, and then
enhance that Intention with the ​Solar Excellency​, then they are guaranteed to succeed at what
you tell them to do. That doesn’t mean each individual follower will succeed at whatever they
personally were trying to do, but overall their mission will be successful (and also effective,
productive, and impressive, at your option). Your ability to to lead and organize people is j​ ust
that good.

But sometimes it does make a difference. For instance, the Arc 4 version of the ​Solar
Excellency ​lets you augment yourself with the strength of a bear. But that’s not very helpful
when getting other people to do things for you, and t​ hey don’t get the strength of a bear! On the
​ ental strength is likely to be useful when
flipside, the other benefit of enhancing your m
managing people, and the Arc 5 version of the power lets you micromanage arbitrarily well.

If you augment your Intention to a miraculous level, you don’t get the benefit of Edge for
leveraging your Followers numbers or abilities well. Instead, the chief benefit of Followers at the
miraculous level is in expanding the sorts of thing you can do with your actions. This is obvious
in the case of supernatural followers, but is true even of mortal ones - a Dawn may be able to
take on an army and hope to win, but a single warrior, no matter how supernaturally puissant, is
going to have a hard time taking and holding large amounts of territory on their own.

If you want to enhance your Followers’ powers directly, you need the Twilight Arc.

Notes on Followers and the Twilight Arc: ​You can Anchor your followers as a group, in which
case you need only one Bond or Connection to them, or individually, in which case you would
need a separate Bond/Connection/whatever for each. You can even mix and match, Anchoring
one or two individually and the rest as a group.

This is important, because Anchors are essentially one ​thing, even when that thing is a group. If
you’ve Anchored an army, for instance, what you have is “an army”. You can get it to do
anything that an army can do, and enhance those actions with the Twilight Arc. What you
cannot do is pick up one guy from your army who happens to know a bit of needlework, and
enhance his ability to stitch with the powers of the Twilight Arc. Because what you’ve Anchored
is “an army’, not “an army, and this one guy who knows needlework, and this other guy who can
do carpentry, and…” It’s a fuzzy boundary, but I am confident with your ability to work it out in
play.
Summons (Arc 1+)
Type: ​Miraculous Action
Cost (Arc 1):
● 0 MP-summon followers or companions out of nowhere, 1/book
● 4 MP-invoke this power a second or later time per book
Cost (Arc 2+):
● 0 MP-summon followers or companions out of nowhere, 1/book
● 2 MP-invoke this power a second or later time per book

Invoke ​Summons ​and you may:

● declare that several specific Followers show up


● declare that some local equivalent to your Followers shows up and decides to help out,
​ r
with all the benefits of using your actual Followers, o
● summon someone you have a Connection to.

This is not actually teleportation, but good planning, foresight, and logistics. Nonetheless, it is
effectively teleportation for most purposes. As long as it is even ​slightly plausible that they could
show up, they do. If the last time we saw the characters in question they were stranded on a
desert island somewhere, then they must have flagged a passing ship or some of your other
followers rescued them offscreen.

Even if it was just established that the people you summon where on the other side of Creation
five IC seconds ago, they will still find their way to you as soon as it is even vaguely possible for
them to do so.

As with any miracle, Major Characters and PCs can take a Wound to resist the summons, if they
feel they must. Your Followers never will.

Speed the Wheels (Arc 2+)


Type: ​Miraculous Action
Cost (Arc 2-3):
● 0 MP - slip through an obstruction in your way, 1/Book
● 1 MP - do so a second or later time per Book
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time per scene
Cost (Arc 4):
● 0 MP - slip through an obstruction in your way, 1/Chapter
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time per scene
Cost (Arc 5):
● 0 MP - slip through an obstruction in your way, 1/Chapter
● 1 MP - do so a second or later time per Chapter

​ peed the Wheels ​when something is


Nothing can slow down a Solar for long. Invoke S
obstructing your forward progress or bogging you down to pass through it in the fastest possible
fashion. That can be interpreted as metaphorically as you like.

So if you are sailing into a reef, you can navigate through it quickly and efficiently without using
any speed. If you run into a jungle, you find the swiftest path through the underbrush. If you are
confronted with a bloated, inefficient bureaucracy that is slowing you down, you cut through all
the red tape.

This does not destroy the obstacle - there is still a reef or whatever behind you. If you want to
reform the bureaucracy then you will need other powers or skills. S ​ peed the Wheels a ​ lso
doesn’t allow you to pass through solid barriers or locked doors, but you find the quickest way
around them as long as there is one.

Embassy (Arc 2+)


Type: ​Special
Cost: ​-

To more efficiently bind Creation together, Solars are gifted with the ability to speak all the
tongues of the world. You can not only speak all human languages6, but can communicate with
anything that has a language, including spirits, elementals, and the Fair Folk.

Furthermore, you have a certain kind of diplomatic immunity. As long as you approach under
banner of peace, any non human being you meet - including shades, spirits, demons, and Fair
Folk - has an Obstacle 2 in the way of deciding to be hostile to you, distrusting you or doubting
your word, or abrogating the duties of hospitality towards you. Any hostile action by them
directed towards you or anyone in your party or group without just cause faces both an Obstacle
and Auctoritas of 2.

This protection ceases to apply if you initiate hostilities or if you or anyone you claim this
protection for act in such a way that responding with violence would be justified. The Obstacle
also doesn’t prevent nonhuman beings from attempting to provoke members of the Solar’s
Embassy ​into breaking the peace, thus voiding this effect’s protection, unless they break the
rules of hospitality to do so.

6
Generally, a learning a language in Chubxalted is not done by gaining a new Skill but by expanding an
existing one. Not having a common language is basically an Obstacle in the way of any sort of
communication, and through work (or a ​Trick ​Perk) you can overcome that Obstacle in the same way you
would expand the scope of Skill. This power lets Solars ignore that Obstacle entirely.
This protection also doesn’t apply to humans, alas, including Exalts7. The lot of the Solars would
be far easier if it did.

Excellent Friend Approach (Arc 2+)


Type: ​Miraculous Action
Cost:
● 0 MP-create a temporary Connection, 1/book
● 4 MP-create a temporary Connection a second or later time per book

Invoke​ Excellent Friend Approach t​ o create a temporary Connection equal to your rating in
this Arc to a person of your choice that you can see.

The Connection lasts for the remainder of the Book.

Arc 3+:​ You can also bind yourself to a place or organization.

Deep-Eyed Soul Gazing (Arc 2+)


Type: ​Miraculous Action
Cost:
● 2 MP at Arc 2
● 1 MP at Arc 3
● 0 MP at Arc 4+

Invoke ​Deep-Eyed Soul Gazing ​to look into someone's heart. If it is a Follower or someone you
have Connection to, you can do this from any distance. Otherwise, you need to look them in the
eyes (or some rough equivalent, if they don’t have eyes).

A brief look will give you a sense of what they are currently doing and vague idea of what is
currently on their mind. Over the course of a few minutes concentration, you get more and more
information.

This power cuts both ways - they get the chance to look back at you. The question of what they
see, what you see, how effective either one is at obfuscation and misdirection, and so on,
depends on other actions. This power just makes it possible to look into someone’s innermost
heart and removes any Obstacle to reading their thoughts and emotions - and does the same
for your target.

Order-Conferring Action (Arc 3+)


Type: ​Imperial Miracle

7
Yes, even Lunars ignore the protection. Yes, even when they are not in human shape.
Cost (Arc 3):
● 0 MP - 1/Book, propose a course of action to someone
● 4 MP - use this power a second or later time per Book
Cost (Arc 4+):
● 0 MP - 1/Book, propose a course of action to someone
● 2 MP - use this power a second or later time per Book
● 4 MP - use this power a second or later time per Chapter.

Propose a course of action to someone, and explain why it is the best thing they can do at the
moment. This functions as a wish:

I wish that was the best course of action for you

But it tends to be a low key sort of wish, that mostly manifests as a series of coincidences and
progressive Tool bonuses that aid them if they choose to follow your advice. It makes your
proposal the best thing to do, but that doesn’t mean than any other option is bad, just at most
equally as good.

You can use this power on yourself.

Arc 4: ​Starting at Arc 4 you can use this power on an organization or community

Ephemeral Induction Technique (Arc 3+)


Type: ​Miraculous Action
Cost:
● 0 MP - 1/Book, assume another’s power
● 4 MP - use this ability a second or later time per Book.

The Eclipse represents all the subtle movements of Essence under Heaven, the strange and
self-referencing powers that stir when night merges with day. A Solar with level 3+ in the Eclipse
Arc can learn the Charms and powers of spirits, Fair Folk and similar supernatural beings.

This requires you to learn about them and connect with them, and you require a Connection of
at least 3+. Once you grow to understand them and how they channel Essence, you can
replicate some of their powers, typically in the form of a temporary miraculous ability, but
occasionally in the form of a temporary Bond, Affliction, or Superior or Magical Skill. You can
use this power until the end of the Book, and an Auctoritas equal to your level in this Arc
protects your ability to do so. You cannot copy the powers of other Exalts.

Heart-Eclipsing Shroud (Arc 4+)


Type: ​Miraculous Action
Cost: ​2 MP
You gain five new level 3 Connections. You don’t have to assign them all at once, but can
choose to do so as you encounter new people, places, or contexts.

You also, however, have an Obstacle 2 in the way of using any of your prior existing
Connections, and any miraculous abilities based on such Connections - such as the powers of
this Arc or the Twilight Arc - cannot be used.

This is a permanent change, but you can use this power again to return to normal (or,
alternately, to refresh your new connections while still remaining unable to use your old ones).

Special: ​If you have the Alternate Identity Perk, you can invoke this power when entering an
Alternate Identity and it lasts for as long as you are in that identity, automatically returning you to
normal when you leave it. If you have free Perk slot, you can fill it with an Alternate Identity
Perk.

Understanding (Arc 5)
Type: ​Miraculous Action, Major or Imperial Miracle
Cost:
● ​ 0 MP - 1/Book, invoke ​Understanding
● ​ 2 MP - invoke this power a second or later time per Book
● ​ 4 MP - invoke this power a second or later time per Chapter

Invoke ​Understanding ​on someone to force them to consider another point of view, or to get
where someone else is coming from. This doesn’t cause agreement, only understanding. It
produces a starting point from which agreement and compromise ​may be reached.

If you believe that the only thing preventing this is a choice on their part -

If it is only wilful blindness and prejudice that doesn’t let them see from a different perspective
on the matter, only their own stubbornness preventing them from listening to someone else’s
arguments -

Then this function as a straightforward miraculous attack: ​Consider this. Understand this.
Broaden your mind.

If it’s more than that; if it is unwilling ignorance, or lack of capacity to understand; if their starting
point is so far away it doesn’t seem to be reachable, if to understand and be capable of seeing
from a different point of view would be to go against their fundamental nature - then this is an
Imperial Miracle instead. A wish that they could somehow be able to see beyond their limited
perspective and somehow bridge that unbridgeable gap; so that, at least, the possibility of
harmony remains alive.
Quest Miracles
The Quest Miracles of this Arc let one temporarily gain unusual powers, claim new lands and
blaze new trails, and transform and inspire people.
Lunars
Lunars once ruled the world alongside their Solar partners and spouses. But the First Age
ended in war and death, and to survive the new world Lunars found that they had to adapt,
change and survive. Fortunately, adapting, changing and surviving are what Lunars do best.

Lunars by default start the game with:

● The ​LUNAR ARC 3


● Their ​CASTE ARC 2
● 1 bonus Arc level, which can be used to bump up their Caste Arc one level or to gain a
new Arc at 1 out of the Arcs they have access to (Their three Caste Arcs, the Steward
Arc, MA, and Sorcery)
● The ​GREAT CURSE ​ability
● ​ uperior Skill ​Perk (You get this from the Lunar Arc, see
1 Perk slot pre-filled with a S
below)
● 2 other Perks of their choosing or design (within reason).
● Default traits otherwise (2 Divine, 1 Tough, and 2 Normal Health levels; 5 MP; 8 points of
Skills)

Lunars can give up one or both of their starting Perks (not the one you get from your native Arc)
to instead start with a number of additional animal forms equal to the number of Perks
sacrificed.

Lunars can choose to, instead of starting with their Caste Arc at 2 and a bonus Arc level, start
with the Steward Arc at 2 and their Caste Arc at 1

The maximum Arc level Lunars can have at Character Creation is 3. The maximum Arc level
they can reach through play is 5. They cannot raise Martial Arts or Sorcery above 3.

Lunars have the widest range of Arc types. Some Lunars play the long slow games of
Immortals, existing like gods to the lands they protect. Others deal with the encroaching and
Sickly Wyld at the edge of the world. Others struggle Frantically against all odds. Most of all,
Lunars are adaptable, and as ever-changing as the moon. The SFX of Lunar I​ mmortality ​is
typically straightforward - supernatural resilience to the point of cuts instantly closing and limbs
spontaneously reattaching, and incredible willpower and drive.

The Lunar ​GREAT CURSE ​ability is the same as the Solar one. See that section for details.
The Lunar Arc
The Lunar Arc is the core Arc of the Chosen of the Moon. It contains their Excellency and,
perhaps more importantly, their prodigious shapeshifting abilities. The most famous and feared
ability of the Lunars is their ability to take the shapes of those they hunt.

This is a Sickly ​Knight ​Arc. The Lunars have struggled to find a place in the world since the
First Age ended. They are still filled with rage over the way it ended, a rage that they inherit from
their Exaltation. At the same time, they hate being chained to the past as they chafe under all
forms of bondage. Some Lunars strive to break free of them and make their own way in the
world. Most join the Silver Pact, which opposes the Sidereal and Terrestrial hegemony that
dares to wear the ancient name of the Realm and which hunts them to the edges of the world.

This Arc is a combination of ​Reality Syndrome ​and some bits of ​Indomitable​. Its powers are
as follows:

Inhuman
Type: ​Superior Skill
Cost: ​-

You gain a free ​Superior Skill​ Perk, and your rating in the skill automatically powers up to your
Arc level (which means that for most Lunars it starts at 3).

A common choice for this is Superior Vitality, a corebook Superior Skill that increases your raw
strength and power (see Chuubo core page 236).

Another common choice is Superior Physical Control, which increases your raw speed, agility,
and grace (see page 237).

You could also take a Superior Charisma, which increases your raw animal magnetism, or
Superior Intelligence, which increases your ability to intake information and your raw processing
power.

I’m using ‘raw’ a lot here, and that’s a nod to the sort of thing you should be getting. If Solars
take human skill and perfect them until they touch the miraculous, Lunars take instead natural
human ​qualities - like strength or speed or intelligence - and push them up to inhuman levels.

Be careful not to let this do too much, or more than a normal Superior Skill. Superior Intelligence
shouldn’t make you good at ​everything, for instance, but just increase ability to process
information. If you can’t come up with something, Superior Vitality is a fairly safe bet.
Lunar Excellency
Type: ​Miraculous Action [with free Strike = Arc level]
Cost: ​-

Lunar’s are not normally more impressive than their Inhuman Skill allows them to be, although
that's already pretty impressive. A starting Lunar with Superior Vitality, for instance, is as strong
or tough as a bear, but not able to lift mountains.

But it is the nature of Lunars to rise to challenges, and their strength scales to match direct
opposition… and then to exceed it.

So if that same Lunar is in a tug of war contest with a Behemoth?

Give them something heavy enough to brace against, and they. Will. Be. The. Stronger.

Mundane actions can’t directly oppose your use of your Inhuman Skill, or even divert and
redirect you more than a modest amount. And you punch above your miraculous weight too with
free Strike equal to your level in this Arc.

If your Inhuman Skill is something vaguer like Intelligence, you might need to narrow down the
benefits of the Excellency until they make sense. You might be guaranteed victory in games of
strategy or logical arguments, for instance, but you shouldn’t get the benefit of this power in
every single case where you could theoretically level your Superior Intelligence to good effect.

Still, you can be pretty awesome.

Inconspicuous Form
Type: ​Miraculous Action
Cost: ​1 MP

You can transform into a variety of common, unassuming animals - rats, small birds, dogs, cats,
horses, etc.

This doesn’t give you any special powers. If you turn into a bird, for instance, you are going to
have trouble flying. If you turn into a snake with a poisonous bite, you still don’t have any skill at
biting. If you want the skills and benefits of an animal form, and not just the form itself, you
should use the more general Lunar Shapeshifting rules below.

This power exists primarily to fill in gaps in those rules - logically, most Lunars have a variety of
common, easily acquired forms, and I don’t want you to have to spend Quests just to be able to
become something common and unassuming. While you don’t get any skills or abilities with this
power, it is great for spying. There is an Obstacle 1 in the way of noticing you when you are
suitably inconspicuous, and even those that do are unlikely to recognize that you are anything
other than an unsuspicious animal (unless they spot your Tell, see below).

In addition to the immediate use - transforming into something inconspicuous - you may invoke
Inconspicuous Form ​when there’s an event in the Region that would be interesting for you to
see, declaring that you’re witnessing the event in question in an inconspicuous form. The HG
may also invoke it on your behalf (with your permission) when they know of something that
would be interesting for you to see but you do not.

Lunar Shapeshifting
Type: ​Imperial Miracle
Cost: ​-

Once per Chapter​, you can assume the form of an animal and all its Skills. This is an Imperial
miracle, so no power can prevent you from transforming. This change is permanent until you
use this or some other shapeshifting power again - which is to say, it does not need to be
sustained. That said, you can use the below power S​ pirit Shape, ​to return to any of your true
forms (see below) at any time, so you don’t have to wait for the next Chapter to turn back, just to
turn into anything ​else.

You can only assume the forms of natural animals. Beasts that have been tainted by the Wyld,
for instance, are not valid choices to transform into. Neither are demons, elementals, or similar.

A typical animal has 8 points of skills: usually 1-2 Superior Skills representing nonhuman
abilities that are almost never higher than 3 (birds have Superior Wings 3, for instance), plus
some miscellaneous skills such as Hunting or Burrowing or whatever.

You start not being able to transform into any animal besides your ​Spirit Shape ​(see below),
unless you gave up some of your starting Perks for more forms. You can acquire new animal
forms via a Quest. A 15 XP quest is enough to add a new mundane animal to the list of forms
you can acquire. The Quest typically is a Sacred Hunt, where you track down the animal,
observe it in its natural habitat, and finally kill it and drink its Heart’s Blood.

That’s not the ​only way. Strictly speaking, any Quest that you or the group think is appropriate
will do. But Heart’s Blood is pretty traditional.

While in animal form, you still have access to all of your own skills and powers, but you’ll often
face feasibility constraints from your new form. If you try to use your Public Speaking Skill while
​ bstacle 3: Cats cannot talk​. And even if you
being a cat, for instance, you will probably face O
power through that Obstacle with Bonds and Will, you still probably don’t talk, it's just that your
attempt at trying was surprisingly effective and productive. (See Chuubo core page 68 for more
details)

Your Inhuman Skill will scale to your form, as appropriate. If you have Superior Vitality, for
instance, you will perhaps be a little weaker in mouse form than in human form, but you will still
be astonishingly strong for a mouse. On the flip side, if you turn into a bear, you will become at
least twice as tough and strong as even that. And the Lunar Excellency cares not for your form,
so you can still outwrestle a lion while in the shape of a cat.

It is worth noting that you are not assuming a generic animal form, but the form of the ​specific
animal you hunted or otherwise acquired. This might rarely come up for regular animals (if you
hunted down a particularly extraordinary specimen, for instance, which typically takes a longer
Quest) but is more relevant once you realize a particular fact…

Human, you see, are also animals.

A 15 XP Quest can give you the form of some random minor NPC and their Skills, while a P ​ erk
costing 20+ XP will give you the form of a Main Character. When assuming the form of a
human, you get access to both their Skills and their non-miraculous Perks8 , but you do not get
any miraculous powers or Arc levels they might have. You d ​ o get their Bonds, Afflictions, and
Superior or Magical Skills.

Of course, entirely aside from mechanics, being able to take the form of a particular human can
be incredibly useful in itself.

Arc 4+: ​Starting from Arc 4, you may acquire the forms of things other than natural animals.
Specifically, you may acquire the forms of animals with Wyld mutations, humans with God
Blooded or other special lineages, demons, and elementals.

You still don’t get access to their miraculous powers, so the primary advantage of this is that
such beings might have Superior or Magical Skills that animals generally wouldn’t have, like the
ability to control elements or affect minds or so on.

Spirit Shape
Type: ​Imperial Miracle
Cost: ​-

One particular form is granted to you at the moment of your Exaltation: your ​Spirit Shape. ​Your
Spirit Shape is an animal of your choosing that in some way reflects your nature and
personality. A sly character might take the form of snake, for example, or a mighty one a bear.

8
Technically you get access to a nonhuman animal’s Perks as well, it’s just that they usually don’t have any.
The form you had at the moment of your Exaltation and your Spirit Shape are your “true forms”.
They are natural shapes, not assumed ones, for all purposes. An effect that pierces to the true
nature of things, for instance, would perceive your Spirit Shape as being who you really are,
rather than as a false form.

You have a third true form - a beastman form that is a mix of your original and spirit shapes.
While in this form, you have access to all your original Skills and abilities as well as those from
your Spirit Shape. Your beastman form should be such that that makes sense, which for most
Lunars means a humanoid and roughly human sized version of their Spirit Shape.

One might ask why you would not be in beastman form all the time. The answer is generally that
you cannot pass as human nor animal and are very obviously a Lunar, and in a lot of Creation
that is a dangerous thing to be. That said, many Lunars do spend a lot of time in beastman form
for the sheer utility of it.

Changing from one of your true forms to another, or from an assumed form to one of your true
forms, doesn’t count against the 1/Chapter limit of Lunar Shapeshifting, and can be done freely
at any time.

Moonsilver Tattoos
Type: ​Miraculous Action, Major
Cost: ​-

When the Lunars fled into the Wyld, they became tainted by it. In order to prevent themselves
from succumbing to that taint, they developed a means of protecting themselves from unwanted
change: tattoos made of magic and moonsilver ink.

These tattooes protect against ​any attempt to change a Lunar’s physical shape, save only the
powers of this Arc and other Lunar Arcs (such as the Full Moon Arc). Whether the attempted
change is positive or negative, the Lunar simply ignores it. This is a Major Miracle that
reflexively invokes itself to protect you from transformations, whether you want it to or not.

These Tattoos are always visible when the Lunar is in one of their true forms, but not when in an
assumed form. Any Lunar can spend 1 MP to hide them from mundane detection for the rest of
the scene, though supernatural senses can still detect them.

The Tell
Type: ​Special (Obstacle 2)
Cost: ​-

The Tell, by contrast, is present no matter what form the Lunar takes. It is some easily
perceivable characteristic that is common to all of a particular Lunar’s shapes. Like the Spirit
Shape, the Tell reflects some aspect of the Lunar. A deceitful Lunar whose spirit shape is a
snake might have a forked tongue, for instance. Tells don’t have to be visual - they can be a
particular smell, or a particular sound you make when you walk (like the clacking of hooves,
even if your current form doesn’t have hooves). Whatever it is, it is noticeable and not easily
hidden.

Fortunately, Lunars have a powerful mental influence effect that makes the Tell hard to detect.
There is an Obstacle 2 in the way of noticing the Tell, but when in one of your true forms the
Obstacle is only 1. The Obstacle is also lowered if someone is specifically looking for Lunars or
knows you and your Tell. If someone has seen a specific Tell before, it becomes easier to spot it
in the future, until eventually it becomes automatic.

Temporary Form Acquisition (Arc 4+)


Type: ​Imperial Miracle
Cost:
● 0 MP - temporarily acquire a form 1/Book
● 4 MP - do so a second or later time per Book

Use this power to temporarily acquire the form of a person or animal. This requires a shortened
version of your usual method of gaining forms. So if you normally observe things, hunt them
down, and drink of their hearts blood, then you would need to observe them for a short time and
get a sample of their blood, voluntarily or involuntarily. It doesn’t, however, require a Quest.

When you assume this form, you can only remain in it for a Chapter at most. At the end of that
time, you automatically revert back to whichever of your true forms you were most recently in.

Supreme Shapeshifting (Arc 5)


Type: ​Imperial Miracle
Cost:
● 0 MP - ignore the limits of your shapeshifting 1/Book
● 4 MP - do so a second or later time per Book

At this level, you can start to ignore some of the usual limits on your shapeshifting. You can
choose to:

● Waive the usual time restrictions: for the rest of the Chapter, you can shift between all of
your forms freely and at will;
● Waive the usual power restrictions: if you are in a form that originally had miraculous
powers, you can use those powers for a Chapter; o ​ r
● Waive the usual thematic restrictions: when you use ​Temporary Form Acquisition, y​ ou
can acquire the form of anything, even Behemoths or Gods. The usual limits on what
you can shapeshift into is replaced with this one: ​the attempt to shapeshift into
something is cosmically inclined to go wrong to the extent, and only to the extent, that it
tries to force what ought not be forced.

In general you can only waive one limitation at a time, although the HG can bend that at their
option.

Quest Miracles

With this Arc, you will usually use Quest Miracles to acquire new forms, rather than for the usual
Quest Miracle bonuses. You ​can use the usual Knight path Quest Miracles, but they often won’t
fit as well.
The Full Moon Arc
The Full Moon Caste are the hunters, warriors, and protectors of the Lunars. They are the front
line of the Silver Pact in its opposition to the Realm, but also Creation’s first bulwark against the
ever-encroaching Wyld. They have the power to enter a fearsome W ​ ar Form, dominating
battlefields with sheer might.

This is an Immortal ​Otherworldly ​Arc. Lunars on this Arc develop a primal connection to the
natural world, making them almost one with it. Some Lunars have lost almost all human parts of
themselves to become the wandering monsters spoken off in Immaculate fairy tales. Most strike
a balance.

This Arc is primarily based on ​Child of the Ash, ​with those bits of ​Indomitable t​ hat aren’t in the
Lunar Arc. Its powers are as follows:

Perfect Fear Scent


Type: ​Miraculous Action
Cost:
● +0 MP-invoke ​Perfect Fear Scent, 1
​ /chapter
● +1 MP-invoke ​Perfect Fear Scent a
​ second or later time per chapter

Invoke ​Perfect Fear Scent t​ o paralyze either a single target or all the targets of another
mundane or miraculous action. Targets lose the ability to move, experience a feeling of
suffocation, suffer intermittent hallucinations and nightmares, and have bursts of extreme
emotion-dominated but not exclusively limited to fear. The targets are unable to escape
voluntarily, but they have two options for involuntary escape that their player may declare freely:
they collapse, drained, ending the effect on them, or they have an uncontrolled emotional
outburst (e.g. a full-body shudder and scream) which ends the effect for all targets. Otherwise
the effect lasts for as long as you sustain it.

​ erfect Fear Scent ​on its


You may combine this with a mundane or miraculous attack or invoke P
own.

Arc 4. ​You may paralyze a cluster of targets, ranging up to “everyone in the neighborhood,”
even without attaching this to another effect.

War Form
Type:​ Imperial Miracle
Cost (Arc 0-2):
● ​ 0 MP - enter your War Form over the course of several minutes
● ​ 4 MP - enter your War Form instantly
Cost (Arc 3):
● ​ 0 MP - enter your War Form over the course of several minutes
● ​ 2 MP - enter your War Form instantly
Cost (Arc 4):
● ​ 0 MP - enter your War Form over the course of several minutes
● ​ 1 MP - enter your War Form instantly
Cost (Arc 5):
● ​ 0 MP - enter your War Form

You possess a powerful additional form known as your W ​ ar Form. ​War Forms are typically
larger than humans - though that is not a hard and fast rule - and shaped like monsters out of
legend. They are often linked to your Spirit Shape…

If your Spirit Shape is a snake, then your war from might be a giant snake or a wyrm or
something at least reptilian. If your Spirit Shape is a bear, then you might turn into a gigantic
bear with armored scales.

War Forms are often profoundly unnatural, in the sense that they need resemble no mundane
animal. But they are at the same time always profoundly natural, in the sense that they are
embodiments of, and ​expressions of, the natural world.

This miracle is permanent - it changes your War Form to your one and only true form. You can
still use Lunar Shapeshifting, but your original form, Spirit Shape, and beastman forms now
count as assumed forms instead of true forms (meaning that entering them counts towards the
1/Chapter use of Lunar Shapeshifting and they register as false forms to any power capable of
distinguishing such things). You need another power - T ​ rue Form ​- to change back
permanently.

You still have access to your original skills and powers while in War Form but, as with regular
Lunar Shapeshifting, you might face feasibility constraints to their use, such as additional
Obstacles.

Immature War Forms: ​For Lunars who are not Full Moons, War Forms are tricky to handle at
first. You might pick up some good size and strength and your War Form might have additional
capabilities that change what you can feasibly accomplish with your Skills - but it doesn’t
actually ​give you any Skills, and there is an additional Obstacle of 1-2 for trying to do anything
complicated with your new abilities. It is a tool for brute force and little more.

Mastered War Forms: ​With sufficient practice, a 15 XP Quest, or automatically when you reach
Arc 2, you master the War Form. You get 8 new Skill points to assign to this form just as if you
had added a new shape to your Lunar Shapeshifting library. These points often include Superior
Skills, but can include unusual Skills that normal animals would not have, including Magical
Skills. You have access to these skills only while in War Form.
True Form
Type: ​Imperial Miracle
Cost (Arc 0-1):
● ​ 0 MP - 1/Book, between two Chapters, revert to one of your true forms
● ​ 1 MP - switch back a second or later time per Book
● ​ 2 MP - switch back mid-Chapter (over the course of a few minutes)
● ​ 4 MP - revert to one of your true forms instantly
Cost (Arc 2):
● ​ 0 MP - revert to one of your true forms between Chapters
● ​ 1 MP - switch back mid-Chapter (over the course of a few hours, unobserved)
● ​ 2 MP - switch back mid-Chapter (over the course of a few minutes)
● ​ 4 MP - revert to one of your true forms instantly
Cost (Arc 3-4):
● ​ 0 MP - revert to one of your true forms over the course of several hours, unobserved
● ​ 1 MP - switch back over the course of a few minutes
● ​ 4 MP - revert to one of your true forms instantly
Cost (Arc 5):
● ​ 0 MP - revert to one of your true forms over the course of several minutes
● ​ 2 MP - revert to one of your true forms instantly

Changing back to your original form is a little harder. The Lunar must often go off and center
themselves, connect once more to their more human sides instead of their primal natures, let go
of the rage they have been nursing to fuel their power. It’s harder in the same way it is harder to
go from anger to calm, or war to peace, than the other way around.

As before, this change is permanent and does not need to be sustained. Your true forms return
​ ar Form ​power again to assume it in
to what they were before, and you will need to use the W
the future.

Since Lunars retain their shapeshifting abilities even in War Form, some Lunars assume that
form permanently. They leave human civilization behind, or at best visit it from time to time as a
stranger to it, and become one with the primal wild. That is a valid choice, in a sense, but the
Silver Pact tends to view such Lunars with suspicion - because of their seclusion if nothing else.
Some among them view remaining in permanent War Form for too long as the first step to
Chimerism (see below), while others just think it makes you dangerously fond of violence, or
that it is simply rude.

Devastating Ogre Enhancement (Arc 1+)


Type: ​Bond (Level 2)
Cost: ​-
One of the primary benefits of the War Form is increasing your reach, strength, size, and
flexibility. Even Lunars who already have Inhuman Strength become stronger and more
fearsome in War Form, but their forms are also extremely flexible and capable of squeezing
through surprisingly small spaces. Conversely, those Lunars who prefer litheness and agility
find those traits even further enhanced in War Form, and their forms are surprisingly strong for
their size. You can only invoke ​Devastating Ogre Enhancement w ​ hile in War From.

● Invoke ​Devastating Ogre Enhancement w ​ hen you are facing some kind of strength,
size, or flexibility related Obstacle or you are in a conflict where having more size,
strength or flexibility is an advantage and you can add the Bond rating (2) to your
Intention level. You can only add the bonus from one such Bond.
● Invoke ​Devastating Ogre Enhancement f​ or any miraculous action for which having
more size, strength or flexibility might be useful and you can add the Bond rating (2) in
Strike. Strike from a Bond doesn’t add to Strike from other Bonds, but it does add to
Strike from MP and Strike intrinsic to a miracle (such as, say, the Lunar Excellency).
● When the awkwardness of your War Form gets you in trouble or hinders you, you can
earn up to the Bond rating (2) in Will or MP.
● It is notionally possible for you to ignore the need for food, water, sleep or even air while
you are continuously exerting your strength, like for example you are busy holding up a
mountain or something. This gets unpleasant almost as fast for you as for a normal
person, though, and the Obstacles can range as high as 4.

Keen (Sense) Technique (Arc 1+)


Type: ​Miraculous Action
Cost:
● 1 MP at Arc 1
● 0 MP at Arc 2+

One of your senses, chosen when you get this power, is enhanced over normal human levels.
You can choose to enhance your nose, eyes, or ears:

● Invoke ​Keen Nose Technique a ​ nd take a deep breath and you can get a
bloodhound-level picture of the scents in the world around you. As long as you sustain
the action and occasionally snuffle the air you can maintain this level of acuity
indefinitely, potentially enabling you to operate in total darkness, track a lost student by
smell, and identify someone who’s recently been in the Wyld by the lingering scent on
their skin.
● Invoke ​Keen Eyes Technique f​ or night vision sharper than an owl’s, sight keener than
an eagle’s, eyes tuned to the smallest details and the slightest hints of motion, and the
ability to see some intangible quality like emotions, sins and goodness, or the rough
subject of people’s thoughts as a colored mist around them.
● Invoke ​Keen Ears Technique f​ or hearing acute enough to pick up the rumble of
thunderstorms hundreds of miles away, hear the footsteps of a nearby beetle, make out
every conversation in the neighborhood, and map out the world within forty or fifty feet of
you just by listening to the echoes of little sounds that you make.

You can pick up additional Keen Senses with Perks. You can also, with HG permission, detail
the powers of some sensory organ other than your nose, eyes, or ears if you would rather
enhance your taste or touch or whatever. You can supplement a weak sense with a minor
extrasensory perception, e.g. augmenting taste so that when you eat a cooked meal you can
see scenes from the life of the chef.

Wound-Mastering Body Evolution (Arc 2+)


Type: ​Imperial Miracle
Cost: ​2 MP

Powerful Lunars can teach their bodies to acclimatize to even the most dangerous things,
rending the Lunars proof against what has already hurt them. When your W ​ ar Form​ takes a
wound in a battle situation, you can waive the normal rules for the advantage that you get and
instead construct a “defensive feature” that gives you a reactive defense against that attack and
any attack like it. You grow armored scales that render you immune to weapons, or grow gills if
someone tries to drown you, or your skin becomes fireproof, etc.

Essentially, instead of the wound, you twist the attack into a point-defense wish:

I wish I’d had something effective to deal with that ​threat.

You’re the authority on your own thematics but, as always with a wish, the exact manifestation
is in the HG’s hands.

This power lasts until the end of the scene, or until the wound heals if it heals during the scene;
after that, the shield fades to the potency of an ordinary wound.

Arc 5: ​At Arc 5 you may restate the wish as:

I wish I had something that could deal with all the threats currently coming at me.

Further, you can usually expect that combat with your War Form will operate at a time scale
such that this is useful. I mean, it’s up to your group and the HG! But you can expect it.

Natural Weaponry (Arc 3+)


Type: ​Miraculous Action
Cost: ​
● 2 MP-starting mid-scene, make a miraculous attack in your War Form
● 1 MP at Arc 4
● 0 MP at Arc 5
● ​ 4 MP-make an immediate miraculous attack in your War Form

In your ​War Form​ you can now make physical attacks essentially anywhere within reach that
you can focus your attention. If you don’t have a proper ranged attack by nature, figure out
something
appropriate to the aesthetic of your War Form.

This power is meant to be a basic sort of weapon - you stab, or pummel, or spit acid, or, at
most, set people on fire with a look. The scary part of this power is just that it’s brutally fast and
effective. If your weapon starts getting flexible (e.g., if you can choose between stabbing people
or gluing them in place, or if your range of poisons includes lethal, painful, and medicinal,) the
HG may ask you to dedicate your next appropriate Perk slot to the idea.

You automatically invoke ​Devastating Ogre Enhancement w


​ ith this attack, adding 2 Strike,
unless you choose not to.

Primal Connection (Arc 3+)


Type: ​Imperial Miracle [with free Strike = Arc level]
Cost:
● 0 MP - connect to the wild 1/Book
● 4 MP - use this power a second or later time per Book

You may invoke this power once per book to open a cosmos-spanning Connection to some
natural creature, object, or place.

● You may gain an point of inherent Connection to some natural creature or wild place, or
give that creature or place a point of inherent Connection to you;
● Your mutual Connection rises to 5 for the remainder of the scene;
● You may communicate with the target-normally, using emotes, but at this level of
Connection that should be as good as speech-for the remainder of the scene.

This power has inherent Strike equal to your Arc rating.

Harmonious Camouflage Method (Arc 4+)


Type: ​Imperial Miracle
Cost:
● 0 MP - starting mid-scene, merge with a natural environment, or return to your normal
state
● ​1 MP - starting mid-scene, do so an additional time
● ​2 MP - starting mid-scene, do so as often as necessary this scene
● ​4 MP - blend into nature or return to normal as often as you’d like this scene.

While in your ​War Form​, you can blend ambiguously into any natural feature - it becomes
weirdly hard to draw the line between you and the mountain, forest, or other environment you’ve
merged with. It’s not just that you change your outer form to match the surroundings - you
actually become a ​part of the local environment for a time.

This essentially waives the normal Obstacles you’d face for doing that kind of thing. Instead, the
longer you stay blended in somewhere, the harder it is for people to spot or target you but the
harder it is for you to become fully alert or active again in a hurry.

Bramble (Arc 5)
Type: ​Miraculous Action
Cost:
● 0 MP - 1/Book, or when wounded, fill the area around you with an ongoing effect
● ​ 4 MP - do so a second or later time per Book, without taking a wound

Once per book, or as a “​Wound-Mastering Body Evolution​” - like alternative to taking a


wound, you can fill the area around you with a hostile environmental effect. In practice, this
plays out as a wish:

I wish this territory around me were dangerous for roughly [[ this reason. ]]

Quest Miracles
The Quest miracles of this Arc are used to commune with nature and discover things thereby,
and to connect to, protect, and command the Primal Wild.
The Changing Moon Arc
The Changing Moon Caste are masters of misdirection, persuasion, and illusion. They possess
both raw animal magnetism and guile. As the waxing and waning moon shifts between light and
dark, hiding its face and revealing its glorious splendour - so too do the Changing Moons shift
between illusion and reality, truth and lies. Their enemies can never be sure of what they see
with their own eyes.

This is a Frantic ​Storyteller ​Arc. Changing Moons are tricksters and creatures of illusion and
ever-shifting appearance. Many are the Immaculate folk tales that warn about beguiling
shapeshifters, and most of them were crafted to warn about the Changing Moon.

This Arc is primarily based around ​Creature of Fable, b​ ut there are some bits from other Arcs
especially other Red Arcs.​ ​Its powers are as follows:

Changing Plumage Mastery


Type: ​Miraculous Action
Cost:
● 1 MP at Arcs 0-1
● 0 MP at Arc 2+

You can change your outward appearance, appearing as someone else you know for as long as
you sustain this miracle. This makes you appear as some specific person or animal that you
have seen - you cannot craft the illusion to look like anything. You can freely change clothes
and hair length and similar things, though, and Lunars have been known to use this power just
to look well-dressed.

This is an illusion, not a physical change, so you do not gain any new abilities nor does your
form change shape, but there is an Obstacle 2 in the way of seeing through the illusion.

You can change your outward appearance to any natural creature, but if there is a great
mismatch between the illusion and your physical form the Obstacle lowers to 1 or even goes
away at HG discretion. People will notice that your height or arm length is very different from
what it appears to be, for instance, and pretending to be a snake while in the shape of a human
is right out. On the other hand, you c​ an shapeshift into an animal and and change your
appearance to match another animal of the same species if you want to, e.g., hide
distinguishing marks.

This does not hide your Tell, which makes it fortunate that it usually hides itself. If someone has
learned to spot your Tell, however, they will see right through the Illusion.
If you would rather, you can cloak yourself in an array of shifting shadows and silver light
instead. This makes you impossible to miss but also impossible to recognize clearly. There is an
Obstacle 3 in the way of recognizing you, unless they saw you putting the illusion on. This d ​ oes
hide your Tell - they can tell you are a Lunar if they know the basics of Lunar abilities (and there
are Immaculate folk-tales that warn of this ability, so even those without scholarly knowledge
can recognize you as an Anathema), but they cannot tell that you are y​ ou specifically.

Superior Hunter (Arc 1+)


Type: ​Superior Skill
Cost: ​-

If you have a spare Perk slot for it, you receive a free level 1 Superior Hunter Perk. This is a
Superior Skill Perk useful in hunting, tracking, riding, and archery.

Arc 2+.​ If you have a Superior Hunter Perk, it automatically powers up to your Arc’s Trait level.

Cobra Hypnotic Method (Arc 1+)


Type: ​Miraculous Action
Cost:
● 0 MP - 1/Chapter, transfix those around you with your mundane actions
● 4 MP - do so a second or later time per Chapter

Manifesting the hypnotic swaying that many creatures evince, the Lunar can slow or stop her
enemies in their tracks. Invoke ​Cobra Hypnotic Method t​ o add a glamor to a slow and careful
mundane action - something without sudden movements - and you can transfix those who are
observing you. They cannot move and cannot pay attention to anything else.

Perfection of the Mockingbird (Arc 2+)


Type: ​Miraculous Action
Cost:
● 0 MP - resume an impersonation used earlier this Chapter
● 1 MP - impersonate someone
● 4 MP - impersonate someone based on minimal evidence

Invoke ​Perfection of the Mockingbird ​and you may infallibly take on and parrot the
mannerisms, style, and voice of someone else you’ve interacted with this story.

This power does not by itself change your appearance, but you can combine it with C​ hanging
Plumage Mastery​ (or even simple mundane disguises) for better effect, and combined with
Lunar Shapeshifting ​the result is nigh-impenetrable to see through even for puissant
supernatural beings like Exalts.
If you wish to borrow the mannerisms, style, and voice of someone you haven’t interacted with,
but have some evidence on - e.g., someone’s father or mother, after interacting with t​ hem - you
may do so at a higher cost.

Charismatic Lunar Trick (Arc 2+)


Type: ​Miraculous Action
Cost (Arc 2-3):
● ​ 0 MP - 1/Book, invoke ​Charismatic Lunar Trick
● ​ 1 MP - invoke a second or later time per Book
● ​ 2 MP - invoke a second or later time per Chapter
● ​ 4 MP - invoke a second or later time per scene
Cost (Arc 4):
● ​ 0 MP - 1/Chapter, invoke C
​ harismatic Lunar Trick
● ​ 1 MP - invoke a second or later time per Chapter
● ​ 2 MP - invoke a second or later time per scene
Cost (Arc 5):
● ​ 0 MP - 1/Chapter, invoke C​ harismatic Lunar Trick
● ​ 1 MP - invoke a second or later time per Chapter

Invoke ​Charismatic Lunar Trick ​and you you may force an emotional truth on one or more of
those who can hear you-e.g., “you’ve just lost the most important thing in your life,” “you fear
me,” or “you think you might be in love.”

It’s effectively an emote taken on their behalf, and it will linger with them, sticking with them,
while you sustain the action and a little after.

New Friend Aroma (Arc 3+)


Type: ​Miraculous Action
Cost:
● 4 MP at Arc 3
● 2 MP at Arc 4
● 1 MP at Arc 5

Animals know one another as friend or foe. Lunar Exalted sometimes share this instinctive
understanding.

Invoke ​New Friend Aroma ​to create a relationship between you and a person or animal,
causing it to recognize you as friend or foe. This is not a conscious recognition - rather, the
target is simply disposed to view you in a particular way, whether positively or negatively. They
will treat you as they would a friend, enemy, guardian, lover, or whatever relationship you
choose.
This is not a relationship based on genuine feelings or shared experiences, so if you want to get
a Connection you will have to earn it normal way. What this power does, functionally, is put an
Obstacle 3 in the way of:

● denying or rejecting the relationship, even to oneself;


● cutting off the relationship;
● remembering that the relationship is new or abnormal.

It usually takes an active level 2+ Intention to circumvent this-anything less and one assumes
that the relationship is real.

The effects of this power fade slowly, lingering after you stop sustaining the power but eroding
as people enact Intentions to realize the falsity of the relationship. If you keep interacting with
them in a way that reinforces the initial relationship, it may eventually become real.

Mind-Blanking Fear Technique (Arc 3+)


Type: ​Miraculous Action, Bleak
Cost: ​2 MP

This is an aggressive miraculous attack; you may invoke ​Mind-Blanking Fear Technique a ​ nd
strip your target, potentially permanently, of their ability to see, recognize, or understand
something in particular.

You may use this power for anything from concealing something you wish hidden from sight all
the way up to stripping away someone’s ability to understand the world and leaving them in a
fugue state. This is a Bleak effect.

Instinct Memory Insertion (Arc 4+)


Type: ​Miraculous Action, Major, Unreal
Cost:
● 0 MP - 1/Book, alter the scene
● 2 MP - use this power a second or later time per Book
● 4 MP - use this power a second or later time per Chapter

Invoke ​Instinct Memory Insertion t​ o change the nature of a scene -

You declare retroactively that some aspect of the scene didn’t happen the way it seemed -
someone used a power like ​Mind-Blanking Fear Technique t​ o hide themselves, for instance -
and with a dramatic flourish you explain what r​ eally happened. No, it wasn’t you that stabbed
them, ​you were over here. It was their best friend, in a shocking act of betrayal!
You make an argument to all present, weave a story, and they all accept it as the truth. This is
technically a lie and an illusion, and so you can pretty much declare anything you like here, but
small subtle changes that can be easily rationalized away go more smoothly and are more likely
to be accepted long-term. If your revelation is too outré, too far off of the plausible, or too
complicated, or your story isn’t good enough, then as an Unreal power it will fade away soon
thereafter.

This power changes memories and perceptions but not the underlying reality: determined
investigation can eventually figure out what really happened given enough clues, and if your
story is less tenable than the truth it will eventually fade away, everyone waking up as if from a
dream to recognize what is really going on.

Peace (Arc 5)
Type: ​Miraculous Action, Major or Imperial Miracle
Cost:
● ​ 0 MP - 1/Book, invoke ​Peace
● ​ 2 MP - invoke this power a second or later time per Book
● ​ 4 MP - invoke this power a second or later time per Chapter

Invoke Peace and you may grant it - may bring rest, solace, and respite to something troubled;
may allow someone to live with something that is otherwise tearing them apart.

If you believe that they are only resisting by choice -

That there is only guilt and stubbornness that stands between them and acceptance -

Then this is a straightforward miraculous attack. ​Rest. Be at ease. Let it go.

But if you believe that they are right to be troubled; that there is something unjust in their
circumstances, or that they are being hounded, driven, damaged by others, that letting it go
would be bad-then this is an Imperial miracle instead. Something that grants them respite;
something that expresses the wish:

I wish things could be easier for you.


or
I wish that you could find peace.

Quest Miracles
You may use the Quest Miracles of this Arc to create illusions and prestidigitations, connect to
people, animals, and places, and inspire and transform others.
The No Moon Arc
Under the darkness of the new moon, Lunars divine hidden wisdom and seek out the secrets of
the world. The Children of the Hidden Moon are deep thinkers and mighty sorcerers. They hold
the Silver Pact together through their ability to affix the Casteless with might Moonsilver Tattoos,
and through this Arc can explore further the power of those marks.

This is an Immortal ​Mystic ​Arc. The No Moon Caste are the priests of Luna, loremasters and
guardians of hidden wisdom.

​ rimordial​. It’s powers are as follows:


This Arc is mainly based on P

Luna’s Hidden Face


Type: ​Special
Cost: ​-

You have the power to manipulate shadows with your mundane actions.

At first the only thing that you can easily do with this is make them deepen, obscuring you or an
object and making it hard to detect and to target. You can also use shadows to emote with,
making deepening them to express a pensive mood or clearing them to express a sudden
insight.

As with any use of mortal Skills, you can with practice learn new tricks, like the ability to shroud
yourself in shadows completely, to make pictures or shadow-writing without anything to cast
them, or to cause your and other’s shadows to change shape. Practically anything, really, with
enough practice. But that takes time and effort, and/or a ​Trick ​Perk.

Sense-Borrowing Method
Type: ​Imperial Miracle
Cost:
● 0 MP - after a few minutes concentrating, borrow the senses of animals to find
something
● 1-4 MP - speed up the process

You can tap into the senses of natural, nonhuman animals. You send out your senses to a
nearby creature, and see through its eyes and hear through its ears instead of your own. Or any
other senses it has, this power is not limited to sight and sound.
You can ‘jump’ from animal to animal at a fairly quick pace, but can only see through one animal
at a time. Although you share its senses you don’t have control over the animal you are in (or at
least, ​this power doesn’t give you any), so you can only see what they happen to be looking at
at the time, etc.

It takes a while to find things - a few hours to search an area of several hundred square miles. If
you know exactly where you want to be you can send your senses directly there and it will arrive
in a few minutes in the closest animal.

You can spend additional MP to hurry this process. This is up to the HG-simply ask them, “can I
get better results if I dump some MP in this?” and they’ll either shake their head sadly and
apologize or say, “Sure, [1? 2? 4?] MP and I’ll skip most of the concentration and get you right
to the closest animal.” Make sure the HG knows that they can refund some or all of the MP if
there’s nothing to actually find, so naming a price isn’t necessarily a spoiler.

If there are no animals than you can’t see there, of course. This power’s maximum range is the
Direction you are in, but you can spend a Recharge Token to expand it to another adjacent
Direction. If you want to widen the scope dramatically rather than increasing it in bits and pieces
a Perk might be able to let you reach the whole of Creation. Sending your senses across
Creation takes several hours i​ f you know exactly where you are going. Searching through all
Creation for something takes years - it's not really practical. Even spending MP won’t speed that
up very much: Creation is ​huge. If you are searching a specific smaller area that's a different
matter, of course.

Arc 3+.​ Starting at Arc 3, you’ll pick up a secondary manifestation. You can now ‘spread’ out
your sense of touch from any starting point through animals and insects. This gives you a slowly
spreading ‘map’ of the area that picks up anything that any animal or insect brushes past.
Spreading out senses ​other than touch is technically possible, but trying to do it comes with
large Obstacles to your mundane sensing actions due to the need to concentrate on so much. If
you have an ​Inhuman ​Skill like Superior Intelligence, though, then you might actually posses
the processing power to handle that sensory input.

Arc 5.​ At Arc 5 you are no longer limited to seeing only what the animal sees. You can also
sense dimly ​around that animal, and use senses that you might have which the animal doesn’t.
There’s an Obstacle 2 in the way of doing either of these things, but you c​ an.

Dark Moon’s Blessing (Arc 1+)


Type: ​Bond (Level 2)
Cost: ​-

You are a seeker of forgotten lore and gifted with strange and occult powers. This is a level 2
Bond that aids attempts to understand or seek out hidden wisdom, and also with magical or
sorcerous actions. This Bond clearly applies to the Sorcery Arc’s S​ pells​, thaumaturgical magical
techniques, and the powers of this Arc, and can also apply to any other occult or supernatural
action. It can apply to some magic-themed Superior Skills, but it does n​ ot apply to the magical
techniques (or Techniques) of Supernatural Martial Arts, even though those are Magical Skills
rules wise.

This is a level 2 Bond with the normal benefits of such: invoke it to overcome the Obstacles of
magical techniques and add Strike to Spells or similar effects; when using magic gets you into
trouble or when you are too obsessed with searching for occult wisdom you may gain up to 2 in
Will or MP; and in certain extremes, such as when you are casting a long term sorcerous ritual,
you may use this Bond to sustain yourself even in the absence of food, water and air, though
this remains uncomfortable and the Obstacles can range as high as 4.

Artifact Tattoos (Arc 1+)


Type: ​Imperial Miracle
Cost:
● 0 MP - after conversation or a long period of study, have an insight into a person
● 4 MP - skip the conversation and do this after a single (metaphorical) glimpse of their
heart

Lunars have incredible insights into the souls of others, and the No Moons have developed the
ability to turn these insights into powerful magics through a refinement of their trademark
Moonsilver Tattoos.

Over the course of a conversation in which you learn something about the person's motivations
and nature, you can use this power to know their deepest hearts. You can also do this by
studying a person (or animal!) and trying to understand them - this works even on an enemy or
someone actively trying to prevent you from understanding them, provided you can beat them
with appropriate mundane actions.

This gives you two things: a spiritual link to that person, and an insight that you can use to
create an ​Artifact Tattoo​. You ‘store’ both in a single unWounded Health Level. You create
Artifact Tattoo by modifying your Moonsilver Tattoos to channel your Essence to gain some
particular effect, like pre-written Spell or Charm you attach to your body or, indeed, like an
Artifact tattooed on your skin. The power it gives you doesn’t actually have to be related to the
insight you gained, strictly speaking, but it's nice if it does.

An Artifact Tattoo manifests as:

● A small and easily concealed mark or design, with a tiny power, like a level 2 Bond or
level 1 Superior Skill, which you must “store” in an unwounded Normal Health Level;
● A conspicuous but concealable tattoo with a larger power, like an Affliction, a level 2-3
Superior or Magical Skill, or a Miraculous Power that you can use 1-2x per scene, that
you must “store” in an unwounded Tough Health Level.

At Arc 2+, one can also manifest as:

● A large, elaborate tattoo that shines through most clothing with roughly the same power
level as those stored in you Tough Health Levels, which must be stored in an
unwounded Divine Health level.

​ oonsilver Tattoos d
The ability of any Lunar to hide their M ​ oesn’t also hide A
​ rtifact Tattoos. A

disguise or similar that hides them will only do so if it covers the area where the Artifact Tattoo
is: so for example if you use the Changing Moon Arc’s C ​ hanging Plumage Mastery t​ o project
an illusion of clothing to cover yourself, it will only hide your Artifact Tattoos if said clothing
covers that area.

Artifact Tattoos are always visible while in one of your true forms. When changing into an
assumed form using ​Lunar Shapeshifting, ​you have the option of choosing to hide or to display
them. If you choose to hide them, you lose access to their associated powers while in that form.
This choice is also there if you use ​War Form,​ but there you have less reason to hide it, since
War Forms are not in general known to be discreet.

Blood-Kin Sense (Arc 1+)


Type: ​Imperial Miracle
Cost:
● 0 MP - someone who you are spiritually linked to can tell you what they are feeling, even
from a distance
● 1 MP - after a few minutes, know the rough location/status of such a person
● 4 MP - know that instantly

You have an instinctive sense of how anyone who you gained an insight into with the previous
power is doing. This manifests in a couple of ways:

Firstly, they may emote at you from any distance. If you have some power or Skill that can
detect their emotional state, you may use it at any distance as well, even if you normally
couldn’t. There’s a level 4 Obstacle in the way of parsing this to get any detailed information,
however. You get an instinctive understanding of their emotions, not mind-reading.

Secondly, if you are willing to spend MP you can get a clearer sense of them. Specifically, you
learn their:

● Rough location;
● Near-exact direction; ​and
● How well they think they are doing, which comes across mostly as a clear sense of how
wise or foolish they are feeling at the time (that’s how wise they are f​ eeling, by the way,
not how wise they are actually being…)

You can keep checking as long as you sustain this action, and you won’t need to spend
additional MP—it just takes a few more minutes (if you spent 1 MP) or a thought (if you spent 4
MP) each time.

Sharing the Gifts of Luna (Arc 2+)


Type: ​Imperial Miracle
Cost:
● 0 MP - use this power for someone you have a spiritual link to 1/Chapter
● 1 MP - use this power a second or later time per Chapter
● 2 MP - use this power a second or later time in a handful of hours

Use this power to share some of the benefits of this Arc with those you are linked to, even from
a distance. Choose one of:

● Sharing some of the benefit of L​ una’s Hidden Face w ​ ith them, shrouding them in
shadow and making them hard to see or target. If you can figure out more ways to
manipulate shadows to help people from a distance, you can add additional uses for this
power with a Perk; ​or
● Sharing ​Dark Moon’s Blessing w ​ ith them, giving them a level 2 Bond that aids with
ferreting out secrets, understanding esoteric wisdom, and using occult powers.

In both cases, the benefits last for as long as you sustain this power.

True-to-the-Pack Dedication (Arc 2+)


Type: ​Imperial Miracle, [certain application only:] Bleak
Cost:
● 0 MP - have a deep insight into someone you have a spiritual link to, 1/Book
● 4 MP - do so a second or later time per Book

Once per Book, you can learn exactly what you need to know to best aid someone you have a
spiritual link to via an ​Artifact Tattoo. ​Specifically, this power will tell you what you need to
know to be able to productively pursue the task of making them a wiser person, to be able to
guide them and shape them into something better. This functions as a wish:

I wish I knew how to give you wisdom


This generally just gives you whatever the HG or player thinks is the most relevant information
needed to competently pursue that goal. However, if this starts getting into secret information or
stuff they don’t want to share, this may switch to Bleak rules—it becomes a kind of corruption or
breaking down of boundaries, and is resistable as such.

Once invoked this power usually remains in force until there’s a substantive narrative payoff or
the story ends—it’s not a onetime thing, where the HG or the target’s player has to think up
everything you might need to know right then or there; rather, it’s a continual flow of information
to back up your ability to guide and teach the target. The information will grow a little out-of-date
if you stop holding your spiritual link to them in a Health Level, but (since some of it represents
an instant of deep understanding) it won’t actually stop.

Enlightened Moonsilver Benediction (Arc 2+)


Type: ​Imperial Miracle
Cost (Arc 2):
● ​ 0 MP - 1/Book, grant someone you have a spirtual link with a benediction
● ​ 4 MP - use this power a second or later time in a Book.
Cost (Arc 3):
● ​ 0 MP- 1/Book, grant someone you have a spirtual link with a benediction
● ​ 2 MP - use this power a second or later time per Book.
● ​ 4 MP - use this power a second or later time per Chapter.
Cost (Arc 4):
● ​ 0 MP - 1/Book, grant someone you have a spirtual link with a benediction
● ​ 1 MP - use this power a second or later time per Book
● ​ 4 MP - use this power a second or later time per Chapter
Cost (Arc 5):
● ​ 0 MP- 1/Book, grant someone you have a spirtual link with a benediction
● ​ 2 MP—use this power a second or later time per Chapter
​ haring the Gifts of Luna
Special:​ This power includes a free invocation of S

Use ​Enlightened Moonsilver Benediction t​ o grant someone a superior blessing of wisdom,


and the guidance and protection of the moon. This manifests as ​your choice of one of the
following wishes:

I wish that you may find the wisdom you are searching for
I wish that you may find the wisdom you need
or
I wish that you may find safety in the dark

The first case is reasonably simple, granting Tool bonuses or useful coincidences and so on to
their search for wisdom, like any other wish.
The second one, where the target doesn’t just learn what they are looking for but what they
actually need, is harder. For a PC target, their player can either work with you and the HG to
figure out what fulfilling the wish would t​ ake, and what is the wisdom they actually need, or - if a
growth in wisdom and understanding doesn’t feel accessible for the character as they stand -
treat it as an outright psychic attack. For an NPC, the option of “the HG just assumes that it
happens” opens up.

The third wish both grants protection from things that hide in the dark and makes shadows and
darkness a form of protection in themselves. The exact form that this protection takes is variable
in the fashion of all wishes; depending on how the HG wants to handle it, it can be up to the
target to figure out how to make this protection work or up to enemies wanting to circumvent it to
figure out how to do so.

In all cases, normal wish rules apply where applicable.

Inevitable Genius Insight (Arc 2+)


Type: ​Imperial Miracle
Cost (Arc 2-3):
● ​ 0 MP - 1/Book, gain the power you most need
● ​ 4 MP - use this power a second or later time in a Book.
Cost (Arc 4):
● ​ 0 MP- 1/Book, gain the power you most need
● ​ 2 MP - use this power a second or later time per Book.
● ​ 4 MP - use this power a second or later time per Chapter.
Cost (Arc 5):
● ​ 0 MP - 1/Book, gain the power you most need
● ​ 1 MP - use this power a second or later time per Book
● ​ 4 MP - use this power a second or later time per Chapter

When you are lost, when you are in dire straights, when the wise path seems impossible to
discern, you may use this power to cut through the fog blinding you and get exactly what you
need.

​ rtifact Tattoo​ with the power you need.


This lets you create a new, spontaneous A

This doesn’t run on wish rules. It’s not a wish for wisdom, but the power to find Wisdom, or
create it. It follows the following rule:

This power must be instrumental in inspiring or invoking Wisdom,


or suppressing Ignorance, Thoughtlessness, or Incomprehension
in a meaningful and well-grounded way.
If you are surrounded by a web of lies, this gives you the power to see through them. If you are
grappling with a great mystery, this gives you an ability that will help you solve it. If you are lost
in the Deep Wyld, this gives you the power to shape it into sense and find your way home. This
is the power that Lunar Elders used to create and develop Moonsilver Tattoos in the first place.

It short, it gives you whatever power, be it anything from a level 1 Superior Skill all the way up to
a Deus ex Machina wish-level effect, that the HG thinks is appropriate to ensure that rule is
upheld. The only real limitation is that if it ​is that last, then the usual wishing or Bleak rules will
apply, as appropriate.

Since it’s just 4 MP to invoke this power at any time, you can often invoke it to resolve an Issue.
It’s particularly common for you to invoke I​ nevitable Genius Insight​ for resolution when you
have

● a level 4-5 Calling


● a level 5 Hero Issue
● a level 4-5 Over Your Head Issue
● a level 5 Sickness
● a level 5 Vice
● an enemy that has just showily defeated you and your friends t​ wice

...and you’ll treat it as an Issue, and get the 4 MP discount for “resolving an Issue” in that last
case, even if you don’t actually have a relevant Issue to resolve.

Just like a regular ​Artifact Tattoo, ​it takes up one of your unwounded Health Levels - normally
a Divine Health Level, but it can use one of your subtler Health Levels if appropriate. The Tattoo
displaces an already existing one if necessary and can even displace a Wound. However, if it
displaces a Wound, the change is temporary: it lasts only as long as necessary to fulfill its
function, and then, unless the Wound would have healed by then, the change goes away and
the Wound returns.

If you had an available, unwounded Health Level of the necessary level or above, you are
absolutely allowed to keep the Tattoo afterwards, for as long as you like. (Even into the next
story, if that’s what you’d prefer!)

Many Pockets Meditation (Arc 3+)


Type: ​Miraculous Action
Cost (Arc 3):
● 0 MP - seal an object or secret, or release it, 1/Book
● 1 MP - use this power a second or later time per Book
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time in a single scene
Cost (Arc 4):
● 0 MP - hide an object or a secret in shadow, or release it, 1/Chapter
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a single scene
Cost (Arc 5):
● 0 MP - starting mid-scene, invoke this power 1-2x a scene
● 1 MP - use it a third or later time in a single scene
● 4 MP - release a powerful piece of wisdom as an Imperial Miracle, instead

You may use this power to wrap something in shadow and darkness and send it Elsewhere, or
bring it back. You can use this to store and retrieve useful items.

​ isdom, a piece of knowledge or a secret or a useful skill,


More impressively, you can hide w
extracting it from you or someone else or a book or whatever and storing it in shadow.

You can pass along the object, or the knowledge, to others in the form a physical ​token,
generally an opaque hollow object (or a wrapped up piece of cloth, for example) with the hidden
thing ‘inside’. Exposing the darkness hidden within to the light (by breaking it or unwrapping the
cloth or whatever) will release the sealed object or secret. You’re the one who has to spend the
MP to make this happen, so you can veto the thing being released if you don’t want to, but you
don’t need an action or to be on-scene when someone releases the object; you just have to
consent to a token breaking and the thing inside it getting free.

Sealing something into shadow or a token usually takes a few minutes and the precision of your
efforts - not its ​fundamental effect, but your ability to avoid overdoing it or underdoing it if you’re
doing something tricky or someone’s struggling - is based on a mundane action that you take.
Similarly to the act of releasing it - it’s one thing to let a piece of wisdom be unsealed from
where you hid it, but it’s another to ensure that it goes where you want it to go and isn’t simply
generally loosed upon the world.

Artifact Tattoos [Powered Up] (Arc 4+)


Type: ​Imperial Miracle
Cost:
● 1 MP - 1/Chapter, you can create an artifact tattoo by getting an insight into y​ ourself
● 4 MP - do so a second or later time per Chapter

You are no longer strictly dependent on gaining understanding from others or the world around
you, but can develop enough of insight through greater examination of yourself to develop
Artifact Tattoos​ thereby.

You don’t need to actually talk to yourself out loud or examine yourself with a Skill, but it does
take a period of meditation or theorizing to properly attain the required self-understanding.
Quest Miracles
You use the Quest Miracles of this Arc to gain additional useful powers, or to work as prophet,
lorekeeper and priest of Luna.
The Steward Arc
Regardless of Caste, all Lunars have the ability to claim and hold territories over which they
have great influence and power. Not every Lunar chooses to do this, and many cannot bear
binding themselves down like that. Others take very seriously their duties as shepherd and
guides to all of Gaia’s children, holding to a promise that their patron made long ago.

This is an Immortal ​Shepherd ​Arc. To be on this Arc is to embrace the role of Lunars as the
Stewards of Creation.

​ eeper of Gardens.
This arc is based mostly on K

This Arc revolves around claiming and managing territories, which for the purpose of this Arc
are called ​Gardens. ​For a place to count as one of your Gardens, you must be linked to it with
the Perk ​“It’s like a home to me.”​ (Chuubo core, pg. 429). You may claim a very large garden,
up to about a hundred square miles.

The powers of this Arc are as follows:

Wyld Shaping
Type: ​Imperial Miracle
Cost (Arc 0+):
● 0 MP - mold the stuff of the Wyld by hand, with a few minutes concentration
Cost (Arc 1+):
● 0 MP - 1/Book, shape a large area of the Wyld
● 4 MP - shape a large area a second or later time per Book
Cost (Arc 2+):
● 0 MP - mold the stuff of the Wyld by hand near instantaneously
Cost (Arc 3):
● 0 MP - 1/Chapter, shape a large area of the Wyld
● 1 MP - shape a large area a second or later time per Chapter
Cost (Arc 4):
● 0 MP - given a few minutes, Wyld-Shape a large area
Cost (Arc 5):
● 0 MP - Wyld Shape as fast as you can visualize the results

You can shape the raw chaos of the Wyld into something and stabilize it enough to safely bring
it into Creation.9 By using the large scale version of this power in the Borderlands, Lunars can

9
If you’re thinking “Hey, shouldn’t Solars have Wyld Shaping too?”, the answer is that the Twilight Arc is
amazingly flexible. Just Anchor your ability to Wyld Shape and you are good to go. It both cases, the really
large scale Wyld Shaping is the stuff of Shepherd Quest Miracles
slowly expand the borders of Creation. Lunars usually claim territory near the edge of Creation
or around small pockets on the Wyld, both because for the usefulness of this power and so that
their territories serve as a bulwark to protect the rest of Creation. Some Lunars go so far as to
claim Gardens in the Wyld itself.

After a few minutes of concentration, you may...


● mold the Wyld by hand; or,
● (starting at Arc 1 as a 1/book power) mold a neighborhood-sized area by dancing,
drawing architectural plans, wiggling your fingers, describing what you want, or
whatever.

This power uses your normal mundane abilities -probably using some Skill like “Tinker,” “Art,” or
“Architecture” - but it elides the normal Obstacle and waives the limits of human power.

Wyld Shaping​ is a metaphysical, supernatural action and not just psychic matter-molding so
function will tend to follow form. If you shape the wyld into the form of an animal it will have all its
internal organs even if you don’t explicitly go about creating them, for instance. The object
obeys the local physics of the part of the Wyld you created it in, and part of this power's effect is
that it is stable in Creation.

Generally speaking, creating powerful Artifacts is difficult, and crafting complicated stuff like a
Demesne takes a great deal of time - not necessarily out of the scope of this power alone, but
perhaps better done with Quest Miracles. The HG may elect to impose Obstacles specific to the
use of this power - not the Obstacle 4 of “you can’t just will chaos into form with your mind”,
perhaps, but the Obstacle 1-2 of “powerful artifacts take more effort to create” and “making
living things is very hard”.

Dog-Tongue Method
Type: ​Imperial Miracle
Cost: ​-

You may effectively communicate with all natural animals with either appropriate noises or with
expressive body language, and you can understand all them as well. The ability to communicate
through body language alone also works on humans, and is great for silent conversations,
overcoming a language barrier, or communicating with people while in animal form. This power
doesn't give you the ability to understand a human language you don’t already know, however.

This power essentially lets you ignore the Obstacle that would normally be associated with
attempting to understand the speech of animals and communicating back to them or in body
language
Land-Rule
Type: ​Superior Skill
Cost: ​-

You make shift 1-2 points into the Skill “Superior Land Rule” when you take this Arc, or back out
again if you wind up abandoning it.

This is a Superior Skill you use when managing your Gardens. You can use it to have a
supernatural sense for what is happening in your Gardens, even when you are not physically
present; to understand, control and direct the human and animal populations of your Gardens;
and to protect yourself from them if necessary.

The Edge applies most strongly when the denizens of your Gardens are actively resisting your
will and you are trying to stop them from seriously hurting someone or greatly disrupting the
environment. If all you are doing is trying to nudge them in a particular direction when they
would rather not, you might not get the full Edge, and if all you are doing is trying to get their
respect you might not get any Edge at all.

(Depending on how you manage your Garden(s), you might still get Edge, it just would be
‘natural’ Edge from the situation rather than bonus Edge from the Superior Skill)

Herd-Strengthening Invocation (Arc 1+)


Type: ​Imperial Miracle
Cost:
● 0 MP, 1 Divine Health Level - 1/Book, create a new Region Property in one of your
Gardens
● 4 MP, 1 Divine Health Level - do so a second or later time per Book.

Lunars can shape societies and alter natural environments through the use of this power. You
sacrifice one of your Divine Health Levels to add a new Region Property to one of your
Gardens. Eventually, though it might take weeks, months, or years, this becomes a natural
property of the Garden and you get your Divine Health Level back.

You do not receive a separate Wound power when you use this ability. However, if you want
your Health Level back before the Property has become natural you may abandon this power
and take a Deadly Wound until your Health Level comes back - which it won’t till the end of the
Book.
Pack-Instinct Affirmation (Arc 1+)
Type: ​Imperial Miracle
Cost (Arc 1-2):
● 0 MP - 1/Chapter, empower a denizen of your Garden to be a guide
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in minutes
Cost (Arc 3+):
● 0 MP - 1/Chapter, empower a human or animal to be a guide

You may empower a human or animal or other creature (including spirits and lesser gods) that
is a denizen of your Garden to be a “guide”. You can charge it to either:

● ​ r
instruct, guide, or lead others through its Garden; o
● instruct others in some other principle or rule.

When used on an animal or nonsapient spirit, it also gives them a sufficient level of intelligence
and awareness that they can perform their given task effectively. If it needs some Skills or
similar, it gains those as well, though this power does not give out supernatural abilities.

You may use mundane means to summon an existing guide, but it’s only guaranteed to still
exist and be reachable by you if you use this power to summon it again.

Perk Bonus (Arc 2+)


Type: ​Special
Cost: ​-

You receive a bonus Perk ​slot pre-filled with an “​ It’s like a home to me.”​ Perk representing a
Territory you have claims on. Let's call this a Garden Perk. This normally increases your
available perks to 4.

You can technically use this Perk slot for anything but, really, you want at l​ east one or two
Garden for this Arc’s powers.

If the campaign suddenly moves to a new location, the HG may give you a new Garden Perk or
replace an existing Garden Perk. If the move is temporary this may come with a temporary Perk
slot, but will not come with a permanent one.

Arc 4: ​You get a second bonus Perk Slot and Garden Perk.
Protective-Instinct Affirmation
Type: ​Imperial Miracle
Cost (Arc 2-4):
● 0 MP - 1/Chapter, empower a denizen of your Garden to be a guardian
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in minutes
Cost (Arc 5):
● 0 MP - empower a denizen of your Garden to be a guardian

You may empower a human or animal or other creature (including spirits and lesser gods) that
is a denizen of your Garden to be a “guardian.” You embed in it some principle or abstract ideal,
and they become motivated to enact or enforce that idea. Alternately, you can motivate them to
protect some person, place, or thing, as long as that latter is also part of your Garden.

The guardian can punish those who transgress some rule, or simply aid them in abiding by it,
depending on how you design their motivations. Similarly with other things.

You may mix together multiple principles but this makes things more difficult—typically it’s just

● Obstacle 0-1 to work an entire canon of material into a guardian,


but
● Obstacle 2-3 if you’re mixing together 2+ unrelated principles, purposes, or foci.

The action of instilling principles into a guardian is a mundane one, so matters like “just what
can they do?” and “how far can I stretch ‘some principle’” come down to your mundane actions;
the actual effect of this power is that you can mix abstract ideas into a living thing.

Guardians may have special powers. Even though there’s an Imperial miracle in play to change
what’s feasible for you, this pretty much follows the usual rules for mundane actions on your
part—for instance, if you want to put together a guardian with some sort of thaumaturgy, you
might need to practice for a bit and work out how you might instill magic into someone. Once
you’ve figured out what you’re doing, though, a level 4 mundane action should be enough to
make something with cool magical powers and a level 5 enough to make something with magic
that’s definitely more of an advantage than a drawback. Conceptually, a guardian almost always
has mundane powers, although a guardian that becomes an important character in its own right
may start on a miraculous path, and you can usually use a quest miracle to endow a guardian
with miraculous abilities.
Spirit-Tied Symbiote (Arc 3+)
Type: ​Imperial Miracle
Cost:
​ pirit-Tied
● 0 MP - once per chapter, empower a denizen of your Garden to be S
Companion
● 2 MP - do so a second or later time per Chapter

You may empower a denizen of your Garden to be a boon to someone, to help them abide by
some rule, solve some riddle, or accomplish some task. This functions as a wish:

I wish this creature could help you with that

As one might guess from the phrasing of the wish, the effects play out over a space of time and
what happens if you try to “help someone” abide by a rule that they don’t actually want to abide
by is a little vague—

It’s not that you give them a creature that can instantly solve their problem, but that you give
them a being that has the ​potential to fit into their life and solve the problem you see.

A “symbiote” created this way receives a S ​ uperior Fitting into their Lives 2​ Skill for free—such
a creature is automatically adept at insinuating itself into the target fold.

Nature-Reinforcing Benediction(Arc 4+)


Type: ​Imperial Miracle
Cost:
● 0 MP - 1/Book, empower something to the Imperial level
● 4 MP - do so a second or later time per Book

You can rouse the power of one of the guides or guardians of your Gardens, increasing their
natural abilities—essentially wishing that they would show a vast, situation-altering power.

Quest Miracles
You may use the Quest Miracles of this Arc to shape your Gardens and empower the creatures
therein, or to craft and create Artifacts and Manses and similar, or to perform Wyld-Shaping on a
large scale.

The ​Treasures ​of this Shepherd Arc are your Gardens and their main features, and any being
you empower with the abilities of this Arc.
Other Lunar Rules

Casteless
Doing Casteless is pretty easy. They start with one level in each Caste Arc instead of a Caste
Arc at 2 and a bonus Arc. Their highest and lowest Caste Arcs cannot differ by more than one. If
they ever fix their Caste, they may move as many Arc levels as they want from other Caste Arcs
to the Arc of their new Caste, and must move at least one.

Chimeras
Chimerism can be represented in a couple of ways. The Full Moon Caste’s War Form gains
Wyld Connection​ instead of ​Primal Connection​, and ​Harmonious Camouflage method
instead becomes ​Non-Euclidean (​ As the Child of the Ash power, using the Lurid option).
Meanwhile, Chimeric Lunars can grow limbs instead of Artifact Tattooes with the No Moon Arc,
their Element becomes the Wyld instead of Darkness, and their Principle becomes Chaos
instead of Wisdom. As Lunars progress down the path of Chimerism, Arc Levels in the Lunar,
Steward, and Changing Moon Arcs shift into these modified Arcs, and they lose the Full Moon
Arc’s ​True Form ​ability.
Sidereals
The Sidereals are the secret masters of Creation. Once the advisers and guides of the Solar
Deliberative, they engineered its overthrow when the Solars grew mad, and withdrew from the
world. Ever since, they have manipulated destiny from on high, all for the sake of preserving this
fragile Creation as best they can. But now the Solars have returned, and Creation’s future once
more is in doubt…

Sidereals by default start the game with:

● The ​SIDEREAL ARC 2


● Their ​CASTE ARC 2
● 1 ​FAVORED ARC 1 ​which can be one of the other Caste Arcs, Martial Arts, or Sorcery
● 1 bonus Arc level, which can be used to bump up one of their existing arcs one level or
to gain a new Arc at 1 out of the Arcs they have access to (Their five Caste Arcs, MA, or
Sorcery)
● The ​SIDEREAL ASTROLOGY ​ability
● ​ uperior Skill ​Perk (you get this from the Sidereal Arc, see
1 Perk slot pre-filled with a S
below)
● 2 more Perks of their choosing or design (within reason).
● Default traits otherwise (2 Divine, 1 Tough, and 2 Normal Health levels; 5 MP; 8 points of
Skills)

Sidereals can give up one or both of their starting Perks (not the one you get from your native
​ ermanent Destinies (of any College, and Ascending,
Arc) to instead start with a number of p
Descending, or Resplendent) equal to the number of Perks sacrificed.

The maximum Arc level Sidereals can have at Character Creation is 3. The maximum Arc level
they can reach through play is 5. They cannot raise the Sorcery Arc above 3. Sidereals have a
great affinity for Martial Arts:

● They are the only Exalt type that can raise the Martial Arts Arc to 5
● They may spend any of their 8 starting Skill points on Martial Arts even without a Perk or
the Arc. They may still not start with one above 3.
● Instead of starting with their Caste Arc at 2 and a favored Arc at 1, they may choose to
start with the Martial Arts Arc at 2 and their Caste Arc at 1

Sidereal Arcs are typically Immortal. This is not because they are long-lived, though they do live
longer than even other Celestial Exalts, and it is not because they are resilient, though they
have ways of escaping death even other Exalts do not. Rather, it is because they engage with
the world in the ​fashion of Immortal Arcs: they exist above the world and somewhat apart from
it, and prefer the slow stirring of Imperial Miracles to the quickness of Miraculous Actions… save
for the Chosen of Endings.

The SFX of Sidereal ​Immortality ​is less that they are supernaturally resilient and more than
attacks - even psychic or otherwise non-physical attacks - tend to just slide off of them. Fate
itself bends to protect them.

As a general rule, the powers of Sidereal Arc have no or a blunted effect when outside of Fate
or on creatures outside of Fate. Specific instances are noted below, where they are not
mentioned it is left to HG discretion.
Sidereal Astrology
A Miraculous Ability

Type: ​Imperial Miracle


Cost:
● 0 MP - 1/Book, change your College between Chapters
● 1 MP - change your College between Chapters a second or later time per Book
● 2 MP - change Colleges mid-Chapter (over the course of a few hours)
● 4 MP - instantly change Colleges

The ​Sidereal Astrology ​power is, in itself, simple enough. Through a process that involves long
prayer, involved formal petitions to the Pattern Spiders, immersing oneself in an appropriate
archetype, or some similar complicated process, Siderals can align themselves to one of the
Colleges, ​moving their star into the associated constellation​. ​The complicated part is explaining
what a ​College ​is.

Sidereal Astrology doesn’t read the future from the stars - it ​creates the future that the Sidereal
would like to see. By petitioning the Pattern Spiders that weave it, a Sidereal Exalt may alter the
Loom of Fate. Some destinies are easier to weave than others, and the Sidereals group these
destinies into ​Colleges, ​of which eight are particularly important. Mortal astrologers know these
Colleges as major constellations and recognize their correspondences, but cannot dream of
how the Loom of Fate actually works.

The major Colleges are as follows:

● ​ he Sorcerer ​is a master of strange powers and miracles. This is the sign of
T
power, of magic and Sorcery, and of the Exalted.

● ​ he Captain ​is a stern faced hero and leader of men. This is the sign of strength,
T
discipline, hardiness, and organization.

● ​ he Gull ​is a pilgrim on a journey both physical and metaphysical. This is the sign
T
of travel, change, and spiritual growth.

● The Banner ​shapes stories and sends a message. This is the sign of reputation,
fame, illusions, rumors, and legends
● The Lovers ​embrace passionately and deeply. This is the sign of obsession,
passion, hedonism, and idealism.

● The Guardians ​shepherd and protect others. This is the sign of simple and practical
wisdom, tradition, patience, observation, teaching, and protection.

● The Sword​ cuts down lives, hopes, and illusions. It is the sign of endings, death,
and despair, but also of necessary growth and new beginnings. It is also the sign of
Martial Arts.

● The Mask ​hides and obfuscates, and connects you to a higher world. It is the sign
of esoteric wisdom, secrecy, religious ​mystery, prophecy, and symbolism.

At the start of the campaign, pick the College you are attuned to. You may change it with the
Sidereal Astrology ​power. The powers and effects of the S ​ idereal Arc​ change depending on
what College your star is currently in.
The Sidereal Arc
The Sidereal Arc is the core Arc of the Chosen of the Maidens. It contains their Excellency, and
also their prodigious ability to alter the Loom of Fate. It is also the Arc they use to navigate
Heaven’s Celestial Bureaucracy and claim the perquisites and powers of their station.

This is an Immortal ​Knight ​Arc. More than any other Exalt, being a Sidereal is about having and
serving in a formal Role. The Sidereals serve Five Maidens and the Bureau of destiny, and are
tasked with managing Fate itself. The story of this Arc is largely the story of navigating the
Celestial Bureaucracy, and trying to be something of ​yourself within it.

For the purposes of this Arc’s powers and Quest Miracles, though, your Role and Failing is not
determined by what you are trying to be but by the ​College y​ our star is in. Each College has an
​ rchetype​,​ ​and an I​ deal ​that that archetype represents
associated Role/Truth and Failing: an A
or is an allegory of:

● The Sorcerer ​represents ​Power​,​ ​both its potential and its corruption.

● The Captain​ represents ​Battles​,​ ​the struggles that define us and destroy us.

● The Gull ​or the ​Pilgrim ​represents ​Journeys​,​ ​both literal and metaphorical.

● The Banner ​or the H


​ ero ​represents ​Dreams​,​ ​that both delude us and lift us up.

● The Lover ​or the ​Idealist r​ epresents ​Passion​,​ ​that empowers us or consumes us.

● The Guardian ​or the ​Shepherd r​ epresents ​Serenity​,​ ​guidance, and protection.

● The Sword ​or the ​Swordsman r​ epresents ​Endings​,​ ​but also new beginnings.

● The Mask ​or the ​Priest r​ epresents ​Secrets​, hidden wisdom and m
​ ystery in the
religious sense.

Paradox: ​Certain powers of this Arc can be stretched beyond their usual limits, but this angers
the Pattern Spiders and causes them to retaliate by laying a curse on you. This takes the form
of a miraculous attack that you may take a Wound to mitigate against, as normal. However,
Immortality ​does not protect against Paradox damage, nor does it cause it to heal faster.

As a general rule, the powers of this Arc do not work outside of Creation and do not affect
beings outside of Fate

This Arc can be thought of as the metaphysical version of ​Allegory ​- where that arc physically
transforms, this Arc instead changes fates. It thus also takes inspiration from ​Knave of Hearts.
It’s powers are as follows:
Arcane Fate
Type: ​Special
Cost: ​-

Siderals live apart from the world, not wholly by choice. There is an Obstacle 3 in the way of:

● Recognizing you, or your distinctive features;


● Describing you effectively;
● Remembering you once you’ve left

It usually takes an active level 2+ Intention to circumvent this—anything less and one cannot
recognize you and eventually forgets that you exist.

This Obstacle makes it easy to be nondescript - most people will register you as “nobody in
particular”, so as long as you aren’t trying to disguise yourself as someone specific you can
usually skate through.

Sidereals find this effect very useful on the professional level, but on the personal level it is
murder on meaningful relationships. Sidereals have a very hard time creating and building
genuine Connections with others - though they do have several powers from their Arcs that let
them overcome this too some extent.

If you ​do manage to connect with someone, though, they become able to see through your
Arcane Fate​. Anyone with a positive Connection to you (which is not necessarily the same as
anyone ​you have a Connection to) ignores the Obstacle. They still have a tendency to not think
much about you when you are not around, but they will remember you. Or, at least, they will
remember the person you ​presented yourself as - Sidereals often find some habits very hard to
break.

The ​Arcane Fate ​is also ignored by: All Sidereals, the officials and functionaries of the Bureau
of Destiny, Celestial Gods, and beings outside of Fate.

Sidereal Excellency
Type: ​Miraculous Action, Major
Cost (Arc 2-3):
● 0 MP - 1/Book, use the ​Sidereal Excellency
● 1 MP - do so a second or later time per Book
● 2 MP - do so a second or later time per Chapter
Cost (Arc 4):
● 0 MP - 1/Chapter, use the ​Sidereal Excellency
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in the course of a few minutes
Cost (Arc 5):
● 0 MP - use the Sidereal Excellency

While acting in a manner appropriate to the ​Archetype o


​ f your College, you may invest your
mundane actions with miraculous weight. Each College has its own set of appropriate actions:

● The Sorcerer ​governs Thaumaturgy and all other forms of magic; occult knowledge;
investigating or theorizing; scientific activities; forceful speech; and gambles.

● The Captain ​governs combat of all kinds e


​ xcept Martial Arts; heroic actions,
organizing, managing and commanding others; authoritative speech; enduring; and
struggling.

● The Gull ​governs travelling or any action primarily about movement, navigation and
survival; spiritual trances or connecting to the natural world; wicked or questionable
actions; and change.

● The Banner ​governs larger-than-life actions; storytelling or rumor mongering;


creating illusions or obfuscations; lies and deceptions; oratory and charismatic speech;
and dreaming.

● The Lovers ​govern any sort of idealistic or driven actions; love and lust; hedonistic,
sensual, or joyful actions; music, dance, and other performances; passionate speech;
and obsession.

● The Guardians ​govern teaching, encouraging, and guiding others; crafting, farming,
and other honest work; practical knowledge and simple wisdom; connecting with others;
honest speech; and protecting others.

● The Sword ​governs destructive actions; confusing and confounding others;


perception; healing and purification; bringing something to an end or to fruition; and
Martial Arts.

● The Mask ​governs secret actions; disguises, spying and hiding; religious or sacred
actions; prophecy and divinations; understanding esoteric and secret wisdom, and
connecting to a higher world or serving a greater power.

Some actions fit under multiple Colleges, and that is perfectly OK. If you are trying an action that
doesn’t seem to fit cleanly into any of the above categories, work with your HG to figure out
what College it fits under (or, more likely, to figure out whether or not it fits under the College
you are in at the moment). If you are trying some action that doesn’t seem to fit any College
despite your best efforts, then you can’t enhance it with the Sidereal Excellency at all - I expect
that to be a very rare occurrence, however.
Invoke the ​Sidereal Excellency ​and:

● Affected mundane actions no longer automatically lose in a contest against miracles -


instead, treat them as having an effective miracle level equal to the rating of the
Intention, up to a maximum of the ​Sidereal Excellency​’s miracle level.10 You can
enhance this effective miracle level with Miraculous Edge and Strike as normal, but
remember that this is nonetheless a mundane action.
● If appropriate, you can directly manipulate Fate with such mundane actions

What it means to manipulate Fate is going to depend on the Skill you are using - you might craft
a particular fate, or dodge or cut one. You might weave two fates together, and so on. This
pretty much follows the normal rules for mundane actions: to figure out how to alter fate with a
particular skill, you might need to practice for a bit and work up to it, and through usage you can
expand the range of stuff you can do. The HG may elect to assign Obstacles specific to this
power - the ​Sidereal Excellency e ​ liminates the usual Obstacle 4-5 of “you can’t just alter fate
by willing it” but does not eliminate the Obstacle 1-2 that comes of trying something that is tricky
or that the Skill you are using is not particularly suited for. Just as with any use of a mundane
Skill, you may with eliminate these Obstacles with practice and/or a ​Trick ​Perk (or, on occasion,
with some of the powers of other Sidereal Arcs, such as the Battles Arc’s ​Mastered
Techniques​.)

Means of Transportation
Type: ​Superior Skill
Cost:
● 0 MP - 1/Book, claim a new means of transportation
● 4 MP - do so a second or later time per Book

​ uperior Heavenly
One of your Perk slots is prefilled with a Superior Skill Perk - specifically, S
Gates 2.

The gates of Yu-Shan lead to all across creation, and are the primary method of getting in and
out of Heaven. This is a Skill you use to find and operate such gates - they are often hidden in
out of the way places and hard to reach locales - and bring yourself and others through.

They are not an infallible means of transport: there may not be a gate to Heaven nearby, it may
be well-hidden or hard to find, and there are all sorts of traffic jams and bureaucratic hold ups
that might slow you down. All that is why, largely, this ​is a Superior Skill and not a Miraculous
Power. Nonetheless, if you want to get from one end of Creation to the other, only Solar Circle
Sorcery comes anywhere close to the speed of travelling through Yu-Shan.

10
Which note is your Sidereal Arc level+3, as this is a Major Miracle
​ eans of Transportation​, each of which takes up its own Perk
Sidereals can claim additional M
Slot. Common means of transportation include:

● Superior Cloud Riding 2: T​ he Celestial Gods of Yu-Shan often ride on clouds. Some
Sidereals have earned or bought riding clouds. They move best with the wind and only
slowly against it.
● Superior Elemental Dragon 2: S ​ idereals often make their way through creation on the
backs of elemental dragons. These dragons are faster than clouds, but not nearly as
discreet.

​ eans of Transportation​ make ​some


You are not limited to these - generally Sidereal M
concessions to realism or have some drawback, but are basically pretty awesome.

You may have as many ​Means of Transportation a ​ s you are willing to spend Perk slots on, but
most Sidereals find a way of getting into and out Heaven and a way of getting around Creation
jointly sufficient for most purposes - and if you already have powers that help you do the latter,
why waste a Perk slot?

Ascending and Descending Destinies


Type: ​Imperial Miracle
Cost:
● 0 MP - over the course of a ritual that takes several hours, create a Blessing or Curse
● 4 MP - instantly create a Blessing or Curse

Sidereals have the power to create and alter a person’s destiny. To use ​Ascending and
Descending Destinies, ​describe the destiny you are trying to apply to someone, and explain
how that destiny flows from the symbolism of your College (see below) - some destinies can
work with multiple Colleges, and that is not a problem. Then define whether you are laying a
“Blessing” or a “Curse”: for a PC, a Blessing gives a +1 Tool in certain defined circumstances,
while a Curse gives an Obstacle 1. For NPCs, Blessings and Curses do nominally the same
thing but their effects are more likely to be descriptive than mechanical.

For instance, you may bless someone with skill in magic, giving them a +1 Tool bonus to
Thaumaturgy or other occult actions. Or you may curse someone to be punished by their greed,
causing any action of theirs that is motivated by greed to face an Obstacle 1.

Once you have crafted the destiny you can ‘hold’ it indefinitely, but it doesn’t take effect until you
deliver it by touching the intended target. You can only hold one destiny at a time.

An Ascending Destiny doesn’t have to be a Blessing nor a Descending one a Curse. Artful
Viziers may create destinies where a person’s good fortune destroys them or their failures in
one area cause them to excel in another. On the flip side, though, it’s hard for a Blessing or
Curse to be other than a blessing or a curse, respectively - remember that the way the Intention
system works, a Tool bonus does not so much make you more likely to succeed as it makes
your life go better, while an Obstacle makes your life go less well. However, you can steer
someone to a particular course of action by placing an Obstacle in the way of them deciding
otherwise.

Blessing and Curses stack with each other, as long as they are on the same target. If you are in
a situation where two Blessings apply you have a +2 Tool bonus, Obstacle 2 if two Curses
apply, and if both a Blessing and a Curse apply than they cancel out and you have neither
bonus nor penalty. Blessing and Curses do not stack, however, with other sources of Tool
bonuses or Obstacles.

The maximum number of destinies (of either type) an individual can be under is equal to the
level of their highest Miraculous Arc. For individuals without Miraculous Arcs, they can only be
under one destiny, either an ascending or a descending one. If you use this power on someone
with the maximum number of destinies, it has no effect.

A destiny also has no effect if it substantially similar to a destiny already present on the
individual. A destiny is usually considered too similar if it the same type (ascending or
descending) ​and the same College as an existing destiny, but at HG discretion sometimes
destinies of different colors may still be too similar and destinies of the same College and type
sufficiently different.

Most famous personages, such as elder Dynasts, are already under the maximum number of
destinies. Even if they were not, though, altering their destinies or the destinies of similarly
august personages such as major Gods without proper authorization is grounds for Censure.

The effect of a Blessing or Curse lasts until the end of the Book, but you can make one
permanent by taking ​Paradox d ​ amage in the form of 1 Deadly Wound. This works as any other
Wound, but ​Immortality ​does not prevent you from taking it nor cause it to heal faster. You may
end a destiny you have created, even a permanent one, at any time.

Sidereals cannot place Ascending or Descending Destinies on other Sidereals, but you can
(and are encouraged to) place them on yourself11. Creatures outside of Fate are immune to
Sidereal Astrology.

The Ascending and Descending destinies associated with the major Colleges are as follows:

● ​ he Sorcerer p
In the ascending aspect, those under the domain of T ​ ractice artifice,
Sorcery, Thaumaturgy and geomancy, inquire into the world with an open mind, create
new solutions, and spread knowledge. In the descending aspect, they practice
11
Although it is hard to understand why you might want to place Curses on yourself.
Necromancy, demon summoning, or other dark arts, meddle with things best left
undisturbed, and hoard knowledge or waste time with pointless experiments and
intellectual elitism.

● In the ascending aspect, those under the domain of T ​ he Captain o​ vercome


obstacles with nerve, discipline, and determination, work well with groups, and command
and lead others. In the descending aspect, they descend into rigidity and obsess with
organization for its own sake, and become stubborn and unable to see outside their
defined roles.

● In the ascending aspect, those under the domain of T ​ he Gull ​find freedom and the
wisdom of the outsider’s perspective, travel widely and experience new things, and show
flexibility. In the descending aspect, they are rootless, irresponsible, and flighty, show
only shallow wisdom, and are enamored with change for the sake of change.

● In the ascending aspect, those under the domain of T ​ he Banner g​ ain glory and
fame, demonstrate leadership, and attract a good reputation, usually deservedly. They
are also blessed with skill in crafting tales and in oratory. In the descending aspect, they
live on in terror or infamy, acquire false and shallow reputations, or sink into obscurity,
and become obsessed with rumors and lying.

● In the ascending aspect, those under the domain of T ​ he Lovers a​ re gourmets,


poets, and idealists; they pursue romantic love, and are motivated to accomplish great
things. In the descending aspect, they engage in hollow excess or blind materialism,
obsess over and destroy that which they adore, sink into depravity, or seek out
impossible causes.

● In the ascending aspect, those under the domain of T ​ he Guardians d


​ emonstrate
simple wisdom, carefully seek alliances and partnerships, and are righteous empresses
or caring parents. In the descending aspect, they exhibit meaningless superstition or
become wedded to tradition for its own sake, are trapped in loveless marriages or
otherwise hollow partnerships, and are controlling and domineering, bad parents and
poor rulers.

● In the ascending aspect, those under the domain of T ​ he Sword p ​ ass on with
dignity, find new opportunity in ruin, have their hopes realized or learn to persevere
without them, and see their projects come to a good completion. In the descending
aspect, they pass on painfully and pointlessly, descend into stasis, see their hopes
wither and die, and sink into despair.
● In the ascending aspect, those under the domain of T​ he Mask k​ now of secret
wisdom, rites of passage, and religious mysteries, and ascend to or become part of
some higher world. In the descending aspect, they obfuscate deliberately, become lost
in meaningless symbolism, and hide from and cease to be part of the world.

The Mask​ ​is a special case. Long ago, the Sidereals used the power of The Mask​ ​extensively to
hide themselves and their plans for the Usurpation from the eyes of the Solar Deliberative, and
later to cover up their tracks. In the process, they so occluded themselves from the world that
the effect became permanent. You may create ​Ascending and Descending Destinies​ of The
Mask on others, but not for yourself. More accurately, it is better to say that you, like all
Sidereals, are permanently under the effects of The Mask in the form of ​Arcane Fate.

Arc 3: ​You may now place Blessing or Curses on organizations, places, or communities -
creating an Obstacle 1 to all present or a +1 Tool bonus that can be claimed by anyone in that
organization, place or community. You need only touch any one member of resident to deliver
the destiny, not all of them. However, this bonus does not stack with other Obstacles or Tool
bonuses, even those from other A ​ scending and Descending Destinies (​ be they individual
destinies or other group destinies). A given group of people may only have one destiny. As with
individuals, placing a destiny on a prominent organization such as the Guild or the Realm
without proper authorization is grounds for Censure (and they usually already have one
anyway).

Resplendent Destinies
Type: ​Imperial Miracle, [once the Destiny has ended:] Unreal
Cost (Arc 2-3):
● 0 MP - 1/Book, create a ​Resplendent Destiny
● 1 MP - do so a second or later time per Book
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time in a handful of hours
Cost (Arc 4+):
● 0 MP - 1/Chapter, create a ​Resplendent Destiny
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a handful of hours
● 4 MP - do so a second or later time in a matter of minutes

Sidereals use this power​ ​to create identities for themselves and get around the A
​ rcane Fate​. To
create a ​Resplendent Destiny, ​describe an identity that conforms to the Archetype of your
College, and the universe listens and makes room for that person’s existence. While you are
wearing the Resplendent Destiny, and as long as you present yourself appropriately, people
remember you as that person and ignore the Obstacle associated with the Arcane Fate.​ ​They
still face an Obstacle 3 to seeing through the Resplendent Destiny​ ​and recognizing who you
truly are, though anyone who ignores the Arcane Fate also ignores this Obstacle. Similarly, if
someone encounters you under multiple different Resplendent Destinies, they might recognize
you as the same person if they overcome an Obstacle 3 with a level 2+ Intention.

You may ‘carry’ or ‘wear’ a Resplendent Destiny, and people only ignore the Arcane Fate while
you are wearing one. Each Resplendent Destiny is its own identity. You may only wear one at a
time, but may carry multiple ones - switching between them or taking them on or off is a matter
of moments. However, you may only have one resplendent destiny of a given College at a time.

Resplendent Destinies normally last until the end of the Book, but you may make one
permanent at the cost of Paradox Damage in the form of a Deadly Wound. Acting grossly out of
the character of the Archetype also results in Paradox damage, though the HG should always
warn you when you are in danger of this happening and this rarely goes beyond a Surface
Wound except in the most egregious cases. Regardless, as with all Paradox damage
Immortality ​does not help against any of these Wounds.

Apart from running out of duration, Resplendent Destinies also can be ended by you at any
time, or be used up for ​Resplendencies​ (see below). When a Resplendent Destiny ends, the
identity that it created disappears from the world, and everyone’s memories of that identity
become occluded by the ​Arcane Fate. ​This is an U ​ nreal ​effect. Even if you create another
identical Resplendent Destiny, people will not remember the old one and will treat you as
someone they are meeting for the first time.

The Archetypes of each College are as follows (these are not exhaustive lists, but should give
you a general idea):

● ​ he Sorcerer ​is one of the Exalted, a Prince of the Earth, a Sorcerer, a Magitek
T
engineer, or or some other figure of power. Sidereals often use Resplendent Destinies of
this College to create identities as Sidereal Exalted, in order to smoothly conduct
business in creation.

● ​ he Captain ​is a stern but fair figure of authority, or a weathered but strong hero: a
T
ship’s captain, a soldier, a matriarch, or a professional athlete.

● ​ he Gull ​or the ​Pilgrim ​is a wanderer or traveler, a merchant, a monk or


T
mendicant, a free spirit, a useless layabout, or some other figure representing freedom
and change.

● The Banner ​or the H


​ ero ​is a larger than life figure: a messiah, a hero, or a
rumormonger, or some other figure representing stories.

● The Lover ​or the ​Idealist i​ s a revolutionary, a lover, a figure of high society, an
aesthete, a performer, or some other creature of passion.
● The Guardian ​or the ​Shepherd i​ s a teacher, a parent, a wise ruler, a simple farmer,
or someone else possessing hard won wisdom or who does simple, honest work.

● The Sword ​or the ​Swordsman i​ s someone who brings an end to things, such as a
doctor, an assassin, a guide to new trades, or a marriage counselor. It is also the sign of
Martial Artists.

● The Mask ​or the ​Priest i​ s a master of hidden knowledge, such as a priest, a
librarian, or a spy.

Resplendencies
Type: ​Miraculous Action
Cost: ​One Resplendent Destiny

When performing an action appropriate to the College of a ​Resplendent Destiny​ (see the
Sidereal Excellency ​for examples of appropriate actions) that you are wearing or carrying, you
​ esplendency​. Do so and:
may consume the destiny to invoke its R

● The action automatically succeeds, defeating any opposing mundane action; a ​ nd


● At your option, you may claim any of the other benefits on the Intention Ladder, up to
and including making the action declaratively t​ he right thing to do, for some fuzzy
definition of right.

The action must match the color of t​ he Resplendent Destiny used, not the College you are in.
Thus, Resplendencies are a way for Sidereals to gain some additional flexibility.
Resplendencies also never cause you to take Paradox damage, even if they are out of
character for the Resplendent Destiny you are currently wearing.

Since Resplendencies consume the destinies, Sidereals usually draw a sharp divide between
Resplendent Destinies they create for the use of the identity and those they create for the
purpose of Resplendencies. Sometimes, though, you don’t have good options except to use up
one of your identities.

Arc 5: ​At Arc 5, this miracle becomes Major.

Limitless (Arc 3+)


Type: ​Miraculous Action, Unreal
Cost:
● 0 MP - 1/Book, alter the local laws of of physics
● 4 MP - do so a second or later time per Book
The Loom of Fate doesn’t just govern individual destinies, but the destiny of Creation and its
underlying laws. Sidereals can use their power over the Loom to alter the local laws of physics.
While you sustain this miracle, in a moderate portion of the local area you may:

● realize a metaphor, e.g., making happiness buoyant or saw-horses rideable;


● make it possible to move a collection of objects (or perceived distant objects) around;
● waive environmental hazards for yourself and others;
● ​ r
make it easier to organize people into unusual activities, in the form of a +2 Tool; o
● freely alter Fate with your mundane actions in a manner appropriate to your College, as
per the ​Sidereal Excellency​, at no additional cost

“Making it possible” to do something means that it’s now inherently feasible to do that thing with
mundane actions, typically also reducing any Obstacles by two points (to a minimum of 0.)

This power is fair: when you “make it possible” to do something, or waive an environmental
hazard, or make it easier to do something, that applies to everyone in the area. So if you decide
that you can move stars around by hand, so can everyone else. If you decide a friend can talk to
cats and birds, so can you! Similarly, when you make happiness buoyant, that’s ​everyone’s
happiness, and you don’t have any unusual access. You are altering the local reality, not
everyone’s individual destinies.

This power has the ​Unreal ​tag, and what that means in this case is that after you have stopped
sustaining this power the Loom of Fate will reorganize around the changes you made,
accommodating what it can and eliminating any evidence that strange things happened by
occluding it in a similar way as the ​Arcane Fate. ​Pattern Spiders ​hate having to do this sort of
cleanup unnecessarily, so using this power frivolously is a great way to attract Censure or
Paradox.

Elaborate Destinies (Arc 4+)


Type: ​Imperial Miracle
Cost (Arc 4):
● 0 MP - 1/Book, create an elaborate Ascending, Descending, or Resplendent Destiny
● 4 MP - do so a second or later time per Book.
Cost (Arc 5):
● 0 MP - 1/Book, create an elaborate Ascending, Descending, or Resplendent Destiny
● 2 MP - do so a second or later time per Book.
● 4 MP - do so a second or later time per Chapter

Skilled Siderals can create ​Elaborate Destinies t​ hat are more powerful and flexible than the
usual destinies that most Sidereals can create. Elaborate Destinies can be of any type -
Ascending, Descending, or Resplendent - and do not count against the usual limits for these
destinies.
To create an Elaborate Ascending or Descending Destiny, describe what you want to happen to
the target, connecting it with the associations of your College. To Create an Elaborate
Resplendent Destiny, give a 1-2 sentence story of your desired identity and how it fits into
things. In both cases, this power then functions as a wish:

I wish that was so

This is a very flexible power - the only real limits are:

● All the usual wish rules apply, so if a Resplendent Destiny might give you Skills or
Connections you must earn them, and even a terrible curse can be struggled against,
sometimes successfully; ​and
● Destinies that displace already existing people or that alter the fates of powerful
personages risk Censure if you do not have the proper authorization.

Quest Miracles
The Quest Miracles of this Arc let you present yourself as the Archetype of your College, and
claim the perquisites and privileges due to a member of the Five-Score Fellowship.
The Journeys Arc
Life is a journey. It has a beginning, though most forget it, and a destination, though few know it.
But it’s what happens along the way that matters, that shapes us and tells us who we are. All
journeys, travels, and change fall under Mercury’s domain, and it is the task of her Chosen to
guide Creation and its inhabitants down the paths they must walk.

This is an Immortal ​Storyteller ​Arc. The Chosen of Journeys are connected to a world beyond
themselves, and called to serve Heaven and the Maidens. They are agents of change in the
world, that push Creation along the path that the Maidens set for it.

This Arc is based mostly on ​Called Away ​and C


​ reature of the Light, ​but with not a little bit of
Allegory. ​Its powers are as follows:

Unswerving Juggernaut Principle


Type: ​Bond (Level 2)
Cost: ​-

The Sidereal is empowered when singlemindedly focused on a destination or goal. You may
use this Bond only when you are focusing on one such destination or goal to the exclusion of all
else. While you are doing so, you may invoke ​Unswerving Juggernaut Principle t​ o add the
Bond’s rating (2) to your Intention if you need to overcome Obstacles in your way or if someone
is trying to stop you, or add 2 Strike to Miracles to open the way before you or to prevent
someone from stopping you or slowing you down. When your monomaniacal focus on your
destination gets you into trouble, your HG may award you up to 2 Will or MP.

Finally - you may invoke ​Unswerving Juggernaut Principle t​ o ignore the need for food, water,
or even air so long as you are on your Journey. This gets uncomfortable for you about as fast as
a normal person, though, and the Obstacles can range as high as 4 (though you may use this
same Bond to partially overcome them).

Serendipitous Voyage
Type: ​Miraculous Action
Cost:
● 1 MP - a bit of good luck finds you

When the Viziers must travel, destiny helps them along. If you need to get somewhere, you may
invoke ​Serendipitous Voyage ​for a bit of luck that will help you get there. Typically this
manifests as a fortuitous transport that happens to go where you are headed - a caravan or
wagon or ship that is heading there. The conveyance may not ​intend to get there - if you want to
get to a pirate haven, this power will send you to a ship that is going to be boarded by those
pirates - but it will get there. If you don’t know the route it will lead you to a map. If you already
have a method of conveyance and know how to get there, this power will speed your journey -
ensure that the winds are fair, or that some dangerous animal that would have otherwise
bothered the expedition finds something else to do. Each invocation of this power helps you in
some small way, but it won't get you to your destination all by itself (unless it is particularly
close). This power also has no regard for your safety, only getting you to your destination in the
most expedient fashion.

Adopting the Untamed Face (Arc 1+)


Type: ​Imperial Miracle
Cost (Arc 1):
● 0 MP - over the course of a few minutes, awaken the inanimate 1/book
● 2 MP - awaken the inanimate a second or later time per book
● 4 MP - do so immediately
Cost (Arc 2-3):
● 0 MP - over the course of a few minutes, awaken the inanimate 1/book
● 1 MP - awaken the inanimate a second or later time per book
● 2 MP - awaken the inanimate a second or later time per chapter
● 4 MP - do so immediately
Cost (Arc 4+):
● 0 MP - over the course of a few minutes, awaken the inanimate 1/chapter
● 1 MP - awaken the inanimate a second or later time per chapter
● 2 MP - awaken the inanimate a second or later time in the course of a few minutes
● 4 MP - do so immediately

Invoke ​Adopting the Untamed Face t​ o rouse the inanimate to life or an animal to
consciousness and speech. Using this power, you may cause a tree to move or negotiate with a
bear.

This doesn’t grant you any special power over the target, but you do start with a mutual level 1
Connection that lasts for the rest of the story and you can withdraw your gift by applying this
power again. Creatures and things gifted by this power generally are well inclined to you
(represented by the Connection), at least to start off with.

Break the Boundaries (Arc 1+)


Type: ​Miraculous Action (or, for the 8 MP version, Imperial Miracle)
Cost:
● 0 MP - open a lock, door, path, or mode of travel 1/Book
● 1 MP - use this power a second or later time per Book
● 2 MP - use this power a second or later time per Chapter
● 4 MP - sustain this power for a while, affecting every hidden path that might reveal itself,
every mode of transportation you might attempt, and every door or lock or obstacle that
might stand in your way.
● 8 MP, 1 Deadly Wound - invoke an Imperial Miracle to weaken such barriers throughout
the Region.

Invoke ​Break the Boundaries ​with a mundane action to

● unlock or open something;


● ​ r
discover a path, passage, or gate; o
● use an unusual mode of travel;

and that action becomes about 3,000x more likely to succeed.

That means that for stuff like “does this just happen to be unlocked?” “do I happen to have an
ancestor that qualifies me as a blood relation able to get through this magically-locked door?” or
“can I surf on top of the train?” you’re dealing with a level 0-1 Obstacle unless that’s just plain
out of the question. For more mechanistic stuff like “can I just try all the possible passwords at
random?” it won’t help anywhere near as much, but you’ll still be thousands of times faster at
trying.

If you don’t want to bother with a mundane process, you can also just invoke B​ reak the
Boundaries ​and cause a defined and physical door, gate, lock, or barrier directly in your path to
vanish. You can’t use this version for more conceptual applications like dimensional gateways,
magical barriers, unusual modes of travel, and whatnot—just when you’re straightforwardly,
physically barred.

It is a ​Convention ​- i.e., a level 2 Affliction affecting Creation as a whole - that when a Sidereal
with ​Break the Boundaries ​receives emotion XP, ​something near them unlocks or opens.

Ordained Bridle of Mercury (Arc 1+)


Type: ​Miraculous Action
Cost:
● 0 MP - once per Book, place the Bridle of Mercury on someone
● 4 MP - do so a second or later time per Book

This power creates a bridle of Stardust. When this bridle is placed upon the head of an animal
or a person, it fades and vanishes. The effect is of the Bridle is to increase your inherent
Connection to the target by 1 point, and its inherent Connection to you also increases by one
point. You may use this power both to increase existing Connections and and to gain new ones.
The maximum number of creatures or animals you may gain Connections with using this power
is equal to your level in this Arc.

Godly Companion (Arc 2+)


Type: ​Miraculous Action, Major, Bleak
Cost:
● 0 MP—1/book, reshape 1+ people or things into minor gods
● 2 MP—do so a second or later time per book
● 4 MP—invoke this power instantly

Invoke this power to be able to reshape people or things into minor gods - or, more broadly, into
something that ​fits into Yu-Shan and/or the Celestial Bureaucracy. This power only lets you
plausibly do this, and the actual transformation relies on your mundane Intentions.

By default this power is a narrative thing—and, like a wish, it’ll strive to be f​ itting. It won’t turn the
target into ​what you want, but rather into ​what they ought to be, which might not be at ​all what
you want…

Except, you have two levers of control, if you should desire them.

● First, this power invokes an Intention. The more practice you have using the relevant
Skill to transform stuff, the more control you’ll have over F/X. The higher your Intention
level, the better control you’ll have over o ​ utcomes.
● Second, the more groundwork you do in advance of or while taking action, the more
context there is for this power to fit. If you use your Calligraphy skill to create a prayer
strip that will turn the target into a riding dragon that will bear you where ever you wish to
go, then the only way they ​aren’t turning into that is if there is some reason they won’t. If
they prevent you from applying the magic you are using to change them, for instance, or
if what you are changing them into is not a good fit for Heaven or for Exalted spirits in
general. Otherwise, you get your riding dragon just like you wanted.
● Third—well, really, “second, continued”—naming one of the Properties of Yu-Shan
always counts as really good groundwork. Just be sure the HG knows that that’s what
you’re expecting to get!

Godly Companion ​takes a few minutes to invoke. Once invoked, it’s non-destructive by
nature—that is, it ​converts your target, rather than throwing out what they were. Information
about what they were is not lost—and, in fact, it will eventually rise to the surface again, undoing
your transformation, if they spend too much time outside of your Yu-Shan. Basically, if you don’t
get them to Heaven and force or convince them to stay there, their changes will tend to revert
by the end of the Book.
At Arc 2-3, ​you can target a small area or a small handful of people. Usually you’ll just get one
person or thing, but I’m leaving it open in case you want to turn some thugs into bugs or a horse
and rider into a centaur or five lions into a robot or, you know, whatever.

At Arc 4+, ​you can transform things on a neighborhood or even a Regional scale.

Sign of Mercury (Arc 2+)


Type: ​Miraculous Action
Cost:
● 0 MP - make the Sign of Mercury 1-2x in a scene, a few minutes apart
● 2 MP - make the Sign of Mercury as many times as you like in a scene, a few minutes
apart
● 4 MP - use this power as often as you like this scene

The Sidereal makes the Lesser S ​ ign of Mercury ​to speed travel and move through barriers.
You may effectively teleport yourself anywhere in a neighborhood sized region.

You may bring others with you, if they consent and are reasonably close to you, and any objects
that you can carry and aren’t contested. If you try to teleport away with an object that is
contested, you’ll need to wrestle for it with mundane actions to determine whether you leave it
behind, drag the other contenders with you, or get away with it.

There is an Obstacle 2 to noticing the teleportation aspect of this - the unobservant will see you
as slipping away or stepping out of the shadows, instead of teleporting from place to place.

Arc 4. ​At Arc 4 this upgrades to the Greater ​Sign of Mercury, a


​ nd you may teleport anywhere
in the same Direction. At Arc 5, you may teleport freely anywhere in Creation or even to
Yu-Shan, but not to anywhere outside of Fate. You may still use the Lesser Sign (i.e., short
range teleportation) outside of Fate.

Dreaming the Wild Lands (Arc 3+)


Type: ​Special
Cost: ​-

​ dopting the Untamed Face:


This power is an optional upgrade to A

Starting at Arc 3, you may now sustain an action to target “the world around you” for awakening.
Over the course of a few minutes, a collection of things (up to and including “​everything”) comes
to life or (if it was already alive), develops speech and consciousness.
This power takes a few minutes to operate, but you can sustain it to have it move with you. Like
the power it upgrades, it only functions in the wilderness and you have a level 1 Connection to
the natural environment brought to life with this power until the end of the story.

Avoidance Kata (Arc 3+)


Type: ​Miraculous Action, Unreal
Cost:
● 0 MP - 1/Book, retroactively remove yourself from a scene
● 2 MP - use this power a second or later time per Book
● 4 MP - use this power a second or later time per Chapter

Use this power to remove yourself from the scene, declaring that you were actually somewhere
else all along. Any effects you had a hand in remain - wounds (and Wounds) remain, traps
remain sprung, MP remains spent - but everyone involved concocts a new plausible explanation
for how they came to be.

When you use this power you reappear somewhere else. You have no control over where, but it
is somewhere you plausibly might have been had you made a different decision before the
scene started (or before it got going in earnest).

Five Ordeals Odyssey (Arc 4+)


Type: ​Miraculous Action, Major; Ritual Power; Unreal
Cost:
● 0 MP - 1/Book, force your progress through the world in they way you desire
● 4 MP - invoke this power a second or later time per Book

Invoke ​Five Ordeals Odyssey a ​ nd you may ​force progress upon the world. In particular, when
you are on a journey and facing any kind of obstacle or travail, you may use this power to work
your way past it. Essentially this changes the journey from a series of obstacles you might need
to overcome using Intentions or miracles into a montage of obstacles overcome by fiat. You and
the HG construct this montage together, played out as a Ritual.

And when the Ritual ends, there is a forced scene break - a ​break from reality - as the world
reforms itself to accommodate the actions you just took. That is, unless people are using actions
or taking Wounds to negate some or all of this, time skips forward and you will have arrived at
your destination, safe and unharmed (though not necessarily unchanged).

This powers primary use is for overcoming literal obstacles on literal journeys, but it may also be
used metaphorically. Each book you may design a new Ritual effect for

● Accomplishing some particular task


● Delving into a target’s psyche;
● ​ r
Afflicting people with evocative (pleasant or unpleasant) experiences; o
● Interacting with someone otherwise inaccessible (dead, fictional, or whatnot)

And from then on you can invoke this power to force progress along that goal instead of along a
physical journey. In any case, you can always and only invoke any of these Rituals by also
using this power.

Inspire (Arc 5+)


Type: ​Miraculous Action, Major or Imperial Miracle
Cost:
● ​ 0 MP - 1/Book, invoke ​Inspire
● ​ 2 MP - invoke this power a second or later time per Book
● ​ 4 MP - invoke this power a second or later time per Chapter

Invoke Inspire and you may give others hope and purpose—your actions may awaken
something good and lost in them.

If all this would take is a choice on their part—

If the only thing that stands between them and a brighter, happier life is that nobody’s used this
power on them yet, or their conscious choice to resist it—

Then this functions as a straightforward miraculous attack.

Do that!

If there’s something wrong enough with them or their life that that would be a false and
unpalatable hope, then this functions as an Imperial miracle instead. This power always means
something. If you can’t inspire them by zapping them with your metaphorical inspiration stick,
you instead create a wish effect: a wish that this miracle should be a presence in their life, and
that it would offer them something or drag them into something that d ​ oes have meaning, d ​ oes
give them hope, ​does offer them something better than they had.

Quest Miracles
Sidereals may use the Quest miracles of this Arc to unlock secrets and gather companions,
infiltrate themselves into new places, and transform other’s lives.
The Serenity Arc
Life is pleasure and joy. There are hard times, and struggles, but what give life meaning, what
makes it worth living, are those moments of beauty, joy, or satisfaction. Venus, Maiden of
Serenity, governs these moments, and to her Chosen falls the task of ensuring that they happen
in the right place and the right time.

This is an Immortal ​Shepherd ​Arc. The Chosen of Venus guide and guard creation, and bring
health and happiness to the world.

​ entimental ​- or Nobilis Treasure - that didn’t go into the


This Arc is mostly the other half of S
Twilight Arc. It also borrows some from other Arcs like ​Indomitable​, and some of the powers
are custom.

This Arc revolves around “​Mystic Links​”. You have a Mystic Link to something if you have:

● A level 3+ Connection to it
● A Bond that mentions it by name
● a Perk like:
○ Bond. ​(as long as it mentions it by name)
○ Connection.​ (as long as it’s level 3+)
○ Accessory.
○ “It’s OK, I’m here.”​ (pg. 430, Chuubo’s Core)
○ “It’s like a home to me.”​ (pg. 429)
○ Or any other Perk that symbolizes a strong connection to something.
● A sustained Shepherd Quest Miracle that created or empowered it

While the conditions for Mystic Links are the same as the Twilight Arc’s Anchors, Mystic Links
need to be physical things - typically objects, people, places, and communities. It's not that you
can’t have abstract Mystic Links, but you will have a hard time using the powers of this Arc with
them. That said, a Mystic Link can be something like an icon or marking that represents you
and, unlike Anchors, you ​may have a PC as a Mystic Link.

The powers of this Arc are as follows:

Lesser Sign of Venus


Type: ​Imperial Miracle
Cost:
● 0 MP - over time, calm things down
● 4 MP - do so instantly
Invoke the ​Lesser Sign of Venus ​to calm the situation down and create an atmosphere of
peace and joy in the area around. The place you are in will slowly become nicer and quieter.
After a few minutes, this manifests as a Region Property:

Things Become More and More Serene

In addition, while the Region Property is present, the there is a +1 Tool bonus to musical
performances or to dancing, available for anyone who wishes to claim it.

You can also invoke the Sign in a targeted fashion to calm or quiet something down. After a few
minutes, the target has a moment of being as calm, quiet, and clear-headed as possible under
the circumstances. This is pretty much “whatever the target’s player or the HG thinks is the
calmest feasible result” — a rage spirit won’t be affected at all; someone in a state of righteous
fury might shift into icy calm, fade into a thousand-yard stare, or calm down for a moment and
then revert right back to fury.

Greater Sign of Venus


Type: ​Imperial Miracle
Cost:
● 0 MP - 1/Book, invoke the ​Greater Sign of Venus
● 4 MP - do so at any time

By the Sign of Serenity are all things brought to rest. Invoke the ​Greater Sign of Venus ​to calm
down the most desperate situations or to force peace upon the world. This functions as a wish:

I wish this [[ situation/place/thing ]] would just calm down!

As with any wish, the HG/group has broad discretion when it comes to how it might play out in
any particular instance - whether people stop fighting because they set down their weapons or
because the battlefield froze over, or indeed whether they go on fighting but do it quieter.

The time it takes to invoke this effect is variable but cosmetic — it never takes “too long” to
invoke, so it’s just a matter of whether it makes more sense for you to stand there making
soothing gestures for a few minutes (or whatever) or not. If you’re spending 4 MP, you can set
this time frame yourself, including “instant.”

Guidance
Type: ​Miraculous Action
Cost:
● 2 MP at Arc 0
● 1 MP at Arc 1
● 0 MP at Arc 2+
​ uidance t​ o be spiritually
You are always with the things and people your heart treasures. Use G
present at one of your Mystic Links.

You and the Mystic Link can communicate freely. You may share its senses or, if it doesn’t have
any senses, perceive dimly around it. They may call upon your abilities, powers, MP, and
knowledge in addition to their own. You may take actions through it, briefly displacing its
consciousness if it has any. If it is something immobile by nature, this miracle grants the Mystic
Link a small amount of added mobility - a sword can shift around a little, for instance, but not fly
without further miracles. Most potently, you can cast miracles through a Mystic Link as though
you are present where it is.

Your presence is a blessing and a balm - as long as you sustain the miracle their actions gain 1
Edge (all else being equal) and +1 to their Tool bonus. You get the same benefit on any action
you take through it. In addition, they are immune to any sort of mental influence, unless you are
also under said influence.

However, there is a downside. For the rest of the scene once you have used this miracle,
people can target you through your Mystic Link as though you were physically present. Any
miracle or action that target the Mystic Link may also target you instead or in addition - of
someone cuts them with a sword, for instance, you also feel the pain.

If your Mystic Link is a collection of objects or a group of people, you must first take time to
familiarize yourself with a particular single member of that group before you can use this
miracle. This generally takes a few hours of interaction or reflection unless you use other
powers to speed that up. Once you’ve familiarized yourself with an individual from a collection of
Mystic Links you can use ​Guidance w ​ ith that individual until the HG decides that your sense of
familiarity and attunement fades. This familiarity will fade almost immediately for a member of a
very generic collection but can last indefinitely if the collection is, e.g., your parents,
grandmother, and a sibling.

Compassion Without Distance (Arc 1+)


Type: ​Miraculous Action
Cost: ​0 MP

You can now communicate with your Mystic Links over any distance even when not using
Guidance​, and you automatically ‘hear’ or ‘feel’ when they need you or are trying to reach you,
or when they are in trouble.

Destiny-Knitting Entanglement (Arc 1+)


Type: ​Imperial Miracle, [moving places only:] Unreal
Cost:
● 0 MP - 1/Book, summon something to you
● 1 MP - use this power a second or later time per Book
● 2 MP - use this power a second or later time per Chapter

You may use ​Destiny-Knitting Entanglement ​to summon to you an object that you can see or
that you have a Mystic Link to. Through a series of coincidences and movements of fate, the
object will find its way to you.

This power tends to be a low key sort of Imperial Miracle, and does not subvert the laws of
physics. If you summon a sword back into your hand, for instance, it will not instantly fly in -
rather, someone will accidentally step on it in just the right way so that it goes flying into an arc
and the hilt lands fortuitously in your palm. Similarly, if you are calling an object from far away it
will be stolen by a thief who drops it into a wagon which is heading for… and so on, until it finds
its way to you.

Determined effort can slow the pace of the object down, but unless someone is actively trying to
block it it ​will eventually find its way to you at the fastest plausible speed, and will resume its
journey as soon as they stop blocking it.

You can also use this power through a Mystic Link, in which case the object ends up there
instead. You may use this to send someone a gift - most notably, you can send someone you
have a Mystic Link to ​Ascending or Descending Destinies​ in this way, negating the need to
touch them directly.

Arc 3+. ​Starting at Arc 3, you can use this power to summon a p
​ erson you can target through a
Mystic Link. This functions roughly as a wish:

I wish they would come and find me here

although it tends more towards the low-impact sort of wish that adds progressive Obstacles to
moving away from you and progressive Tool bonuses towards finding a path to you rather than
teleporting them or having long-haired glue-tongued cloud-riding demons sweep by, lick them
up, and carry them to you while cackling vigorously.

You may name a desired time frame; otherwise, the assumption is that they must arrive within a
day and a night and are likely to arrive within hours. They will often see you in the distance or
hear you calling intermittently throughout the course of this power’s work.

Just as with the previous version, you may use this through a Mystic Link to make two people
meet with each other or ensure than someone ends up in the place you want them to go

Arc 4+: ​Starting at Arc 4, you may use this power to summon a p
​ lace that you can see or target
through a Mystic Link.
This functions as a wish that rearranges the world so that the place or community is in the new
location. This miracle does not erase anything at the destination, but may displace it if
necessary. Creation also fills in the gap that was left behind with appropriate scenery. Anyone
who lives there is dragged along with it. The new state of affairs seems perfectly natural to
them, although they remember how things used to be. This is an Unreal effect.

You may sustain this miracle to ‘drag’ the place or community you are in with you as you move -
handy if you do not have a Mystic Link to it.

It shouldn’t need to be said, but blithely rearranging the surface of Creation without the proper
authorization is grounds for Censure.

Mandate of Celestial Empowerment (Arc 2+)


Type: ​Miraculous Action
Cost:
● 2 MP at Arc 2
● 1 MP at Arc 3
● 0 MP ar Arc 4+

Use the ​Mandate of Celestial Empowerment t​ o invest a miraculous ability into one of your
Mystic Links, or to call on a power that you have so invested.

The miraculous powers vested by this ability produce a specific miraculous effect, narrowly
defined enough to be the same miracle each time this power is used. As such, you or the Mystic
Link may need to use a mundane action to ‘aim’ or otherwise control it.

The Mystic Link can invoke the power on their own, but you still have to agree to spend the MP
so you have veto power. However, you don’t need to do anything else or be present, or even be
aware of it IC, so long as you allow your MP to be spent.

Blue Vervain Binding (Arc 2+)


Type: ​Imperial Miracle
Cost:
● 0 MP - 1/Book, use the ​Blue Vervain Binding
● 4 MP - do so a second or later time per Book

You may bind any two creatures you can see or have a Mystic Link to. One of these creatures
may be yourself.

Forever after, the two creatures can understand each other perfectly to the limits of their
respective intellects. They ignore all Obstacles to effective communication - including those
arising from different languages, deafness or muteness, or similar - so long as they are able to
communicate in some way.

Their inherent Connections to each other also rise by 1 each.

Mending Warped Designs (Arc 3+)


Type: ​Miraculous Action
Cost:
● 0 MP[, 1 Health Level] - 1-2x/Book, purify or heal
● 2 MP[, 1 Health Level] - do so a third or later time per Book

You have the power to patch damage to the local pattern of fate. This power covers most
physical and mechanical fixes by default, so you may use it to fix a broken arm or a broken
sword. You may, in addition, fix more abstract damage - such as a curse or a possession -
caused by a creature or effect of Malfeas, the Underworld, or the Wyld, or any effect created by
Sorcery.

Arc 3-4.​ At Arc 3-4, some things are too hard for you to fix. This is entirely a dramatic thing, and
it isn’t even necessarily consistent. It’s just, some things - an area devastated by Solar Circle
Sorcery, say, or contaminated on a large scale by the Wyld - are declaratively too much for you.
… unless you’re willing to wound one of your Divine Health Levels, in which case you can push
past this HG-imposed difficulty and perform true miracles. A Health Level wounded in this
fashion does not recover until the end of the book.

Arc 5.​ At Arc 5 this Health Level cost is no longer required.

Wanting and Fearing Prayer (Arc 4+)


Type: ​Imperial Miracle
Cost:
● 0 MP - once per Book, create a new relationship between two people.
● 4 MP - do so a second or later time per Book.

Choose two people you can see or have a Mystic Link to, one of which may be yourself. This
power lets you craft a new emotional or social relationship between them. You may make them
lovers or enemies, or make one subordinate or servant to the other, or so on. This functions as
a wish:

I wish these two people would relate to each other in [desired fashion]

The wish shapes reality and manipulates and the targets’ emotions in such a way create the
desired relationship. Like any wish, it is subject to the usual wish rules - in particular, ​changing
your nature takes time and ​a wish shapes itself to who you are.
Once the relationship has been formed, the power of the wish continues for a while to preserve
the new state of affairs, but soon fades. Thereafter the new relationship continues, or not, on its
own merits.

Implicit Construction Methodology (Arc 5)


Type: ​Imperial Miracle
Cost:
● 0 MP - 1/Book, forge a tool for a given task
● 4 MP - do so a second or later time per Book

Over the course of a few minutes, you may reshape a target, consecrating/destining it for a
particular task. This functions as a wish:

I wish this object were such a thing as to be able to accomplish X.

There are two nuances of this wish, and they go in opposite directions.

The first nuance is that an object can be able to accomplish the thing without ever actually
accomplishing it. A knife that is capable of killing a god doesn’t ever have to actually kill a god;
that doesn’t make it ​unable.

… but another nuance is that wishes transcend time and circumstance, so “being able” to do
something usually implies that some sort of opportunity has to eventually arise. If you’re going to
say it’s a god-killing knife, then it has to be destined to at least get close to a god, ​sometime,
and be a real threat when it does. The only reason for this not to happen is if the group forgets
about the wish.

The appropriate targets for this power include both physical objects and people or places. Once
the wish is made, the target and the world around reshape themselves so that it becomes such
a thing as can accomplish the desired task. No further action by the Sidereal is required.

Quest Miracles
Sidereals use the quest miracle of this Arc to craft new wonders, and to shape events to the end
of Serenity. The ​Treasures o
​ f this Shepherd Arc are the collection of objects, places, and
people connected to you by your Mystic Links.
The Battles Arc
Life is a battle. Each day is a struggle against the world and against ourselves. How we fight
those battles defines the course of our life, and only through overcoming those struggles do we
give life meaning. Mars watches over conflict and struggle of every kind, from the internal to the
external, and to her Chosen falls the task of support Creation and its denizens it their eternal
struggle against the world.

This is an Immortal ​Aspect A


​ rc. The path of Battles is one of gaining strength through training,
focus, and struggle.

The Battles Arc is based on ​Magical Hero. ​The primary difference is that where the Magical
Hero Arc works with “supernatural skills”, the Battles Arc works with “combat skills” and, most
prominently, Martial Arts. The Enemy is ‘anything under the Loom of Fate, but with some
nuance, for which see below.

This Arc works best when you have a Supernatural Martial Art to use it with, but to some extent
it’s powers work with non-supernatural MA and even just regular combat Skills.

Wild Magic ​works the same, but here I will just mention something also mentioned elsewhere
(such as the Dawn Arc): in general, there are a number of quasi-magical techniques that
Essence users can attempt with a slight Obstacle, and this power (renamed ​Mastered
Techniques​) lets you ignore those Obstacles with regards to combat Skills, as well as allowing
you to ignore the Obstacles of the magical techniques of Supernatural Martial Arts. Examples of
such quasi-magical techniques include causing arrows to be set aflame mid flight or making
them out of pure Essence, or swinging your sword so fast that a concentrated blast of force
shoots towards a distant opponent.12

The Battles version of ​Secrets ​(called M


​ editations on Enmity​)​ ​only works for antagonists that
are under the auspices of Fate.

Shield ​is called the ​Sign of Mars. ​I am mentioning that for no other reason than to point out
where all the Signs are.

Raw Magic ​(called ​Horrific Wreath​) gives its edge to any combat action rather than any
supernatural action - that is, the Edge applies also to regular sword-fighting or whatever, not just

12
This is probably less useful to you than the Dawn Arcs ​Immortal Commander’s Presence ​is to Solars,
since many of the power of this Arc let you do similar things (jump implausible distances and shoot sword
beams, for instance) as what these quasi-magical techniques would be. However, if you are using the
Sidereal Excellency ​with a combat skill to alter fate, ​Mastered Techniques ​also ignores any Obstacles
associated with such alteration if you invoke the two together.
Martial Arts. It still does not stack with Superior Skill Edge. Conversely, it does ​not apply to
Thaumaturgy

Blast ​(​Generalized Ammunition Technique​) is either an attack appropriate to a Supernatural


Martial Art (Silver Nightingale Style k​ iais, for instance), an Essence empowered arrow or other
projectile, or a xianxia style13 sword-beam (or fist beam, whatever), as appropriate to the skill
being used. It ​can be used on beings outside of Fate, but there is typically an MP surcharge (in
addition to any MP surcharge for being a major threat). The HG may waive this surcharge for
lesser foes.

Spirit Form ​is called ​Walking Outside Fate ​and while you use it you are treated as a creature
outside of Fate. Essentially, you remove yourself from the normal means of interacting with the
world that are mediated by physical laws of the Loom, imposing an Obstacle 3 to interacting
with you (instead or in addition, you can also turn invisible).

Drain Energy ​is called ​Orchestration of Mirrored Fates. W​ hen you use it, you and the target
are rendered immobile while you wrestle over your fates. At the end (assuming the target
doesn’t use another power or a Wound to counter you) they are defeated and you take a Wound
representing the struggle. Sidereals can use this power to steal aspects of their enemies and
temporarily incorporate them into their own fates.

Metaphorical Magic ​is called U


​ niversal Armament Technique a ​ nd lets you do one of 1) use
​ s a weapon, e.g. firing a shout
your weapons (or fists) on abstractions or 2) use abstractions a
from a bow.

Finally, ​Possession ​ is called P


​ resence in Absence Technique a ​ nd works as normal, save
that if you choose to turn intangible and possess them directly, what happens instead is that you
remove yourself from normal interaction with the world (as per W​ alking Outside Fate​) and
puppet them from a distance.

The remainder is just name changes (​Mobility ​becomes ​Forgotten Earth, Prodigious Magic
becomes ​Unobstructed Blow, ​etc.) - except as noted here, the Battles Arc is the same as
Magical Hero.

Quest Miracles
Siderals use the Quest Miracles of this Arc to develop new and strange abilities through struggle
and training, or to perform large scale, world shaking feats.

13
Or, to be fair, Legend of Zelda style
The Secrets Arc
Life is a mystery. One can spend their entire life trying to unlock the secrets of it, and come no
closer to the answer. But in the search for meaning is meaning found. Jupiter watches over all
mysteries and secrets and hidden things in the world, and her Chosen are called upon to tend to
these secrets, revealing what must be revealed and forever guarding what must never be
known.

This is an Immortal ​Bindings ​Arc. The Chosen of Secrets work with dark and hidden things,
and possess strange and occult powers.

The Secrets Arc is ​Gatekeeper​, with an Other of “spirits of Creation” - specifically meaning
gods, elementals, and demons. For the purposes of this Arc, Celestial Gods, Elemental Princes,
and Third-Circle demons are “bosses” that require multiple uses to ​Trap​. Your Principle is
“Secrets” - meaning that you are best suited to using spirits either to reveal information or to
conceal it.

Apart from names, the only major difference between the Gatekeeper and Secrets Arcs is that
the Gatekeeper power ​Oblivious i​ s replaced with the following:

Sign of Jupiter
Type: ​Affliction, based on your M
​ ystery
Cost: ​-

If you are an NPC, this is based on someone else’s (in) Over Your Head Issue instead.

Sidereals invoke the Sign of Jupiter to hide their minds and their secrets from discovery, but
have the bad habit of taking secrecy too far.

​ ystery ​Issue, the following rules apply:


Whenever you have 1+ points in the M

● The HG can invoke the ​Sign of Jupiter a ​ s a justification for effects that prevent you from
revealing or talking about the Mystery that is the subject of the Issue, and that
encourage you to keep it a secret.
● The HG can invoke the ​Sign of Jupiter t​ o protect you against any effect that might
affect your mind or read your thoughts. Such effects need [Strike ≥ your Mystery] to
succeed.
● Whenever keeping secrets causes meaningful trouble for you, the HG may award you
with up to your Mystery in Will or MP.
At early levels of Mystery, when it is not necessarily clear what exactly the subject of the Issue
is, the spontaneous miracles created by the Affliction ​encourage general reticience, but do not
force it. At Mystery 3+, the Affliction begins actively preventing you from talking about or
revealing to others the nature of the central Mystery, and you need to take an action with [Strike
≥ your Mystery] to do so.

The Affliction doesn’t prevent you from ​investigating the mystery, only revealing it to others.
There is also a specific exception carved out: any action that could resolve the Issue is not
blocked by the Affliction, even if the Issue can only be resolved by speaking to others about it.

Roughly, imagine this power working like this: Sidereals on the Secrets Arc are driven to
investigate and uncover the secrets of the world, and invoke the ​Sign of Jupiter ​to guard their
minds while doing so. The act of revelation, though, temporarily strips them of this protection.

Trap: ​ At Arc 4+, the Sidereal version of this power can ‘capture’ a target that is outside of Fate
and make it part of Fate from then on for all purposes (including Sidereal Powers). The Sidereal
​ rap ​on anything, but unless it is a
is specially permitted to use this application of T ​ lso a spirit
(e.g. a demon is both a spirit and outside of Fate), the power has no other effect than to bring
the target under the auspices of the Loom.

Except as noted, the Secrets Arc is identical to Gatekeeper.

Quest Miracles
Sidereals use the Quest Miracles of this Arc to bind and control spirits, create artifacts, and work
great magics on the world.
The Endings Arc
Life is a series of endings. The end of childhood and of innocence, the end of ignorance and the
end of knowledge. A person cannot change or grow without ending the person he was. Death,
too, is merely another step on this journey, another ending that must be. Saturn, last of the
Maidens, watches over all the endings of the world, and her Chosen are called upon to to
ensure that everything ends in its proper time.

This is a Sickly ​Emptiness ​Arc. Those on it experience life as a series of endings, and live with
the knowledge that they brought about many of those endings themselves.

The Endings Arc is ​Accursed. ​It is largely unchanged and so for the most part not reproduced
here, save for the changes noted below:

Sanctuary: ​A Sidereal’s Sanctuary is a C


​ elestial Manse​. Anyone in Heaven can enter through
the front door (though they often have defenses), but of course for most people getting to
Heaven is the hard part. A Sidereal can get to their Sanctuary by carving a portal on a wall or
other suitable surface and then stepping through (though they cannot come back to where they
were by this method).

Falling from the World: ​The Sidereal’s C ​ urse i​ s to bring about endings even when they may
not want to. Whenever they have 1+ points in the Sickness Issue, their attempts to alter fate or
generally to make changes to the world tend to bring the situation closer to its end. At Sickness
3+ this effect becomes overtly supernatural, as normal, and the fates of surrounding people are
tangled up in the Sidereal’s own. If the Sidereal runs out of MP and nobody uses a miracle with
sufficient Strike, the Sidereal must either choose to refrain from changing things at all or their
Curse starts actively ending things, up to and including causing people to die. Beyond those
specifics, the Affliction works as normal, and you have authority over the thematics of what ​sorts
of ending tend to occur around you.

World-Breaker’s Hand: ​The Sidereal version of this power is called the S ​ ign of Saturn ​(the
Major version is the Greater Sign) and functions to b ​ ring things to an end. This is a power
slightly less versatile than the vanilla power, because you can ‘destroy’ pretty much anything but
some things cannot be plausibly ‘ended’. That said it is still pretty flexible - you may end an
illness, or confusion, or a debate - and there is some additional flexibility in that you have a
certain amount of control over h ​ ow things end. The power itself moves things toward the ending
most appropriate to the circumstances, but you can combine it with a mundane action to
manipulate those circumstances so that things end as you wish them to - slow or quick, hazy or
definite, to a ruin or to fruition. Just as with the regular World-Breaker’s hand, though, you don’t
have control over what happens a ​ fter the ending has happened, save that which you get from
influencing the nature of that ending.
Other than these specifications, the Arc is the same as regular ​Accursed.

Quest Miracles
Sidereals use the Quest Miracles of this Arc to bind and use minor spirits, create twisted
spaces, transform themselves and others in a manner that reflects their inner turmoil, and create
temporary identities that usually both grant new skills and allow the Exalt to hide from the world.
Abyssals
Created in twisted mockery of Solars, the Abyssals are the Exalted of the Void. Also known as
deathknights, they serve the once-Primordial Neverborn and their lieutenants, the Deathlords, in
their quest to bring all of Creation into the Abyss so that the Neverborn may rest at last. Not
every Abyssal is a faithful servant, though. While some are faithful knights or enthusiastic priests
of Oblivion, others turn the deathly gifts they were given against their once masters or simply try
to survive as best they can in a world they were designed to be inimical to. A few even seek out
the narrow path of redemption, encouraged by a rumor whispered of in the quietest tones the
dead can muster: that there is a way for Abyssals to become Solars once more…

Abyssals by default start the game with:

● The ​ABYSSAL ARC 2


● Their ​CASTE ARC 2
● 1 ​FAVORED ARC 1 ​which can be one of the other Caste Arcs, Martial Arts, or Sorcery
● 1 bonus Arc level, which can be used to bump up one of their existing arcs one level or
to gain a new Arc at 1 out of the Arcs they have access to (Their five Caste Arcs, MA, or
Sorcery)
● The ​RESONANCE ​ability
● 2 Perks of their choosing or design (within reason).
● Default traits otherwise (2 Divine, 1 Tough, and 2 Normal Health levels; 5 MP; 8 points of
Skills)

The maximum Arc level Abyssals can have at Character Creation is 3. The maximum Arc level
they can reach through play is 5. They cannot raise the Martial Arts Arc above 3, but are one of
the few character types that can raise the Sorcery Arc to 5.

Abyssal Arcs are typically Sickly, for reasons that should be obvious, but are occasionally
Frantic. Like Solars, they favor direct and potent miracles to the slow workings of Immortals -
though Abyssals ​are, as it happens, ageless.

Abyssal Arcs are often similar to their equivalent Solar Arc, though not quite identical - as if the
Solar Arc was viewed through a dark and twisted mirror. Several Abyssal abilities work
identically to Solar ones, and in such instances I will simply ask you to refer to the relevant Arc
in the Solars section.
Resonance
A Miraculous Ability

Type: ​Affliction, based on your C


​ alling​.
Cost: ​-

If you are an NPC, this is based on someone else’s Trust Issue instead.

The Abyssals were created to serve death, and their malign masters are displeased when they
choose instead to serve life, or even merely to l​ ive. Simple, honest work, making meaningful
connections with the living, living as the person you were before your Exaltation, and creating or
​ esonance​, a representation of the wrath of the
defending life are all the sort of thing that build R
Neverborn.

​ alling ​Issue, the following rules apply:


Whenever you have 1+ points in the C

● You exude an aura of death that withers and kills living things and frightens mortals and
animals. At low levels of Calling this is mostly cosmetic - a flower may wither when you
touch it, for instance, or a person might feel a passing deathly chill as you walk by. At
Calling 3+, the effects become blatantly supernatural - grass dies wherever you walk,
natural fires around you spontaneously go out, and animals will instinctively stay far
away from you.
● Whenever you take an action that is distinctly life-affirming - which typically means
creating or protecting life,14 answering to your former name, expressing concern for a
mortal, or directly and knowingly acting in opposition to the Neverborn - the HG may
elect to unleash a focused miracle of death and destruction at some suitable nearby
target. This is called a ​Resonance Eruption.​ You can take a Wound to prevent this
(typically Serious, but it might be just a Surface Wound if your transgression wasn’t huge
or a Deadly one if it was particularly bad) to ground the punishment in yourself instead
● THe HG will invoke ​Resonance t​ o defend against any effect that tries to prevent any of
the above from happening - such effects need [Strike ≥ your Calling] to succeed.
● Whenever any of the above effects cause real and meaningful trouble for you - a Wyld
Hunt tracks you down by the trail of dead vegetation you left in your wake, for instance -
the HG may award you with up to your Calling in Will or MP.

You may avoid picking up Resonance by avoiding simple honest work and connecting with
people - that is, avoid picking up the Calling Issue, or at least pick it up slowly enough that the
natural decay of Issues keeps it a low level.

14
Deathknights do not themselves count as alive for this purpose, so you can freely protect other Abyssals.
Alternately, you can force the issue. The resolution of the Calling Issue is usually, though not
always, life-affirming in itself, which results in one last punishment - a ‘Resonance Eruption’.
Once you’ve dealt with that - whether by using a miracle with sufficient Strike to block it, taking a
Wound, or simply letting it happen and dealing with the consequences - then you can do even
life-affirming things without worrying about picking up Resonance, at least for a little while.

If you are determined to oppose the Neverborn, your best bet is to pick up a Bond, ideally one
based on your Calling - to find something within you or within your connections to the world that
is strong enough and profound enough to let you stand up to Oblivion itself.

If you somehow manage to become a Solar again, you lose this ability but do ​not gain the
corresponding ​Great Curse​ ability. You become free of any curse of the Primordials, that one or
this.
The Abyssal Arc
This is the Core Arc of the Chosen of the Void, and contains their Excellency. Abyssals are, like
the Solars, paragons of mortal excellence - their Excellency propels mundane skills to
miraculous heights. However, unlike the Solars, they are not themselves mortal, animated by
deathly energy rather than true life.

This is a Sickly ​Aspect ​Arc. Abyssals on this Arc hone themselves into the perfect weapons for
the Void - or develop the skills they desperately need to survive in opposition to it.

Just as the Solar Arc, this Arc is mainly based on ​The Ace. I​ ts powers are as follows:

Deathless
Type: ​Miraculous Action, Major
Cost:
● 0 MP - you are ageless and do not need food, water, or air to survive
● 1 MP - ignore an effect meant to wear you down, 1-2x a scene
● 2 MP - starting mid-scene, ignore all such effects
● 4 MP - be immune to all such effects for the scene

When you took what for other Exalts is their Second Breath, it was your Last. Abyssals are
preserved forever in the moment of their Exaltation, not truly alive but sustained by the Void.
You do not age and can potentially live forever if you are not slain. You do not need to eat or
drink and indeed find mortal food somewhat unpleasant (though there are no mechanical
consequences of this, so feel free to ignore it if you don’t like it). You do not need to breathe
except as necessary to, e.g., produce air to speak with.

You ignore any physical or environmental condition apart from gross physical damage, and
even then it’s not so much that you’re ​hurt as that your physical vessel has been damaged and
your performance degrades as a result. You are immune to non-magical diseases and wound
infections, and also the Great Contagion (just in case).

This power functions like ​Immortality​, but only for effects that try to ​overwhelm you, ​drain you,
or ​run you out of resources. Wounds from such effects also heal faster, much as with
Immortality.

Tireless
Type: ​Miraculous Action
Cost: ​0 MP
In times of need, Abyssals can reach beyond their ordinary reserves of energy and fuel their
actions with the cold energy of death. You have access to Miraculous Will. This can only be
used in conjunction with ordinary and Superior Skills, not Magical ones.

Rejected By Creation
Type: ​Special
Cost: ​-

Abyssals are designed to be inimical to Creation - unfortunately, it is also inimical to them. In


any Chapter in which you have spent more than a token amount of time outside of the
Underworld or a Shadowland, you do not regain 1 MP at the end of the Chapter as a PC
normally would. You still recover MP up to your normal maximum at the end of a Book.

Furthermore, when you are in Creation you suffer an Obstacle 2 for ​all actions you take (this
Obstacle does ​not prevent you from using the A ​ byssal Excellency​). You may spend 1 MP at
any time to ignore this Obstacle for the rest of the Chapter.

Finally, you count as a Creature of Darkness for any effect that would care about such things,
and may spend a further 1 MP to count as being Outside of Fate for the Chapter.

These effects all tend to mean that Abyssals are often short on MP, which is why they have
another way to get some:

Feeding
Type: ​Miraculous Action
Cost:
● 0 MP - feed on someone’s Essence 1-2x a Chapter
● 4 MP - do so a third or later time per Chapter

You may feed on someone’s Essence, draining their MP and taking it for yourself. This requires
you to touch your target. It does ​not require you to bite them and drink their blood, but many
Abyssals do that anyway. This cannot take you above your normal MP maximum (except in one
circumstance, detailed below).

Animals do not have any MP, and neither do dead bodies. Mortals and minor supernatural
creatures typically have 1 MP which they usually cannot use for anything.15 The HG should
always let you drain them - it leaves them weakened but is not deadly unless you deliberately
push it.

15
Certain exceptional mortals and supernatural creatures have Afflictions, and can spend this MP to add a
point of Strike to the miracles generated by such. That’s about it though.
NPCs with Miraculous Arcs will usually take a Wound to prevent you from draining their MP. If
you ​do manage to inflict a Wound with this power, though, you still gain 2 MP even if they don’t
lose any.

If you Defeat a miraculous character with this power - either because you damage their last
Health Level or because the HG simply decides that enough is enough and they are Defeated -
then you drain all their remaining MP and always get a minimum of 3 MP even if they don’t have
any left as you drain the life from them. This is the only circumstance in which the MP you gain
can exceed your normal maximum.

Optional: ​If you are using the rules for breaking Bonds and Afflictions (Chuubo core, pg 120)
then Abyssals can also gain MP by doing so, up to the rating of the Bond or Affliction they
successfully break.

Abyssal Excellency
The ​Abyssal Excellency​ works just like the S
​ olar Excellency​ - see the Solar Arc for details.

Mastery, Limitless, and Deed of Legend


These powers work identically to their counterparts in the Solar Arc. Deed of Legend only
becomes available at Arc 3, as with the Solar Arc.

Quest Miracles
Much as with the Solar Arc, the Quest Miracles of this Arc let Abyssals develop new, wondrous
powers that are extensions of their normal thematics, and perform deeds fantastical even by the
standards of Exalted.
The Dusk Arc
The Dusk Caste are the vanguard of Death, sweeping across the world like a scythe across
wheat. They are the purest expression of destruction, warriors equalled only by Dawn Caste
Solars, and capable of destroying nations single-handed. As with the Dawn Arc, though, they
are impressive not just because of their unparalleled skill in wreaking destruction, but in their
ability to ​use that skill for beyond merely the immediate use of combat.

This is a Frantic ​Otherworldly ​Arc. Abyssals were designed as weapons to destroy Creation,
and no Arc so epitomizes what that means than this. They are bound to Death in a fundamental
way, whether they will or not. Some become little more than avatars of the Void - most struggle
to not lose themselves wholly to their nature.

This Arc is, like the Dawn Arc, a slightly modified version of ​Spiritual. ​Its powers are as follows:

Champion of the Void


Type:​ Miraculous Action [With free Strike = Arc Level]
Cost:​ 0 MP

Whenever the Underworld is in danger, or if the Neverborn are somehow directly threatened,
you receive a warning in your soul, calling you to defend your masters. You get this even if you
are a Renegade - though you are not obliged to respond.

You get this even if only a large portion of the Underworld or a major Shadowland is in danger,
not just the whole thing. Like its Solar counterpart, though, there are still likely to be many
campaigns where this does not really come up.

Premonitions of Death
Type:​ Miraculous Action
Cost (Arc 0)​:
● 1 MP - use this power every few hours
● 2 MP - use this power a second or later time in a handful of hours
Cost (Arc 1+):
● 0 MP - use this power every few hours
● 1 MP - use this power a second or later time in a handful of hours

When you use this power, the targets feel a chill as though death were approaching them, a
sense that someone walked over their grave. This is not a very strong power, being a vague
feeling at the most, but you may use this power to terrify, pacify, or simply unnerve mortals.
Creatures of the underworld perceive this as a mantle of authority, and you may use it to
impress or overawe them. This gives you control over your anima effects, so you may also use
this to dampen the effects of any aura of death you might have - though to ​fully mute the effects
of ​Resonance ​you will need [Strike ≥ your Calling].

Void Stares Back (Arc 1+)


Type:​ Miraculous Action
Cost (Arc 0-1): ​1 MP
Cost (Arc 2+):​ 0 MP

While using this power, you are supernaturally attuned to the presence of death. You can sense
it coming, and get a slightly prior warning when someone is about to die or be destroyed or is in
risk of such (more than warning enough to react in concert with the Abyssal Arc), including
yourself. This can allow you to detect deadly ambushes or notice if people are harboring
murderous thoughts. While you sustain this power, you know if anyone nearby has died (or if an
undead has been destroyed) even if you can’t see them, which in a battle situation can give you
some sense of how it’s going (though not a perfect sense). You can see ghosts even if they are
invisible or dematerialized, and with a mere glance at a corpse know exactly how it died. Most
usefully, you can see the ‘weak point’ of something, knowing with a look the best way to destroy
or kill it: the exact spot to strike that will bring down a building, the flaw in someone’s stance that
can be used to get past their guard, the right word to say to break someone’s heart.

In addition, while using this power you can see clearly even in total darkness.

Hive-Mind Horror Tactics (Arc 1+)


Type:​ Special
Cost:​ -

While you are using ​Void Stares Back, y​ ou can telepathically communicate with the dead or
those at serious risk of dying soon,16 within a neighborhood-sized radius. This form of
communication bypasses all Obstacles to talking, including language. Using this power,
Deathknights can command units composed of creatures of Death as though they were
extensions of their will. Against targets that are living, though, this power doesn’t force them to
do what you say - it only lets you talk to them. You can still do anything you can do with normal
communication, however, such as inciting them or frightening them.

16
Which includes most people in a battle, but not if they are, e.g. well-protected or reserves. It does mean
you can telepathically communicate with someone you are planning to kill, though, but only if you are about
to do so right there and then, not if you are plotting their assassination months later.
Omnipresent Overlord Technique (Arc 1+)
This power function identically to the Dawn Arc’s I​ mmortal Commander’s Presence p
​ ower.
See that Arc for details.

Death God’s Divine Mantle (Arc 1+)


​ ar God’s Divine Mantle, ​save that people
This power functions just as the Dawn Arc power W
around you recognize you as an avatar of death rather than war.17

Soul-Cleaving Sword (Arc 2+)


Type: ​Miraculous Action, Major, Bleak
Cost (Arc 2-3):
● 1 MP - 1/Chapter, cut away someone’s power
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time per scene
Cost (Arc 4+):
● 1 MP - 1/2x per scene, starting mid-scene, cut away someone’s power
● 2 MP - do so a third or later time per scene.
● 4 MP - cut away someone’s power at any time

The most dreaded power of the Dusk Caste is their ​Soul-Cleaving Swords​. Despite the name,
this doesn’t have to actually be a sword, ​per se - any weapon will do, as long as it is designed to
kill. This power enhances such a weapon to cut (or pierce, or smash) not flesh but E ​ ssence,
breaking the paths by which one might channel it or use it. Invoke this power and cut some
miracle, Sorcerous or Thaumaturgical act, or other use of Essence, and it is broken. The
Soul-Cleaving Sword​ -

● Defeats any lower-level miraculous action


● Defeats some comparable miraculous actions
● Defeats any mundane action that involves Essence usage, which typically means both
Thaumaturgy and Supernatural Martial Arts (it also includes the ​Techniques of
non-Supernatural Martial Arts - i.e. Superior Skills - but not their mundane usage), or any
Superior Skill that represents Essence manipulation, such as an elemental’s Superior
Affinity to [Element] (but not, e.g. the entirely non-magical Superior Vitality of a bear)
● Weakens most Imperial Actions

And most significantly -

17
Is there a difference? That is the sort of question those on the Dawn Arc ask themselves all the time.
● For as long as you sustain an action, any further use of that power (e.g. the Skill, ability
or Perk that lets them do what you cut) must beat this miracle to succeed.

One of the most fearsome and iconic uses of the S​ oul-Cleaving Sword ​is to strip away
someone’s ​Immortality, ​rendering them mortal for as long as you sustain the action. In this way
the Dusk Caste may kill even that which may not normally be killed, and bring even the greater
Gods and Exalted of Creation to the embrace of Oblivion. Deathknights that deduce that this
power can also be turned against their masters generally keep that realization to themselves.

Void Sheath Technique (Arc 2+)


​ ummoning the Loyal Steel.
This ability works identically to the Dawn Arc’s S

Legendary Master (Arc 2+)


This ability is identical to the Dawn Arc power of the same name

Arise And Slaughter (Arc 3+)


Type:​ Miraculous Action
Cost (Arc 3):
● 2 MP - cause the dead to rise
● 4 MP - use this power a second or later time in a handful of hours
Cost (Arc 4+):
● 1 MP - cause the dead to rise

You may create undead from nearby corpses, and/or summon their ghosts from the
Underworld. You may use this power on up to a neighborhood-sized area, causing every corpse
around you to awaken and obey your orders. Undead created by this miracle are temporary and
fade away at the end of the scene, and ghosts are automatically dispersed by sunlight. This
power is most useful for getting information from the dead, or for creating shock troops on the
battlefield - there’s no better way to quickly get a host of minions when you need one. But if you
want to create permanent undead monstrosities you will need the Daybreak Arc (or the
Moonshadow Arc if you want, e.g. a permanent horde of zombies you can call on).

Sublime Tyrant’s Prowess (Arc 3+)


Type:​ Miraculous Action, Major
Cost (Arc 3):
● ​ 4 MP - Change the world through destruction
Cost (Arc 4):
● ​ 2 MP - Change the world through destruction
● ​ 4 MP - invoke this power a second or later time per book
Cost (Arc 5):
● ​ 1 MP - Change the world through destruction
● ​ 2 MP - invoke this power a second or later time per book
● ​ 4 MP - invoke this power a second or later time per chapter

Abyssals destroy. It’s what they do. But those who have progressed this far the Dusk Arc do not
​ o do that...): they have refined their
merely slaughter or crush all in their way (although they d
talent in the art of destruction such that they can use it to larger ends. This power gives you
control over the ​outcome of a particular act of death or destruction. This is kind of like a wish,
e.g. ​I wish that as a result of me assassinating the king, the kingdom would begin to fall apart.
Only because it’s ​not a wish, but a miracle:

● resisting is easier,
● outright ignoring the outcome requires only a single Deadly Wound instead of two,
● the effects are awesome but comparatively understated,
● ​ nd
the power is that of a Major Miracle when sustained, a
● once you stop sustaining the miracle, the power level is in the hands of the HG, and
typically (though not always) fades into a series of minor coincidences thereafter.

This power is more OOC than IC - it’s not that the Abyssal alters fate as a Sidereal might, but
that they are so skilled in the infliction of death that they know j​ ust what action to take to bring a
larger edifice crashing down. As such, the effects are subtle and impossible to trace back to
you. That said, the outcome doesn’t ​have to be bad - Renegade Abyssals can even turn their
talents in destruction to the end of saving Creation or opposing Oblivion.

You can also change the ​context of a particular act of death or destruction. This generally
means that you can ‘steal’ essence and life from one individual to stave the death of another.
This is not true healing, for Oblivion may not be totally denied. But you can, for instance, take
someone’s death onto yourself - what is death for a mortal may just be a Wound for an Abyssal.
Few deathknights are so self-sacrificing, though.

Quest Miracles
Abyssals may use the Quest Miracles of this Arc to wreak destruction on a massive scale, or at
higher levels to partly alter the nature of Death itself - though that last is almost certainly the
action of a Renegade.
The Midnight Arc
The Midnight Caste are the priests and prophets of Oblivion, bringing to the unsuspecting world
the gospel of annihilation. Those Exalted to this Caste are often filled with unholy zeal or
all-consuming nihilism. The create cults of death and twist mortals to serve the ends of the
Neverborn. But each Midnight could have been a Zenith once, and even the Neverborn cannot
erase all traces of what that means.

This is a Sickly ​Mystic ​Arc. It is an Arc for being an agent of Death, and changing the world in
its name. Those on this Arc channel dark miracles through their words and their actions, and are
themselves tainted by the touch of Oblivion.

This Arc can be thought of as ​Knave of Hearts d


​ one in a Sickly way. As such, there is a slight
resemblance to ​Visionary. ​A number of its powers are also from C
​ alled Away ​and ​Alchemist.
Its powers are as follows:

Whispers
Type: ​Miraculous Action
Cost: ​0 MP

You are blessed - or cursed - with an attunement to the dreams of the Neverborn. Use
Whispers ​and the world you see is colored with their nature. The chief effect of this is that you
can see the plans of the Neverborn overlaid across the world in symbolic terms. You can see
what acts might cause large scale destruction, or what the consequences of a particular death
might be. You can recognize people who might be particularly useful for their plans, or might be
a particular threat. This all operates as an Affliction with a rating equal to Arc level for as long as
you sustain the miracle, so anyone attempting to hide such things from you will need [Strike ≥
Arc level] to succeed.

The Neverborn also know everything that happens in the Underworld or was witnessed by a
ghost or a soul that passed into Oblivion, so they are a font of information. You may invoke this
power and ask questions of them - the response may be nonexistent, vague, or unclear. The
HG may also choose to give you unasked for visions for as long as you sustain this power. No
matter what, the response will be colored by the Neverborns’ agenda, so questions like “What is
my purpose?” or “What do you wish of me?” tend to be the most productive.

As with any Affliction, when the effects of this power land you in meaningful trouble, the HG may
choose to award you with Will or MP up to your Arc level.
Note, though, that the Neverborn cannot actually ​prevent you from using this power or tapping
into their dreams. Thus, even a Renegade Abyssal may attempt to divine the plans of the
Neverborn - possibly even in order to better oppose them.

Unconquered Hero’s Faith


Type: ​Bond (Level 2)
Cost: ​-

Every Abyssal could have been, s​ hould have been, a Solar.

Ever Abyssal Exaltation was once a Solar Exaltation, twisted by dark magics. More than that,
every individual Deathknight is someone who could have been a hero, could have been
someone bright and glorious - if they had had the chance, if circumstances had been different, if
only there had been no Neverborn and no Oblivion. Within every Abyssal lies a dim and
flickering hope, a shining spark of Solar glory which no necromancy or unholy darkness can
ever entirely suppress.

You may invoke this Bond to aid in attempts to impersonate a Solar or convince others that you
are one. More importantly, you may invoke this Bond to act in a way the Solar you might have
been would act - whatever that means for you.

Anything tied to your Solar Exaltation also works for you. If a former incarnation left behind
memories, you may dream of them - in Chuubxalted that’s usually possible, and it usually has
an Obstacle, so if you form an appropriate Intention this Bond comes into play. You might have
a Lunar mate, out there somewhere18, and this Bond would help you to interact with them and
even help you overcome ​Resonance w ​ hen protecting them, and so on.

Needless to say, the Neverborn don’t like it when their Chosen act like Solars. When this Bond
gets you into trouble, you may claim up to 2 Will or MP.19

Shine Bonus (Arc 1+)


Type: ​Special
Cost: ​-

If you have a spare Perk slot for it, you receive a free level 1 Shine Perk.

Arc 2+. ​If you have a Shine Perk, it automatically powers up to your Arc’s Trait level.

18
This is as good a time as any to mention it, but in Chuubxalted things like past life memories and
Solar-Lunar Bonds are a thing only if you ​want them to be a thing. Otherwise they are not a thing. Embrace
them if you think they lead to cool stories, ignore them if they are starting to seem like shackles.
19
The last capability of Bonds is useless to you, as Deathknights already do not need to sleep, eat, drink, or
breathe.
Despair-Inducing Mien (Arc 1+)
Type: ​Miraculous Action
Cost:
● 1 MP - 1/Chapter, fill your words and actions with the power to bring despair
● 2 MP - do so a second or later time per Chapter
● 4 MP - do so a second or later time in the course of a few hours

You are an agent of Death. A single touch of your hand has the weight of years spent dying, or
tending the dying, or sleeping in crypts. Your voice can bring someone into the depths of a
despair that normally only years of hard life can sink them to. Your song convinces all who hear
it of the bleak futility of life and makes clear how untenable is the claim that it could have any
meaning.

This power acts as a +3 Tool bonus for mundane actions to instill in someone or something the
bleak and subtle poison of despair - for actions that convey the weight of death to someone, to
wear down positive emotions and destroy hopes, to sink people into depression, and so on.

If you get a productive (5+) result (pretty easy with the Tool bonus), then this tends to function
​ ickness o
like giving the target the first point in a S ​ rC
​ omplex ​Issue, either corrupting their
thoughts or twisting them onto a self-destructive (and often other-destructive) path. If you use
this power on someone you’ve already done this one, this works as though their Issue went up
by a point instead.

Now, this is a rough explanatory parallel and not a precise one, so please d ​ on’t try to track your
target’s precise Issue level and ​don’t demand the HG hand out points in an actual Issue—but d ​ o
expect Issue-level effects on the story. That said, someone this power is used on has a good
excuse to use powers like ​Sickly o ​ r ​The Great Curse​, or otherwise take Fairy Tale genre
actions.

Note: ​If you also have the Day Arc, you may use this power while ​Ghostwalking.

Broken Heart Triumph (Arc 1+)


Type: ​Special (not an action)
Cost:
● +0 MP - make a miracle emotionally affecting, up to twice/Book in separate Chapters
● +2 MP - do so a third or later time per Book
● +4 MP - do so a second or later time per Chapter

Your have the power to sink people into despair, but also to grant them resolution, to free them
of emotional burdens, and to help them to let go of emotions and ties.
Your miracles may grant catharsis. When targeting someone with a miracle, you may name an
emotional experience you wish to resolve - an emotional burden that you want to free them
from, like confusion, despair, or helplessness, or an emotional high like triumph or joy that you
want to bring to its peak. Either immediately, or when the effects of your action reach some
dramatic resolution, the target may choose to have an emotional catharsis prompted by your
action, earning their choice of 2 Will or a bonus MP. Because this dramatic resolution might take
a little while to unfold, they may claim the catharsis even after you stop sustaining this power -
but, for simplicity’s sake, the option expires at the end of the session. Using this power on a
ghost causes it to pass peacefully into Lethe, though note that the Neverborn don’t like that.

This power can serve the cause of Oblivion in its own way, for Neverborn are as pleased with
people letting go of ties and emotions that harm them as they are those that help them, so long
as Creation is lessened thereby. But it is also a remnant of the Solar ability to lift people up, that
darkness was not able to entirely erase.

Fallen Lord’s Decree (Arc 2+)


Type: ​Special (invokes an Affliction when used)
Cost:
● 1 MP - invoke a rule for the first time in a given chapter
● 0 MP - invoke a previously-used rule for the second or later time that chapter

The Gods and their Chosen were not truly meant to rule Creation, and it can still be forced to
obey the whim of its once-masters and their Chosen instead. This power forces the world
around you to work by ​your rules instead of the Loom of Fate. Choose one of the following
rules, and you may invoke this power to turn that rule into an Affliction (with a rating equal to Arc
level) that lasts for so long as you sustain an action.

● Freedom In Slavery Understanding: F ​ or as long as you sustain an action, any attempt


to change your nature, alter your beliefs, mentally influence you, or enthrall you is met
with miraculous resistance and requires [Strike ≥ Arc level] to have any hope of affecting
you. This applies even to Imperial Miracles. The exception is any influence of the
Neverborn, including W ​ hispers ​and R ​ esonance​.
● Dread Lord’s Demeanour:​ While you sustain an action, you have authority over the
world around you and draw people into your dark designs. In the Underworld this gives
you absolute command over any lesser creatures of death and all around you are forced
to recognize you as a being of authority. In Creation it tends to twist nearby mortals into
followers or cultists, and attempt to corrupt and twist those you talk to. While you sustain
this power your attempts to change or convince people are protected by its Auctoritas,
so even Immortals will need Strike to resist.
● A third rule of your design. Try to fit the themes of Abyssals, but you otherwise have a
pretty free hand here.
You may add additional custom rules for one Recharge Token each. This power affects your
immediate surrounding only, up to a neighborhood-sized area.

Arc 4: ​Starting at Arc 4, you may spend more MP for a stronger effect:

● For 2 MP, ​Freedom In Slavery Understanding’​s miraculous resistance is upgraded to


Major, and for 2 MP more (4 MP total) it​ ​also responds to attempts to enthrall you with a
miracle that destroys or hurts something that the person trying to control you cares
about, akin to a ​Resonance e ​ ruption focused on them.
● Dread Lord’s Demeanour a ​ ffects a larger area, allowing you to corrupt or command
armies or cities entire. This costs 1-4 MP depending on the desired scale, with a
maximum of affecting a small country for 4 MP.
● Custom rules may similarly have more impressive effects or affect larger areas. The HG
will ask for 1-4 MP here based on the kinds of effects that you desire.

Malignant Shadow Dominion (Arc 2+)


Type: ​Miraculous Action, Bleak
Cost:
● 2 MP at Arc 2 - bring something into the realm of Death
● 1 MP at Arc 3+
● +1 MP, 1 Serious Wound - remove something from Oblivion’s grasp

You have the power to bring the world around you more in line with the Neverborns’ vision for it,
and to spread the gospel of Death to the world. With this power you can do any of the following:

● Seal the target to one of the rules from ​Fallen Lord’s Decree, a ​ s an Affliction for so long
as you sustain an action and a mundane characteristic thereafter (so F ​ reedom In
Slavery Understanding ​makes them unusually strong-willed, while D ​ read Lord’s
Demeanour ​makes them unusually charismatic).
● Instantly kill a living creature with the pure power of Oblivion. Most Heroic Mortals and
miraculous characters such as Exalted will take a Wound to not actually die, but it still
hurts them.
● Rip the out the higher soul of a mortal you have just killed (with this power or in any other
way) and turn it into a ghost, or raise a corpse as a zombie.
● Utterly destroy a spirit (though, as noted, miraculous ones are likely to take a Wound to
resist this). If you have Defeated a god or elemental, you may instead twist it and bind it
by the oaths those beings swore to those that created them long ago. This corrupts said
spirit to the service of Oblivion. If you also have the Daybreak Arc, this lets you claim the
spirit as a ​Thrall ​even though you cannot normally claim spirits as Thralls.
● You may turn the immediately surrounding area into a Shadowland for as long as you
sustain an action, causing it to count as part of the Underworld for any effect. This
quasi-Shadowland moves with you. Even once you stop sustaining the action, the area
affected exhibits lingering traces of darkness - shadows are deeper, the air is thicker,
and people tend to get depressed there.

All these effects (except the first) are actually just specific examples of the broader effect of this
power, which is to bring things into the remit of Death - to make it part of the Underworld, of the
Neverborns’ plans, of the world of Death and of Dead Things, or to consign it to Oblivion. This
power is limited to the personal scale, however - you may effect single targets or a handful of
lives. If you want more impressive effects, you should use Mystic Quest Miracles.

You may also invert this powers effects. However, this costs 1 extra MP and one Serious
Wound, as nothing else is so blatantly goes against the Neverborns’ designs. This obviates the
need for a ​Resonance ​eruption, so you don’t get both this a
​ nd that - on the other hand, it
applies even if you don’t have resonance.

If you are willing to pay this price, the results are impressive. You may rip away the authority
and power from a creature of Death, rendering them helpless. You cannot truly bring someone
back to life, but you may rescue even those at the uttermost brink of death from their demise
and let souls pass peacefully into Lethe. You can destroy Soulsteel with a wave of your hand.
You may even restore parts of Creation that have become Shadowland to what they were
before (unlike with the normal use of this power, that last effect is permanent). In general, you
may remove something from the Underworld or rescue things from the grip of Oblivion.

Dark Fate (Arc 3+)


Type: ​Miraculous Action, Major, [certain applications only:] Bleak
Cost (Arc 3)
● 4 MP - write a Dark Fate for something.
Cost (Arc 4)
● 2 MP - write a Dark Fate for something, 1/Book
● 4 MP - invoke this power a second or later time per Book
Cost (Arc 5)
● 1 MP - write a Dark Fate for something, 1/Book
● 2 MP - invoke this power a second or later time per Book
● 4 MP - invoke this power as a true wish-level effect

Abyssals have no place in the Tapestry of Creation, and their Fates are not written in its stars.
Instead, they are bound to a different, darker design. With this power, they may bind other
things to that ​Dark Fate​ as well.

You can specify a fate or role for something a couple of sentences long - anything that fits the
genre and style of your story, or anything reasonably connected to the Underworld or to Death.
You may craft a particular Doom for someone, for instance, and it is thus - forcing them into a
story that ends a particular way. You can designate someone a role that furthers your designs,
so long as those designs involve death and destruction, or furthers the designs of a Deathlord or
the Neverborn. Note though that ‘involve’ doesn’t have to mean ‘cause’’: you can give someone
the role of opposing Oblivion as easily as you can give the role of furthering it - though one of
these is more likely to provoke the Neverborns’ ire.

This power over fate is similar to a wish, but less powerful, with the following differences:

● resisting is easier,
● outright ignoring the outcome requires only a single Deadly Wound instead of two,
● the effects are awesome but comparatively understated,
● ​ nd
the power is that of a Major Miracle when sustained, a
● once you stop sustaining the miracle, the power level is in the hands of the HG, and
typically (though not always) fades into a series of minor coincidences thereafter.

At Arc 5​, you may spend 4 MP to implement this as a true wish-level effect.

Withering Phantasmagoria (Arc 3+)


Type: ​Special (not an action), Bleak
Cost:
● +0 MP—stretch a moment, 1/chapter
● +2 MP—do so a second or later time per chapter

​ espair-Inducing Mien​, you may invoke


As part of a miraculous action or when using D
Withering Phantasmagoria ​to make an instantaneous or quick action an extended experience
for some target - subjective seconds or even minutes go by while they experience that action in
detail.

This has two key effects:

● The underlying action becomes Bleak (and miraculous if you were using
Despair-Inducing Mien​); ​and
● Regardless of genre, you may offer your target the opportunity to take an action
from the Fairy Tale genre​ - typically (Suffer) Trauma, Corruption, or
Metamorphosis/Transformation, but any Fairy Tale action the two of you agree on is fine
- ​and they’ll earn a bonus MP if they do so.20

For instance, you may convince someone of a horrible course of action or whisper corrupting
words to them. The target experiences this as if in a dream, forced to view a series of images
20
They claim 2 WIll instead, to parallel ​Broken Heart Triumph​, but assume it's the MP unless they would
really prefer the WIll.
wherein they are confronted with the meaninglessness of life and their will is broken until they
are nothing but a puppet for your own.

Or they might interrupt that horrible experience midway through, attempting and succeeding at
one of the remedies to the Bleak.

Arc 5. ​This power adds 2 free Strike to your action, and the target may choose a point of
Sickness or a point of a Complex instead of a bonus MP.

Quest Miracles
You may use the Quest miracles of this Arc to develop new powers that fit Abyssal thematics, to
act as a conduit for the Neverborns’ will, and to transform the world and others in manner like to
the miracles of this Arc but on a far vaster scale
The Daybreak Arc
When the Neverborn twisted the Solar Castes into agents of destruction, they had perhaps the
most difficult time with the Daybreak Caste. The Twilight Caste are builders, shepherds and
guides, whose great power is to strengthen and improve upon the world. They could not be
wholly bent to the task of destruction. Instead, the Daybreak Caste build - but they build
monsters, horrid weapons, and deadly plagues, to serve the cause of Death indirectly if not
directly.

This is a Sickly ​Shepherd ​Arc. Those on this Arc manage Underworld Demesnes, create
undead monstrosities, and strengthen the legions of Death through training and the crafting of
wonders.

​ f a Certain Place. I​ t’s powers are as follows:


This arc is based mostly on O

Underworld Demesne
Type:​ Connection Skill
Cost: ​-

You have an innate Connect 3 to a Demesne in the Underworld, and are attuned to its Essence.
This Connection increases by one point at Arc 2 and again at Arc 4.

Most Abyssals are given command over these areas, which they rule as private fiefdoms.
However, your Connection does not come from your Deathlord bestowing land to you - rather,
the Demesne is where your M ​ onstrance r​ esides, and you are connected to it via your
Exaltation itself. Even Renegade Abyssals retain this Connection to their Demesne, though
actually accessing it is much harder for understandable reasons (though there are ways of
getting around that, for which see below). Only your death severs the link between you and the
Demesne - or destruction of the Monstrance, but they are all but indestructible.21

In addition to the normal uses of a Connection Skill, you may use your Connection to your
Demesne to:

● manipulate the timing of events in your demesne, and in the Underworld around it;
● manipulate the weather in your demesne

Arc 1+. ​You may use this Connection to:

21
Like anything else on your character sheet, you should only lose this under rare and very special
circumstances, and ideally only with your consent. You may always take a Wound on behalf of your
Demesne.
● know things about your demesne, and about the Underworld around it;
● choose plausible truths about your demesne when something about your demesne is
unknown to the Main Characters, e.g., “which street leads back home?”

Arc 2+. ​You may also use this Connection to:

● manipulate abstractions like “social status” in your demesne


● manipulate physical things of the demesne, with an Intention 6+, and only to the degree
that you can explain away as coincidence. That implicitly usually also means only one or
two flashy things in a book.

Thralls
Type: ​Miraculous Action
Cost:
● 0 MP - claim a ​Thrall ​1/Book
● 4 MP - do so a second or later time per Book

You may claim a living or undead creature (but not a non-undead spirit such as a god or
elemental) as a ​Thrall​, leashing it to your will. Many Abyssals favor custom-crafted undead to
serve their needs, but there are advantages to having servants that can blend in with the living.

You may have a maximum of [Arc+1] Thralls, not counting any created through Quest Miracles;
when you have found someone suitable, you may claim them as such, optionally discarding an
existing Thrall.

You may communicate with your Thralls from any distance.

You may claim Exalted as Thralls, even PCs. However, if you haven’t either obtained their
consent or Defeated them first, you will have a hard time using the powers of this Arc with them.
Any miraculous character (and any PC, even if they are mundane) may take Wounds to prevent
both this miracle and the subsequent miracles of this Arc, and many of them are Bleak as well.

Poisoning The Will


Type: ​Miraculous Action, Bleak
Cost:
● 2 MP at Arc 0
1 MP at Arc 1+ - seize control for up to a scene
● +1 MP every time they earn an XP.

You may take over the mind of one of your Thralls, even from a distance. Exalted and other
miraculous Thralls may attempt to resist this.
Invoke ​Poisoning The Will ​and you may take over a Treasure’s body. This automatically
suppresses their physical actions.

Optionally you may enter into mental contact with them. This allows you to suppress
non-physical powers with ​Poisoning The Will​ and use your mundane actions to draw upon
their memories and skills; conversely, it allows them to take mental actions to “distract you” or
“slip an action past your control.”

Optionally you may render the Thrall unconscious for the duration of the effect, though this
means you can only control their physical body and can’t draw upon their memories and Skills.

When possessing someone, you may receive some of the feasibility and Edge benefits from
their physical Superior Skills, and may lose equivalent benefits from your own, but otherwise
you use your own Skills through your Thrall. You may not use your miraculous abilities, nor
does this power give you access to your Thrall’s miraculous abilities, save through further
powers of this Arc.

Poisoning The Will ​costs an additional MP each time the Treasure’s player earns XP. This
mostly applies to PCs, but note that the HG is entitled to earn XP if they choose.

Nightmare-Carving Murmur
Type: ​Miraculous Action
Cost:
● 0 MP - 1/Book, create something from the stuff of the Underworld
● 1 MP - do so a second or later time per Book
● 2 MP - do so a second or later time per Chapter
● +2 MP - do this outside of your Demesne or the Labyrinth

You may craft the substance of the Underworld into things, shaping the soil and earth of it into
something else. This is easiest in either your Demesne or the Labyrinth - there is a 2 MP
surcharge to doing this in any other part of the Underworld.

The objects you create with this ability may have mild supernatural powers (along the lines of an
Obstacle 2 technique of a Magical Skill) but may not have miraculous ones. These objects have
the same material state as ghosts when removed from the Underworld, and disintegrate into
oily, putrid smoke when exposed to the light of Creation’s Sun. You may pay 1 MP to stabilize
them for a scene, allowing you to materialize them and use them safely in Creation. They last
until the end of the story before returning to Oblivion.

You may also use this miracle to turn corpses into mindless zombies or to bind a ghost - you
may do this anywhere without a surcharge, even in Creation. These are just normal zombies
and ghosts with no miraculous powers, but you may design their Skills as you desire, which
makes them useful Thralls. Unless you do claim them as Thralls, though, they last until the end
of the current story before crumbling.

Chaining the Weak (Arc 1+)


Type: ​Miraculous Action, [XP Action]
Cost:
● 4 MP at Arcs 1-2
● 2 MP at Arc 3
● 1 MP at Arc 4
● 0 MP at Arc 5

You may vest a miraculous Power into each of your Thralls - something suitable to your Arc
level and the MP spent, and you can use other Arcs’ powers as guidelines. You work the
miracle into their flesh. Invoke ​Chaining the Weak t​ o invoke or wield that power, dictate your
Thrall’s actions, or both.

Different powers function in different ways, so there’s no single rule for what it means to “invoke
and wield that power.” Certainly you can control whatever there is to be controlled about it if you
are also using ​Poisoning The Will​ or dictating their actions, but whether you or your Treasure
controls it if you ​don’t do that is handled case by case.

As for dictating your Thrall’s actions, if you’re already in control of their actions - e.g., ordering a
physical action while using ​Poisoning The Will ​- ignore that bit. But if you’re not otherwise in
control of their actions, your command is fulfilled as an Intention 5, waiving any Obstacles the
power vested in the Thrall would naturally waive, and costing no Will; the Thrall is notionally
capable of resisting if they have the means to do so.

Invoking ​Chaining the Weak w ​ ithout the explicit cooperation of the Thrall functions as an XP
Action - it requires one of your XP Actions for the chapter, earns you an XP normally, and
typically causes you to ​fade into the background once the scene completes. Minor undead are
always considered to be cooperating with you, though more major ones such as nephwracks
and other specters are not.

Life-Mocking Assembly (Arc 2+)


Type: ​Miraculous Action, Major
Cost: ​4 MP

Invoke ​Life-Mocking Assembly t​ o reshape one your Thralls, grafting undead prosthetics onto
them if they are living, or simply rearranging them if they are already undead. This also infuses
them with the Essence of the Underworld, making them into creatures of Death. In addition to
altering the Thrall’s physical form, this lets you adjust but not entirely reinvent the power you
assigned to them, and to redistribute their Skill points.
Oblivion Triumphant (Arc 2+)
Type: ​Miraculous Action
Cost:
● 2 MP at Arc 2
● 1 MP at Arc 3+

Invoke ​Oblivion Triumphant t​ o directly create and control the substance of the Void in the form
of a roiling, inky blackness. What you can do with this depends on the situation and your
creativity in thinking of uses for a bunch of deathly energy, but at the very least you may
certainly make miraculous attacks with it that drain life and destroy objects. More subtly, you
may infect a person’s soul, causing them to sink into despair, or corrupt things and twist them to
the service of Oblivion, or cause things to rot or decay. You may also use it to heal and
empower creatures of Death. Over time, you might expand the range of things you can do with
this power via practice, experimentation, or Perks and other Quest rewards.

Encroaching Void Realm (Arc 2+)


Type: ​Imperial Miracle
Cost: ​Special

Over the course of a few minutes, you may sink the Essence of the Underworld into a place,
claiming it as your own:

● 1 MP serves to claim an area the size of a house


● 2 MP can claim a neighborhood sized area
● 4 MP can claim a city or or a similar sized area

The claimed area becomes part of your Demesne for all purposes, meaning you can manipulate
​ ightmare-Carving Murmur​.
it with your Connection Skill and shape its substances with N

The edges of the claimed territory becomes a Shadowland (assuming you used this power in
Creation - if you just used it to claim another part of the Underworld it remains the same save for
becoming part of your Demesne). In the heart of the claimed territory, however, there is a place
that directly connects to the heart of Oblivion where the Neverborn dwell, a m ​ ystery. Mainly this
means that you, not the HG, are in charge of describing what happens there (though the HG
may amend your description for reasons of consistency or thematic fidelity) but often it can only
be fairly described like a Transition.

The MP invested is inaccessible to you and must remain so for 0-2 Books. Even then, they can
only be recovered through use of the Arc 3+ power ​Divinity-Banishing Contempt o ​ r some
similar power that lets you absorb Essence that has been invested into something. Whether the
place remains a Shadowland afterwards depends on a few factors. If the sorts of thing that
make a Shadowland happen have been occurring - if people have died there, for instance -
even if in lesser numbers that would normally make a Shadowland, it tends to stabilize the
place. You may also stabilize it yourself through geomancy or similar, perhaps using Quest
Miracles or some other power. Otherwise, it reverts back to being part of Creation when you get
the MP back.

World-Slaying Arsenal Epiphany (Arc 3+)


Type: ​Miraculous Action, Major, XP Action
Cost: ​2 MP

You may use this power to create new wonders from the stuff of the Underworld or your
Demesne. You may use this power to create new undead Thralls with already invested powers,
that do not count towards your usual [Arc+1] limit. Alternately, you may use this to create
miraculous Soulsteel Artifacts - with powers comparable to those your Thralls have. In either
case, the created thing lasts until the end of the story, and invoking and wielding the power
requires a use of ​Chaining the Weak​, as with the powers of your Thralls.

This power is an XP Action - it requires one of your XP Actions for the chapter, earns you an XP
normally, and typically causes you to f​ ade into the background once the scene completes.

Death-Banishing Contempt (Arc 3+)


Type: ​Imperial Miracle
Cost: ​2 MP

Invoke ​Death-Banishing Contempt t​ o banish someone physically from your Demesne or from
the Underworld, or outright destroy lesser undead. You may also use it, as noted above, to
recover the MP invested when you used E ​ ncroaching Void Realm. ​You may also use it to do
the inverse of that power, forcing a patch of Creation into the Underworld and making a
Shadowland there (although there is no ​mystery at the Center).

Needless to say, some of the uses of this power go against the designs of the Neverborn. You
can generally recover invested MP and kick someone out of your Demesne without
repercussions.22 But if you banish a nephwrack from the Underworld or create a Shadowland
there, expect punishment and, if you have ​Resonance​, certainly an eruption.

Teaching Incomprehensible Truths (Arc 4+)


Type: ​Miraculous Action, XP Action
Cost: ​2 MP

22
I mean, without more repercussions than normal. If you kick your Deathlord out of your Demesne… well,
on the one hand it is ​your house, but they’re still not likely to take it well.
The Chosen of the Void may use this power to generously share their own dark enlightenment.
The Abyssal may open the target’s mind to the chthonic glory of the Neverborn. This gives them
insight into the nature of the Void, and awakens in them a power that is under their control but
otherwise comparable to the powers of your Thralls or Soulsteel Artifacts. You may optionally
spend 2 more MP (4 MP total) to physically transform them as well, but you don’t have control
over what results.

This effect burns itself out over the course of a story, often leaving them injured or weakened
thereafter.

This power is an XP Action - it requires one of your XP Actions for the chapter, earns you an XP
normally, and typically causes you to f​ ade into the background once the scene completes.

Immortal Malevolence Enslavement (Arc 5)


Type: ​Miraculous Action, Bleak
Cost: ​ 0 MP, 1 Deadly Wound

Invoke ​Immortal Malevolence Enslavement t​ o transform your physical body into a ghostly
form and possess one of your Thralls. This has the following effects:

● Your body vanishes over the course of a few seconds. It won’t return until the power
ends, and when it does it’ll appear near the Thrall. In the meantime, you’ll need to use
some power like ​Poisoning The Will ​if you want to take physical actions.
● You have full access to the Thrall’s Skills and Afflictions.
● You have access to the Thrall’s Bonds, MP, and (if any) their miraculous Arcs,
○ … if you’ve Defeated them
○ … if they’re cooperating with you
● You have access to a third simultaneous action, notionally stolen from the Thrall’s will
○ … if you’ve Defeated them
○ … if they’re cooperating with you
○ … if the Thrall is a minor undead or a mortal

You are inside the Thrall while this power is in effect. Some effects that can target spirits may
still be able to target you instead or in addition to the Thrall. This power does not need to be
sustained, but your body won’t return until you turn the power off and no effect can even begin
to heal the wound for at least one book thereafter.

Quest Miracles
The ​Treasures ​of this Shepherd Arc are your Thralls and your Demesne, and any Soulsteel
​ orld-Slaying Arsenal Epiphany. Y
Artifacts you might make with W ​ ou may use the Quest
Miracles of this Arc to make new Thralls or other wonders, or shape and claim new Demesnes,
as well as to power up your existing Treasures.
The Day Arc
Most people instinctively feel safer during the day, when the sun is bright and darkness is
banished from the world. The Day Caste make of that instinct a lie. Even the brightest light casts
shadows, and it is in those shadows that the Day Caste reside, unassuming and unnoticed until
they strike. They are assassins, saboteurs, and criminal masterminds.

This is a Frantic ​Emptiness ​Arc. You are a monster, a being of darkness that haunts the world
and exists to deliver it into Oblivion - this is an Arc about embracing that, and dealing with that.
This Arc’s ​Curse ​is that as an Abyssal, you are a once human being frozen in the instant of your
death, a cruel mockery of the person you once were and the Solar you could have been. Your
heart no longer beats, and though you no longer need to eat mortal food is as dust in your
mouth. Your existence, in short, is that of a dark twisted thing. No powers of this Arc directly
reference the Curse, but it comes up frequently in suggestions for Quest rewards.

This Arc is kind of all over the place, really. It takes influences from ​Called Away ​and also from
Nobilis’ ​Persona ​(as opposed to ​Knave of Hearts​). Some parts of it are designed as parallels
to Night Arc powers and so come from ​Renegade. D ​ espite being Frantic Silver, it has no
resemblance to ​Alchemist. ​Its powers are as follows:

Ghostwalking
Type: ​Imperial Miracle
Cost:
● 0 MP - manifest a phantom self in another world or place
● 1 MP - use this power a second or later time in a handful of hours
● 2 MP - use this power a second or later time in a scene
● 4 MP - manifest multiple phantom selves simultaneously. (You’re still limited to two
simultaneous actions as a player, although those actions can be things like “act
normally” or “organize everyone into an army.”)

You have the power to project yourself in spectral form in order to visit places far away - to hide
in shadows, dance through barriers, and slip through the cracks in Fate. Abyssals call this
power ​Ghostwalking​, and it works as follows:

While you use this power your real body becomes catatonic, and you cast your will out into the
world as a kind of spectre. You may show up anywhere there is a strong atmosphere of death
(such as a graveyard) or in any shadow. These are deliberately broad conditions, so you can
basically show up anywhere unless someone is deliberately trying to keep you out (by making
sure there are no shadows nearby and so on).
Your ghost form is immaterial and has trouble interacting with the world, but it is you. You can
​ hostwalking​, and make minor changes to the
interact with people, and take XP actions while G
world. However, your ghostly projection has trouble:

● breaking things,
● coming up with new solutions,
● processing rapidly changing environments,
● ​ nd
acquiring actionable intelligence on your behalf, a
● conveying actionable intelligence to others.

Most generally, it has trouble “making an impact on the world.”

When you’re a projection and you’re trying to make a small impact on the world or get a clear
sense of what’s going on in some dramatic event, these difficulties usually manifest as a level
1-2 Obstacle or Auctoritas. When you’re a projection and you need a bigger presence, when
there’s something that you need to be ​all the way there for - e.g. breaking down a door, or
memorising a page from a journal left open - this Obstacle or Auctoritas is bumped up to 4.
These aren’t hard numbers, though. Instead, you can think of it as a powerful Bleak effect:

“You aren’t actually there.”

If you have a Trait like ​Ghost Magic o


​ r ​Superior Dreamer, ​or engage in one of the remedies to
the Bleak, you’ve got a shot at overcoming this Bleak effect.

I should also note that your not actually being there puts a level 1-2 Obstacle or Auctoritas in the
way of anyone ​else attempting to:

● ​ r
spot your projection’s arrival or departure; o
● obtain definitive evidence (not counting personal interaction) that you were or weren’t
actually there.

Further, if they want to hurt you or psychologically break you, and they come anywhere close to
succeeding, then ​someone (them, you, or someone) must overcome the Bleak effect of your
dampened presence or, just before you actually ​get hurt or broken, G ​ hostwalking ​will
reflexively end.

Finally, while Ghostwalking you are considered outside of Fate, and cannot be traced by any
Sidereal powers.

Servant Of Darkness
Type: ​Special
Cost: ​-
The following are the Properties of Death:

● Death stalks the world, unseen and unheard


● Death cannot be barred by walls or locks
● Death can be stalled but never stopped
● Death strikes fear into the hardiest of hearts
● Death makes changes that cannot be undone
● Death comes for all things, in the end
● Death leads to Oblivion, and nothing lies beyond.

It is your task to serve these Properties. Up to 1-2 times per Chapter, when you do something
cool that honors one or more of these Properties - e.g. when you teach the fear of Death to one
who claimed to be unafraid of it, or ensure that a ghost is swallowed by Oblivion rather than
allowed to return to Lethe - the HG may award you your choice of 2 Will or 1 MP.

You may add or replace Properties for one Recharge Token each, so long as you can the HG
can agree that you proposed Property i​ s a Property of Death. In this manner you may also
slowly change the Properties you serve to perhaps a gentler or more natural form of Death (e.g.
“Death clears the way for new life”, “Death can sometimes be a kindness”), though doing so is
likely to upset your dark masters.

Slip Into Shadows


Type: ​Miraculous Action
Cost:
● 0 MP - 1/Chapter, slip into the Underworld or cause it to intrude into Creation
● 1 MP - do so a second or later time per Chapter
● 2 MP - do so a second or later time in a couple of hours
● 4 MP - do so when not in a place of death

When in a place heavy with the air of Death - a battlefield or a graveyard, for instance - you can
use this power to slip into the Underworld, or you can emerge from the Underworld in such a
place. Alternately, you may cause some of the Region Properties of the Underworld to emerge
in such a place, replacing its existing Region Properties.

You can bring people with you as you travel back and forth from the Underworld to Creation.
This power puts you in the corresponding location in the other world, so travelling from place to
place covers the same distance. It can still shorten travel times, though, because Abyssals
usually have greater capabilities and resources in the Underworld, and Creation-dwellers can’t
follow you when you are in another world entirely.

Atrocity Without Witness (Arc 1+)


Type: ​Miraculous Action
Cost:
● 2 MP at Arc 1
● 1 MP at Arc 2-3
● 0 MP at Arc 4+

An Abyssal veiled by this power is a walking nightmare, and people turn away rather than
acknowledge their existence. While you sustain an action, there is an Obstacle 2 in the way of
noticing you or any combat you are involved in. People around you simply ignore your
presence, and you can murder someone in broad daylight and though they still hear them, no
one will listen to the screams.

Arc 3+: ​Starting at Arc 3, this upgrades to Obstacle 3.

Deception-Piercing Insight (Arc 1+)


This power is identical to the Night Arc’s ​Divine Induction Technique, w
​ hich is itself the
Renegade Arc’s ​Secrets and Lies​. Please see the Renegade Arc for details.

Death Incarnate (Arc 2+)


Type: ​Miraculous Action
Cost:
● 1 MP at Arc 2-3
● 0 MP at Arc 4+

Invoke this power to apply one of the Properties of Death to yourself for as long as you sustain
an action. ​You stalk the world, unseen and unheard. Y​ ou cannot be barred by walls or locks.
And so on. You become, in other words, D ​ eath Incarnate​.

The precise effect of this power in any given instance should be worked out between you and
the HG, but it must have the underlying effect of making the chosen Property true about you.

Arc 3+: ​Starting at Arc 3, you may apply one of the Properties to others as well, up to a small
group of people.

Arc 5: ​At Arc 5, you may invoke this as a Major Miracle instead. This costs 1 MP if it just affects
yourself, or 2 MP if you are affecting a group.

Affinity To Wickedness Technique (Arc 2+)


This power is identical to the Night Arc’s ​Unknown Wisdom Epiphany, w​ hich is itself the
Renegade Arc’s ​The Dark Side​. Please see the Renegade Arc for details.
Untouchable Phantom Mien (Arc 2+)
This power is Renegade’s ​Slippery ​(which in the Night Arc is S
​ even Shadows Evasion​)

Lesser Horrors Scorned (Arc 3+)


This power is like Renegade’s ​Slippery (Powered Up)​, save that rather than inverting the
effect, you replicate it. Thus, if someone tries to mind control you, you can mind control them
instead.

Stepping Outside Existence (Arc 4+)


Type: ​Miraculous Action
Cost:
● 0 MP - show up somewhere 1/book
● 1 MP - use this power a second or later time per book
● 2 MP - use this power a second or later time per chapter

You may use this power to slip between the cracks in Fate and physically traverse the dark
​ tepping Outside Existence t​ o physically appear
realm that lies outside of the world. Invoke S
anywhere that isn’t heavily monitored or mystically sealed.

Heart-Rending Cruelty Technique (Arc 5+)


Type: ​Imperial Miracle
Cost:
● 0 MP - invoke this power 1/Book
● 4 MP - invoke this power a second or later time per Book

If you promise to destroy something that your target loves or holds dear and then invoke this
power, then it functions as a wish that said promise will be fulfilled, giving you the clues and
tools you need to accomplish that goal.

Quest Miracles
The Quest Miracles of this Arc let you bind spectral Familiars and use them to steal Essence,
create twisted spaces inside of shadows where you may hide from the light of day, gain access
to effects much like ​Death Incarnate ​but more powerful and flexible, and take on temporary
false identities that can even imitate other Exalted, including Solars (though only in appearance
- you do not gain access to their miraculous abilities).
The Moonshadow Arc
The Moonshadow Caste are liars, manipulators, and schemers. They favor subtler forms of
destruction compared to other Abyssals, tearing down institutions and twisting people to their
whims, breaking apart Creation from within. But they are also rulers and organizers over the
dead, and manage the domains of the Deathlords with ruthless efficiency.

This is a Sickly ​Storyteller ​Arc. Where the Eclipse Arc is about bringing together multiple stories
into a harmonious whole, this arc is about imposing your own story onto the world, telling it how
it should go rather than listening to how it might be.

The Moonshadow Arc is ​Self-Made​, with the following changes:

Let’s Talk ​is replaced with ​Infinite Blasphemy Glossolalia​. It only lets you speak with beings
that have a language, and with any Creature of Darkness (whether it has a language or not).
You cannot communicate with living animals, for example. There is also no Obstacle to deciding
to be hostile to you. However, any normal ghost or undead creature is naturally subservient to
you and will follow your orders unless they are superseded by a higher ranking individual. They
have an Obstacle 2 in the way of deciding to do otherwise than you command, and an Obstacle
and Auctoritas of 2 in the way of attacking you (even if you are a Renegade). This does not
​ oes, but
apply to nephwracks, spectres, and other greater servants of Oblivion (technically it d
they serve beings that outrank you).

Minions ​has the same expanded choice as the Eclipse Arc’s F ​ ollowers ​feature, and like that
ability when it upgrades you can choose whether to upgrade your existing M ​ inions ​or get a
second group, possibly of of a different kind. It also interacts with the Abyssal Arc in a similar
manner as the ​Followers ​ability interacts with the Solar Arc. See the Eclipse Arc for details.

Apart from that, and from name changes, the Moonshadow Arc is the same as Self-Made.

Quest Miracles
Abyssals use the Quest Miracles of this Arc to steal the powers of others, create a space for
themselves in existing social structures to undermine them from with, and to transform and
control others.
Dragon-Blooded
The Dragon-Blooded empires of the Realm and beyond, the greatest powers in Creation, are
threatened now as they have not been for centuries. The Empress has disappeared and the
Realm threatens to fracture with internal squabbles. The Solar Anathema have returned,
heralding chaos in their wake, and an entirely new threat has spectacularly announced itself
with the destruction of Thorns, heralding Death by its presence. But though challenged, the hold
of the Dragon-Blooded over Creation remains strong. And, indeed, who better to rule the world
then those who are wedded to the very Elements that make it up?

Dragon-Blooded by default start the game with:

● The ​DRAGON-BLOODED ARC 1


● The ​TERRESTRIAL ARC 1
● Their​ ASPECT ARC 1
● 1 bonus Arc level, which can be used to bump up one of their existing arcs one level or
to gain a new Arc at 1 out of the Arcs they have access to (Their five Aspect Arcs, the
Dynast Arc, MA, or Sorcery)
● The ​BORN OF THE ELEMENTS ​ability
● ​ uperior Skill ​Perk (You get this from the
One Perk Slot pre-filled with a S
Dragon-Blooded Arc, see below)
● 2 other Perks of their choosing or design (within reason).
● Default traits otherwise (2 Divine, 1 Tough, and 2 Normal Health levels; 5 MP; 8 points of
Skills)

The maximum Arc level that Dragon-Blooded can have at character creation is 2. They cannot
raise the Martial Arts or Sorcery Arcs above 1, and cannot raise a ​ ny Arc above 3. The peak of
Terrestrial ability is simply lower than that of Celestial Exalts, though still vastly above what
mortals can dream of.

Dragon-Blooded Arcs are usually Frantic. Though they rule over ordinary mortals, they do not
dwell in a far distant realm from them - and they can be surprisingly scrappy even when
seemingly outmatched.

Note on mixed games: ​The rules above are for building young Dragon-Blooded with training
and education but not a huge amount of life experience beyond that. If you are playing in a
game with both Terrestrial and Celestial PCs, however, then I recommend building
Dragon-Blooded with a great deal of age and experience instead. This can be accomplished by
giving Dragon-Blooded PCs ​THE DRAGON-BLOODED ARC 2 a ​ nd​ THE TERRESTRIAL ARC
2​ and letting them raise their Arc levels to as high as they are normally allowed (that is, 3 for
most Arcs and 1 for MA and Sorcery) rather than limiting them to 2. This creates characters that
are roughly on par with the young Celestials that are typically starting PCs. Obviously, if you are
giving Celestials PCs extra Arc levels to start with you should give Dragon-Blooded PCs
additional Arc levels as well.

Note that - especially if Celestial characters choose to specialize - Dragon-Blooded PCs (and
NPCs) still tend to fall behind in direct miraculous conflicts in the long run. Not only does your
Arc level determine the level of your miracles, having a generally low Arc level also means that
your miracles are generally more expensive for the same effect as someone with a higher-level
Arc. On the other hand, you have the same number of Arc levels as anyone else - essentially,
you make up for raw power with your breadth of experience, contacts, and resources.
Born of the Elements
A Miraculous Ability

Type: ​Bond, Level 2.


Cost: ​-

This Bond is actually 5 different Bonds, one for each of the Dragonblooded Aspects. Other
Exalted have differences between Castes, but two Celestial Exalts with the same Arcs but
different Castes are not too different from each other. They tend to have different outlooks
towards the world, but they are similar in their powers and their proficiency with them.

Not so with Dragon-Blooded. Their Aspects do not just color their outlooks, but suffuse deep
into their very natures. A Fire Aspect and a Water Aspect with the same Arcs are nonetheless
going to have different ways of approaching a problem, and a Dragon-Blooded is always going
to be better with the Charms of their Element than the powers of other Elements.

Aspects of Air ​are quick of mind and by turns subtle as a breeze or furious as the storm. They
are creatures of high ideals and distant goals, and tend to prefer learned contemplation to
mundane action. At their best, they drag the world forward with them, making it as it could be
instead of as it is. At their worst they lose themselves in intellectual elitism, or pursue distant
dreams heedless of their impracticality or present costs.

Aspects of Earth ​are bastions of stability and patience. They favor careful thought and proven
wisdom over hasty plans and new ideas. At their best they are dedicated, faithful, and wise - the
pillars of Dragon-Blooded society. At their worst they are impossibly stubborn or blindly favor
tradition even when that is not the best course.

Aspects of Fire ​are creatures of burning passion and constant motion. They throw themselves
fervently into everything that they do, whether it is in the battlefield or the ballroom, because a
fire that stops burning is dead. At their best they shine with undeniable brilliance, and inspire
those around them to do better while challenging outmoded ways of doing things. At their worst
their passions consume them, leading them to burn themselves out or drag all around them into
their funeral pyre.

Aspects of Water ​are adaptable and ever-changing. They approach problems relentlessly,
always ready to try a new tack if one fails, and are more willing than most to use unconventional
options. At their best, they manage complex systems with fluidness and grave, and shepherd
their comrades and their societies through difficult terrain of all kinds. At their worst, they are
smothering and obsessed with control, drowning all other concerns but their own.
Aspects of Wood ​are connected to the living world. They live life to the fullest, seeking out new
sensations and experiences, always growing and evolving. At their best, they apply hard-won
wisdom to solve problems, and nurture their world and society like a finely tended garden,
making it strong and hale. At their worst they lose themselves in living too hard, drowning in
hedonism or adrenaline-seeking behaviour.

● Invoke ​Born of the Elements ​when you are acting in a manner driven by your Aspected
Element and you are facing an Obstacle or opposition, and you may add the Bond’s
rating (2) to the level of a mundane Intention. You may only add the bonus from your
highest applicable Bond.
● Invoke ​Born of the Elements ​when using a miracle in manner that fits your Element -
which always includes any miracle of your Aspect Arc- and you may add the Bond’s
rating (2) in Strike. Strike from a Bond doesn’t add to Strike from other Bonds, but it does
add to Strike from MP and Strike intrinsic to a miracle
● When the failings of your Aspect get you into meaningful trouble, the HG may award you
up to the Bond’s rating (2) in Will or MP.
● In principle, you may substitute acting in a manner characteristic of your Aspect for food,
water, and even air. This gets uncomfortable for you almost as fast as for a normal
person, however, and the Obstacles can range as high as 4.
The Dragon-Blooded Arc
This is the first of two core Arcs of the Chosen of the Elemental Dragons, and contains their
Excellency. It is the Arc that reflects their affinity and control over the natural substances of
creation, and their rule over its Elements.

This is a Frantic ​Otherworldly ​Arc. The Dragon-Blooded are closely connected to the five
Elements of Creation - Air, Earth, Fire, Water, and Wood. Each Dragon-Blooded is an avatar or
exemplar of one of these Elements, and takes on some of its nature into themselves.

This Arc is largely inspired by ​Spiritual​, with some influence from Nobilis D
​ omain ​and P
​ ersona​.
Its powers are as follows:

Exalted Body
Type: ​Miraculous Action
Cost: ​-

Dragon-Blooded are Exalted, and so much stronger and tougher than regular humans. In
particular, you:

● are stronger, tougher, and hardier than regular humans. You resist or mitigate most
mundane, non magical attacks - you still get cut by swords, but its shallower than it
ought to be and heals faster,
● can continue to operate despite massive systemic damage - Exalted simply don’t bleed
out like normal people do,
● can survive in a coma when something really ought to kill you,
● heal faster when immersed in your Element; a ​ nd
● have near total immunity to certain damage types depending on Aspect

Aspects of Air take no damage from falling regardless of distance, and arrows and similar
ranged attacks are diverted by whirling winds around them. Aspects of Earth take no damage
from metal or stone weapons, and cannot be knocked over or moved so long as their feet are
planted firmly on earth or stone. Aspects of Fire are immune to flames (as is anything on their
person), and ignore high temperatures generally. Aspects of Water can breathe underwater or
stand on it as if it were land, as they choose. Aspects of Wood are immune to attacks from
weapons made of wood, as well as all natural toxins and non-magical diseases.

When it comes to the general resistances, it will often make sense for Dragon-Blooded to ignore
what would be a Surface Wound for a normal person, or to downgrade a Serious Wound to a
Surface one - but not always. A sword through the gut is probably still a Serious Wound: you
bleed out less than you should, and you continue to operate despite it, but it’s not something
you can simply shrug off. And anything capable of giving you a Deadly Wound is generally
operating at a scale your resistances cannot match, so ​Exalted Body​ is no help.

The immunities, though, are absolute - or, at least, as absolute as miracles ever get. This is a
reflexive miracle for miraculous conflict purposes. Thus, a Solar archer could still shoot an
Aspect of Air if they use the Solar Excellency, and the miraculous flame of a Third-Circle Demon
can still burn an Aspect of Fire. But ordinary weapons of metal wielded by a mortal cannot harm
an Earth-aspected Terrestrial, period.

Affinity
Type: ​Superior Skill
Cost: ​-

​ uperior Affinity to
One of your Perk slots is pre-filled with a Superior Skill Perk - specifically, S
(Your Element)​. For example, an Air Aspect has ​Superior Affinity to Air.

This is a Superior Skill you can use to influence your Element, perceive things about it, survive
in harsh conditions relating to it, or to emulate or take advantage of it. Thus, Aspects of Air may
use their Affinity to slip away from pursuers, endure a blizzard or stiff gale, or predict and even
try to change the wind’s direction. Aspects of Water may use their Affinity to swim or move
fluidly, Aspects of Earth to maintain stable footing, or Aspects of Wood to survive in a forest.
And so on. As with any Skill, you may broaden its applications with time and practice.

The Edge from this Superior Skill applies when you are literally “in your Element” - when your
Element is directly present. Thus, Aspects of Air get it when in cold climes or airborne, Aspect of
Earth when standing on bare earth or stone, Aspects of Fire in hot climates or in a fire, Aspects
of Water underwater or on it, and Aspects of Wood in forests, jungles, and similar climes.

Arc 2+: ​Your Superior Affinity Perk automatically powers up to your level in this Arc.

The Dragon-Blooded Excellency


Type: ​Special
Cost: ​1+ MP

Spend MP up to your rating this Arc and sustain an action. While you do so, all of your miracles
- including reflexive ones or the miracles generated by any Afflictions you have - get an amount
of Strike equal to the MP you spent.

This does not stack with the Strike you usually can get by spending MP. Thus, if you spent 1 MP
on ​The​ ​Dragon-Blooded Excellency a ​ nd 2 MP on adding Strike to a miracle, that miracle gets
a total of 2 Strike, not 3.
However, Strike from the Excellency d ​ oes stack with Strike from your highest applicable Bond,
and with Strike inherent to the miracle (if any).

Anima Flux
Type: ​Affliction
Cost: ​-

Your ​Anima Flux ​activates whenever you use the D ​ ragon-Blooded Excellency23 as an
Affliction with, as normal for Afflictions, a rating equal to this Arc’s level.

The Anima Flux is a roiling aura of your Element that surrounds you and anything you are
wearing or carrying. This is no mere display - a Fire-aspected Terrestrial is surrounding by literal
flames that burn anything unfortunate enough to come into contact with them. The Anima
Fluxes of Aspects of Water drown with spheres of rushing water, those of Aspects of Wood are
a bramble of poisonous thorns, and so on. The HG may invoke reflexive miracles to damage
your surroundings or those near you with your Anima Flux. You are immune to your own Anima
Flux, as is anything you are wearing or carrying.

It is worth noting that the Auctoritas of the Affliction protects only the primary manifestation of
the Anima Flux, not its secondary effects. That is, if you are a Fire-aspected Terrestrial than
anyone attempting to ​shut down your flame aura needs [Strike ≥ Arc level] to succeed, but they
don’t need to overcome an Auctoritas if all they are trying to do is protect themselves from harm
or prevent your Anima Flux from setting the house you are in on fire. That doesn’t mean what
they are trying to do is easy - it still must contend with miraculous opposition, generally - just
that it doesn’t need to overcome the Auctoritas as well.

The Anima Flux is useful in battle, but it is not the most subtle or controllable of weapons and
causes the Dragon-Blooded many problems as well. Mounted warriors are very rare among the
Legions, for instance, because it requires special magics to protect mounts from their riders
Anima Fluxes. As with any Affliction, whenever the Anima Flux causes you meaningful trouble
the HG may award you with up to your Arc rating in Will or MP.

Note that the Strike from the Dragon-Blooded Excellency applies to the reflexive miracles
generated by your Anima Flux. This means that two Dragon-Blooded of equal strength fighting
each other tend to ignore each other’s Anima Fluxes, as they cancel out. That doesn’t make the
area around them safe for anyone e ​ lse, mind you.

23
If you are using the optional rules for Anima Banners, the Anima Flux also activates whenever your anima
banner is at the bonfire/iconic level, which itself generally happens when you spend 4 or more MP at once
on a single action, lasting an hour thereafter.
Sovereignty (Arc 2+)
Type: ​Miraculous Action
Cost:
● 1 MP - control an existing example of your element (individual/house scale)
● 2 MP at Arc 3 - do so at neighborhood scales.

Invoke ​Sovereignty ​to manipulate your Element, influencing it to move according to your will.
An Aspect of Water might create a wall of water around him, an Earth-aspected Terrestrial might
impale her enemies with stone spikes, and so on. In short, you can animate and manipulate
your Element, with only the occasional nod to realism here and there.

You can only manipulate existing instances of your Element, and cannot create it out of thin air
(at least, not with this miracle). The exception is Aspects of Fire, who may use this miracle to set
things on fire. However, they still need a source of flammable material nearby.

However, you can also use this miracle to control your ​Anima Flux​, directing it with more
precision than it would have when left to its own devices, or preventing it from harming someone
or something you do not want harmed. If you want to suppress it entirely, though, you must
overcome its Auctoritas24 .

At Arc 2, you are limited to fairly small scales, able to move around a relatively limited amount of
your element. At Arc 3, you may spend extra MP to scale this up, allowing Wood-aspected
Terrestrials to manipulate sizable parts of a forest, for example.

The Dragon’s Claw (Arc 2+)


Type: ​Miraculous Action
Cost (Arc 2):
● 2 MP - create a weapon, armor, or tool out of your Element
● 4 MP - invoke this power a second or later time in a handful of hours
Cost (Arc 3)​:
● 1 MP - create a weapon, armor, or tool out of your Element
● 2 MP - invoke this power a second or later time in a handful of hours
● 4 MP - the created item takes effect as a Major miracle

Invoke ​The Dragon’s Claw​ to fashion weapons, armor, or tools out of your Element, which you
may then ‘wield’ with mundane actions or further miracles such as S ​ overeignty​. Each
invocation creates a single item, and the created item(s) last for a scene.

24
Usually not a problem thanks to the ​Dragon-Blooded Excellency​, but there are edge cases.
It is the ‘wielding’ or ‘aiming’ action that determines how successful you are at ​using the created
weapon or tool, but the item is miraculous in itself. Thus, the swords made out of flame that
Fire-aspected Terrestrials create are capable of harming other Aspects of Fire, even if wielded
by a mortal.

Armor/clothing/etc. created by this miracle is mostly redundant for you. But you can give it to
another and they are protected while wearing it as though they had the resistances and
immunities you get from your E​ xalted Body​. Thus Aspects of Water can fashion clothes that
allow others to breathe underwater, and so on.

Finally, and perhaps most importantly, the created items count as Assets for the purposes of the
Terrestrial Arc, for so long as they last.

Arc 3. ​Starting at Arc 3, you may spend 4 MP to create a superior item that functions as a Major
Miracle. Swords created in this way are capable of harming even those with ​Immortality​, for
instance - assuming you can land a blow with them, as it is still the wielding action that
determines how successful you are at using them.

Chastise (Arc 3+)


Type: ​Miraculous Action, Bleak
Cost:
● 2 MP - dissolve some of your Element
● 4 MP - use this power a second or later time in a handful of hours

Invoke ​Chastise ​to destroy a small instance of your Element. Aspects of Fire may put out fires,
Aspects of Wood may wilt plants, and so on.

Emulation (Arc 3+)


Type: ​Miraculous Action
Cost:
● 1 MP - enhance an action that emulates your Element
● 2 MP - do so a second or later time in a handful of hours

This power enhances Obstacle 0-3 mundane actions that e ​ mulate your Element, which typically
means actions taken using your ​Affinity ​Skill, though with the HG’s agreement other actions
may also qualify.

The enhanced action automatically succeeds, automatically overcoming any opposing mundane
action. You may invoke ​Emulation ​and the action it enhances simultaneously.
This power is similar to the ​Solar Excellency, ​but unlike that power E
​ mulation ​only enhances a
limited category of actions and does not guarantee effectiveness, productiveness, or any similar
result - only success.

Obstacle 3 actions may require an HG-determined amount of extra time to complete; if they turn
out to take ​too long, you may sacrifice the action and recoup the expended MP.

Quest Miracles
The Quest Miracles of this Arc allow Dragon-Blooded to connect to their Element, derive
information from it, protect it from harm, or manipulate it on vast scales.
The Terrestrial Arc
The second of two core Arcs for the Dragon-Blooded, this Arc covers their remarkable ability to
work together and to draw out the skills of others. The greatest strength of the Dragon-Blooded
has always been their numbers and their organization, and a Sworn Brotherhood of Terrestrials
working together is a formidable threat even for Celestial Exalts, as the Wyld Hunt proved for
centuries.

This is a Frantic ​Shepherd ​Arc. It is primarily an Arc about working well with others and to draw
out the powers of wonders and artifacts.

This Arc bears many similarities to the Twilight Arc, even in universe. The facility of the
Dragon-Blooded for Evocations is second only to the Solar Exalted. However where that Arc
was based more on Nobilis ​Treasure​, this one is based much more on S ​ entimental​.

Like the Twilight Arc, this Arc revolves around things that you hold precious - your ​Assets​.
Something counts as an Asset if it is bound to you by:

● A level 3+ Connection
● A Bond that mentions it by name
● a Perk like:
○ Bond. ​(as long as it mentions it by name)
○ Connection.​ (as long as it’s level 3+)
○ Accessory.
○ “It’s OK, I’m here.”​ (pg. 430, Chuubo’s Core)
○ “It’s like a home to me.”​ (pg. 429)
○ Or any other Perk that symbolizes a strong connection to something.
● A sustained Shepherd Quest Miracle that created or empowered it.
● Certain other cases that are explicitly pointed out (such as items made with the
Dragon-Blooded Arc’s ​Dragon’s Claw p ​ ower)

When Solars Anchor something, they flood it with their Essence, perfecting it and raising it to be
an ideal example of whatever it is, in much the same way that they themselves are ideal
examples of human prowess. The Dragon-Blooded, meanwhile exist in harmony with the world,
working with what is already there. Thus Dragon-Blooded Assets don’t become perfected in this
way, but remain as they were before. They also do not become able to sustain themselves off of
the Dragon-Blooded’s Essence

On the other hand, Dragon-Blooded don’t need to spend MP to attune to something - you are
automatically attuned to any of your Assets, provided they fulfil one of the criteria listed above.
Further, Dragon-Blooded do not distinguish between ‘ordinary’ and ‘Miraculous’ Assets, and
work equally well with mortal or with Celestial Exalts. You also can, and are encouraged to,
have PCs as Assets.

Assets are also more limited than Anchors in another way, however. Dragon-Blooded can only
have as Assets people (such as comrades or followers), creatures (such as Familiars or bound
spirits). places (such as Demesnes or Manses) or objects (such as Artifacts or Hearthstones).
You cannot have abstract qualities or abilities as Assets, nor can you have communities of
people or collections of objects as Assets.

There is one special case where you may have a group as an Asset, however: a ​Sworn
Brotherhood. ​A Sworn Brotherhood is a group of Dragon-Blooded bound together by a special
ritual, and the conclusion of which they can take the Sworn Brotherhood itself as a single Asset.
The members can also have other members as Assets in addition to that. Sworn Brotherhood
range in size from 3-10 Dragon-Blooded, but too many and the ritual does not work.
Furthermore, a Sworn Brotherhood that is too large finds wielding their combined powers more
difficult. You can only be a member of one Sworn Brotherhood at a time. Sworn Brotherhoods
have certain other special rules which are detailed below.

Miraculous Ease
Type: ​Miraculous Action
Cost: ​0 MP

You have limited access to a pool of Miraculous Will. You may only this bonus Will when you
are taking an action for, with, or using one of your Assets, or when doing things that express
your feelings for one of your Assets. You may also use it when taking action based on the Shine
of one of your Assets.25

Attunement
Type: ​Miraculous Action
Cost: ​0 MP

You always know the locations of any of your Assets, no matter how far away it is. You can
communicate with it from any distance (assuming it is something that can communicate)
mind-to-mind, in total silence. You also get an instinctive sense whenever one of your Assets is
threatened with danger or desperately needs you, even if it is not the sort of thing that could call
for help on its own.

Sworn Brotherhoods ​know the locations of every member separately, but anything sent over
the telepathic link is heard by all members. If you want to speak privately, you must either do it

25
This is actually just a special case of expressing your feelings for that Asset, but it’s worth pointing out.
face-to-face, have the target as an Asset separately, or use some other means of
communicating with them.

Evocations
Type: ​Miraculous Action
Cost:
● 4 MP at Arc 1
● 2 MP at Arc 2
● 2 MP at Arc 3, with a 1 MP discount

You may grant a single special power to each of your Assets. Invoke E​ vocations t​ o use this
power. This power is like something you might grant with a Arc 1 Quest Miracle of this Arc, but
smaller and more immediate in scope. It should be narrowly defined enough to be the same
miracle with each application of this power, and thus you might need to use mundane or other
miraculous actions to ‘wield’ or ‘aim’ it properly.

You cannot use Evocations if the Asset refuses to cooperate with you (that is, if they actually
resist you, you can always use this power with inanimate Assets), but if they do cooperate with
you may split the costs. The discount you get at Arc 3 applies to both you and the Asset. Thus,
if the Asset agrees to split the cost with you, you each pay 2 MP at Arc 1, 1 MP at Arc 2, and 0
MP at Arc 3.

Sworn Brotherhoods ​can split the cost further. Each member must contribute 1 MP at Arc 1
and 0 MP at Arcs 2-3. Each member of the Sworn Brotherhood may come up with a different
Evocation, and the Arc level of the member whose particular Evocation is being used is what
determines the cost.

Every member of the Sworn Brotherhood must cooperate to use their Evocations. If you are
facing a Sworn Brotherhood it is wise to try and knock at least one out as fast as possible, to
limit their access to cheap miracles.

Wield (Arc 2+)


Type: ​Miraculous Action
Cost:
● 2 MP at Arc 2
● 1 MP ar Arc 3

Invoke ​Wield ​when taking an action u


​ sing, ​working with or f​ or the sake of one of your Assets,
and that action becomes miraculous. You automatically succeed at what you set out to do, and
beat any mundane opposition.
Like ​Emulations ​these actions are guaranteed success, but not any of the results from the
Intention ladder. Successful actions are usually, but not always, also correct, effective and
impressive, but they are certainly not guaranteed to be productive or the right thing to do.

You may invoke ​Wield ​simultaneously with an E ​ vocation a​ s a single miraculous action, paying
the cost for both. The cost for ​Wield ​is not split, you alone must pay it.

Sworn Brotherhoods: ​At Arc 3, when using the E


​ vocation o
​ f your Sworn brotherhood you
may also invoke ​Wield ​at no extra cost.

Supreme Evocations (Arc 3+)


Type: ​Miraculous Action, Major
Cost: ​4 MP

Dragon-Blooded cannot call forth the most powerful Evocations as quickly or easily as the most
powerful Solars, but their potential should not be underestimated.

Invoke ​Supreme Evocations ​to scale up the power of your Asset to a Major Miracle. This isn’t
just a +3 to the miracle level - the effects scale up too. You automatically get the benefit of
Wield​. You can do pretty much anything you want with this miracle as long as you can
somehow accomplish it with your Asset, but you might need to sustain an action for weeks,
months, or even years in extreme cases if what you are trying to do is both really tricky and isn’t
something your Asset is well suited for.

Using this power is straining beyond your limits, and often both you and/or the Asset will be
Wounded afterwards. While you are sustaining this power you get a sense of how the intended
effect will turn out or how long it will take. If the effect is taking too long or not developing in a
way you like, you can abort this miracle by ceasing to sustain the action. This doesn’t refund
any MP spent but ​will prevent any Wounds.

Wondrous (Arc 3+)


Type: ​Imperial Miracle
Cost:
● 0 MP - 1/Book, make something important and cool
● 4 MP - do so a second or later time per book

Invoke ​Wondrous ​to create something legendary … or to discover the legendary potential
inside something that was already there. This miracle invests the target -

● a person?
● a tool?
● a place?
● an idea?
● a thing?

… with infinite narrative potential. It makes it a central feature of the story, or at least, of ​a story,
and this functions on wishing rules:

“I wish this was really important and great.”

This is a wish, so it’s up to the HG or the group how it works -

But it usually means that it either gains special powers, or offers special powers, either to you or
to everyone.

Quest Miracles
Dragon-Blooded use the Quest Miracles of this Arc to craft wonders and empower others, or to
raise things beyond the usual limits of their powers.
The Dynast Arc
The Sidereals may have secretly been pulling the strings, but it is the Dragon-Blooded who rule
the world. For most of Creation, save only the Lunar Dominions, “Dragon-Blooded” is
synonymous with “Exalted”. They are the Princes of the Earth, and it is theirs to lord over as
they see fit. Even in those areas outside the Realm’s influence, let alone its Legions, Terrestrial
hegemony is still the norm.

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