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EXALTED: TERRIFYING ARGENT WITCHES

A LUNAR REVISION PROJECT


An introduction, feel free to skip it while making “blah blah” motions with your hand.

A year or so back, a user named EarthScorpion posted a homebrew Lunar Charm on the official Exalted forums,
accompanied by the suggestion that the Lunar Exalted (who were direly lacking in direction) might benefit from
using less literal interpretations of the traits their Charms were tied to. He posted a few more ideas along these
lines, which a number of other homebrewers started playing around with, and the whole thing gathered speed.

This “project”, as it came to be viewed, was named TAW after one of the first concept-posts on the matter,
which described the ideal Lunars as “terrifying argent witches”. The depiction received a constant influx of new
material, before slowing to a halt when the forums were moved.

The TAW project was ambitious, new, and exciting. It was also a complete goddamn mess, with absolutely no
communication on any angle. For most of its lifespan, it was quite literally a handful of unrelated writers
throwing ideas at a wall to see if anything stuck - it’s remarkable it remained as coherent as it did. It was
difficult to use in practice, and often became too self-indulgent or reliant on reskinned material. And,
considering we’re on track for a third edition and a fresh, coherent take on Lunars, I’d normally be content to
leave it that way.

Unfortunately, a combination of a mean perfectionist streak and being a sucker for a pretty face means I spent
the last few weekends “dolling up” the project for my old gaming group, in the form of this document. That is to
say, rewriting or heavily editing damn near all of it. There’s old Charms, recut Charms, and entirely new
Charms. There’s Backgrounds and anima powers and setting material and even a storytelling section, oh my.

As TAW was always primarily an attempt to approach Lunar mechanics in a new way, they’ve received the
most love here - the setting material is short, sweet, and deliberately vague in places, to make plug-in play
easier.

I’d like to offer thanks to everyone who supported TAW throughout those later days of second edition, with
special mentions going to Aleph, who arguably started the damn thing, EarthScorpion, the primary shaper by
way of having lots of really cool ideas, Imrix, a tireless advocate of the principles behind the project, Kylar, who
actually put together the original TAW material into a very neat pdf, and Koshindou, who provided the art of
Ma-Ha-Suchi I’ve appropriated for use on the title page.

Thanks also goes to the current writing team, who helped keep this game alive, and will be providing us with a
much-needed third edition. Special mentions, again, go to Chai Tea, who provided vital criticism toward the end
of the project’s lifespan, much of which influenced the direction of this edit, and John Mørke, who has thrown
his support behind player creativity and all manner of homebrew.

Hope you get some use of this!

-Revlid
TABLE OF CONTENTS

CHOSEN OF THE MOON


MONSTERS AT THE GATE
THE NIGHT IS DARK AND FULL OF TERRORS
CRONES
MOTHERS
MAIDENS
OUTLANDERS
PHASES & ANIMA
BACKGROUNDS
CHARACTER CREATION
LUNACY (LUNAR LIMIT)
LUNAR CHARMS
SHAPESHIFTING
GENERAL CHARMS
STRENGTH
MOVEMENT CHARMS
DAMAGE CHARMS
MUTILATION CHARMS
RETALIATION CHARMS
WEAPON CHARMS
DEXTERITY
ATTACK CHARMS
AVOIDANCE CHARMS
SWIFTNESS CHARMS
ELSEWHERE CHARMS
STAMINA
MUTATION CHARMS
ADAPTATION CHARMS
AEGIS CHARMS
HEALTH CHARMS
CHARISMA
ARDOUR CHARMS
BOND CHARMS
COMMAND CHARMS
TERRITORY CHARMS
MANIPULATION
PRICE CHARMS
TRANSGRESSION CHARMS
TEMPTATION CHARMS
CONTRACT CHARMS
APPEARANCE
SHAPESHIFTING CHARMS
FACELESS CHARMS
BEAUTY CHARMS
FANTASY CHARMS
PERCEPTION
SENSE CHARMS
MYSTIC CHARMS
GLINT CHARMS
VANTAGE CHARMS
INTELLIGENCE
MADNESS CHARMS
MEDITATION CHARMS
PHILOSOPHER CHARMS
HARVEST CHARMS
SORCERY CHARMS
WITS
WEAKNESS CHARMS
CORROSION CHARMS
ODYSSEY CHARMS
RUMOUR CHARMS
MUTATIONS
PHYSICAL MUTATIONS
SOCIAL MUTATIONS
MENTAL MUTATIONS
STORYTELLING
In the beginning there was Chaos, a writhing cauldron in which maybes and did-nots cavorted with certainties.
Then came the titans, though from where none know. They carved out a world of jade, propped on the back of
five dragons, and populated it with beasts and gods and trees and spirits and all manner of things to their liking.
The titans bound each of these so that they would never harm their creators, and then they retired to Heaven to
play and dance and sing and enjoy the labours of their lessers.

In time, the gods tired of being slaves, and the greatest of them settled on a plan to overthrow their masters.
They would gift their power to worthy mortals, who alone in the world had been overlooked by the titans, and
have these demi-god heroes wage war on their behalf.

The Sun, all-seeing and unconquerable, created heroes whose excellence was beyond measure.
The Moon, mad and beautiful, created heroes that were monsters and champions alike.
The Stars, mysterious and watchful, created heroes who wove destiny according to their will.
The Dragons, united and strong, created heroes with blood that burned with elemental power.

These were the Exalted, and when they cast down the Primordials, history began.

In the ​Primordial War​ itself, the Lunar Exalted were bulwarks, assassins, spies. Demons were broken in half
by sudden silver bursts of force, and battalions of inhuman soldiers held off by roaring moon-monsters to buy
time for their allies to strike the fatal blow. The Lidless Eye was closed forever by a dazzling dance of violence
that sprang from a supposed slave, and terror was sown amongst the Lintha by killers that breathed water like
fish and left warships drifting, their rigging strung with grisly corpses. Traitors amongst the gods were replaced
by perfect double agents, while the prayers of titan-slaves were intercepted as surely as any coded missive.

As the titans surrendered and were locked away in the hellish prison called Malfeas, the ​Early Age​ began. The
gods had retired to Heaven like their masters before them, to play the game called divinity, and so this was the
time of the Ochre Fountain, when a shining god-queen sat on the Mountain Throne with a crown of thunder, and
humanity turned its eyes to claiming Creation for its own. Here the Lunars were at the forefront, eager to
explore places untamed even since the world’s making, sweeping back monsters that clamoured at the door of
existence.

Centuries later, once Creation was as tamed as it would ever be, the world entered its ​Golden Age​, a time when
wonders paved the streets, miracles common as coin. This was when the secrets of Sorcery were teased from
demon-lords and Necromancy from the greater dead. It was when the laws of nature were ignored or rewritten to
suit the whims of their masters. It was when the princes of the earth sank into decadence, spending their time on
feasts and politics and vain wars rather than the heroism that won them their posts.

This was an uncomfortable period for the Lunar Exalted. They were monsters in an age where monsters were
pushed off the map, tricksters in an age of niceties and pride, mysteries in an age when no stone was unturned.
Some found themselves collared by duties, or leashed with chains of gold and luxury, while others could not
help but push against the edge, delving further into blasphemy and things unseen. Many saw them as enablers,
tempting their fellow Chosen to greater excess and insanity in search of new boundaries.

It all came to an end with the ​Usurpation​, when the Chosen of Heaven and Earth joined forces to answer the
call of prophecy and overthrow their Solar lords, betraying them at their great annual celebration. The Lunars
themselves were banished for their complicity, hunted and chased from the world they’d won by the same
legions they’d once fought alongside. But the Moon’s heroes are what they are, and so the hunt was not
one-sided. It was in the shadows of broken glory that the Lunar Exalted regrouped, to swear to the destruction of
those who’d taken the world from them and named them Anathema. They called themselves the ​Silver Pact​.

This endless conflict was at its height during the ​Shogunate​, when the world was parcelled between jockeying
Terrestrial warlords. The Silver Pact hurled things from outside the world at their enemies, demons and djinn
and dead marching against the dragons. They uncovered the role the Sidereals played in their betrayal, and
turned on them in the hidden war of ​Heaven’s Reach​, where gods were murdered and horrors released into
temples. They made dens in inhospitable hollows, gathering cults in preparation for further war. And all the
while their numbers dwindled, replaced by shining silver children who’d never known the perfect past.

In time, these younger Lunars cast aside the ancients who would make them footsoldiers avenging a forgotten
utopia. They had been born into a Terrestrial epoch, their parents and siblings and friends part of the lessened
world the Silver Pact was bent on destroying, and loved it even as it rejected them. Many outright turned on the
Old Ones, slaying them in their lairs, an act that these moonkillers dubbed the ​War of Purged Night​.

As this age drew to a close, Lunar influence spread more stably than before through the edges of Creation. The
Silver Pact had gathered up whole tribes and aimed them at shogun territories in a callous war of attrition, but
these younger Lunars sought influence and power for its own sake, building polities as more than just glorified
weapons. To reign too close to the jade-plated fist of the Shogunate and its Immaculate doctrine would be to
invite death, so all but the most cunning and audacious became border princes, wild lords, raksharaja and
Goblin Kings​. They shaped the borders of the Terrestrial maps, and the lands they ruled were avoided, feared,
marked Here Be Monsters. As a result, they found themselves the first in disaster’s path.

The ​Great Contagion​ ravaged Creation, infecting every living thing and killing nine in every ten. Even the
immortals were not immune, and Heaven’s doors were closed against the contagious prayer that poured in from
whole nations of the desperate and diseased. The followers of the Lunars were hard-hit as anyone, and those
who ruled Creation’s rim were left uncertain and isolated. At the sight of their ancient foes in disarray, countless
monsters began to pour into Creation in a ​Great Invasion​, seeking to undo the tragedy of a world that made
sense. Led by their awful burning prince, the fae horde passed through the scattered Lunars like a wave through
razorblades, and would have undone the heart of existence had a miracle not occurred.

Fire rained from the sky, ice boiled from the sea, and the ground sang in angry protest as Creation itself turned
on the invaders, commanded by its new Scarlet Empress from her deadly throne. This was the birth of the
Realm​, and the start of the modern era. Barely more than a handful of the Silver Pact still live, mad ancients
dotted across Creation plotting the purge of everything the people of this age pitifully consider civilization. The
surviving Goblin Kings of the Shogunate made their title more literal than ever, corralling the scattered
remnants of the raksha swarm and binding them into service with sacred oaths. And, as ever, new heroes rise.

These new Lunars were Exalted from the ashes of apocalypse, chosen from among those who took on the
horrendous challenges of that time and emerged changed but unbroken. Disconnected from the blood-pact of the
vengeful Elders and the frontier network of the Shogunate’s silver nightmares, they are a serpent with a hundred
heads, a ​Thousand Streams River​ that even the best efforts of the resurgent Wyld Hunt cannot fully dam.
Courted as allies and pupils by their predecessors, it seems only a matter of time before yet another generation
of silver heroes learns that the old must give way to the new.

Now the ruler of the Scarlet Empire has vanished, and the edifice of civilization creaks under her absence. The
gates of the Underworld swing wide, the dead crawling forth in search of the living world’s warmth. Warlords
and sorcerers sharpen their knives, each waiting for another to make the first move. Festivals of fatal silence fill
the streets of Hell with joy and terror. A Terrestrial Legion sent to crush a lone sun-demon is turned back by a
full Circle, as the Solar Exalted announce their return after aeons of slumber. The gyre widens ever-faster.
You are the Exalted. This is where history begins.

CHOSEN OF THE MOON

How does one describe Luna?

Myth places her as Sol’s clever lieutenant who reigns in his wrath, as the terrifying enemy he must slay each
night for the sun to rise, as the white hound who watches the world while the sun rests, as his distant lover and
the mother of their star-children. Stories tell that she is the Maidens’ sixth sister in a gown woven from
unexpected outcomes, that she is a trickster who tweaks the nose of destiny, that she alone is unknown to the
eyes of fate, that she was chained by starlight when everything was born, and when the constellations dim she
will howl the world’s end. Doctrine has Luna as Gaia’s husband, commanding the proper flow of tides and
seasons, as a child torn from her womb by a sickle-wielding giant, as her reflection on the clear lake of the
firmament, as the pale crone who jealously watches her as she sleeps.

All of these things are true, for Luna is a divinity of many aspects, passion the only constant. Many think her
mad, for she is not restricted to any one identity or outcome, but embraces paradox, straddling both sides of each
border. When she rises in the sky, all is light and darkness, and chaos and order share the same bed. While the
Sun scours the unreal Wyld from Creation, the Moon’s gentle touch encourages madness and mischief, for the
moment the world stops changing is the moment it has died.

Those heroes she bestows power upon take after her in this respect, their mercurial might defying definition. Her
Exalted are beings of many forms, walkers in every world, predators who guard prey. Even their Phases reflect
this, shifting from incarnation to incarnation as best suits each hero. To the Realm they are creatures out of
nightmare, the definition of Anathema, half-formed chimera who aim to bring the civilized world crumbling
down through lies and violence. To those living on the edges of the world, they are the rules of nature made
manifest, the wandering god-beasts who give and steal, teach and trick, defend and destroy.

The Lunar Exalted are chosen from those who embrace their potential, who refuse to have their heroism chained
by anything, least of all themselves. Those willing to abandon taboos or set aside inflexible convictions are most
suited to the touch of the Fickle Lady, for she admires evolution. Faced with adversity or opportunity, the
Lunars are those who chose to change themselves, who refused to become an obstacle in their own path.

At that moment, the eye of Luna falls upon them. The mad Incarna appears to all of her Chosen, in one form or
another. Some notice a strange alabaster animal watching them from the corner of their eye, gone when they
turn. Others recall time slowing to a halt, an albino crone hobbling from a hidden angle to impart affectionate
scorn before vanishing. Still more receive a vision of a distant silver world where Creation sits in the sky, and a
beautiful young boy gives them a smile and a wink before a sacred mark burns on their brow. Whether this is
Luna herself or a hallucination provoked by her mad Essence meeting a mortal soul matters little.

They are samurai who set aside their honour in the name of revenge, and thugs who decide that silent loyalty
isn’t for them. They are aristocrats who will not allow family grudges to stifle their love, and paupers who break
their people’s taboos in order to survive. They are monks who denounce their faith in the face of its cruelties,
and scholars who pursue forbidden research in a refusal to be shamed by their rivals.

The Lunar Exalted entered the teeth of the world and emerged changed. They emerged ​because​ they changed.

Now, it is their turn to change the world.


MONSTERS AT THE GATE

Ever since the Usurpation cast down the towers of Babel, the Lunar Exalted have been hunted by the world they
love. They take their first breath in a reality dictated by their future enemies, and their second breath is met with
a chorus of wails from those who have been taught to abhor them. All of civilization knows that to live
virtuously is to lock your doors and sharpen your knives when the Children of Moon walk the world.

And yet, when the wolves of madness howl and scratch at the walls of truth, the Lunars are there. They are
there, too, when the deadlands shudder and belch in the night, disgorging things better forgotten, and when the
music of Hell winds through sandy streets and demons force men to dance. They are a lunatic bastion of cunning
and violence and seduction. Creation is their world, and they guard it still, even in the face of its imprecations.

Of course, the Lunars are also there when whole cities are razed by barbarian tribes, their gates opened by a
guard all knew to be loyal. When legions are set upon by strange creatures who emerged from the jungle as if by
magic, the Lunars are there, and they are there when the agents of Heaven are defied and ambushed, the laws of
destiny crippled in favour of the law of the wild.

The Lunar Exalted straddle both sides of any boundary, and even as those outside Creation fall to their silver
knives, those within must fear the wrath they turn inward. In the First Age they were known as the
Border-Wardens, but in this fallen time they have become the border itself. Chaos is limited only by the mercury
briar-patch of their influence, while civilization is defined by where they are not. And when darkness falls and
life narrows to a circle of flickering torchlight, the Chosen of Night might be anywhere.

To be one of the Lunar Exalted is to be hunted by the world, and to hunt it in turn. It is to be hated by that which
you love, and fascinating to that which you loathe. The Lunars wander in strange places and among strange
people, belonging everywhere. They compromise everything except the thing that really, truly matters, shriving
themselves in the name of tomorrow. They break the rules of god and mortal, knowing that law is a placeholder
for instinct. They make dreams come true, and then tear out their throats.

Whether the ancients of the Silver Pact with their schemes and cults and bottomless hate, the Raksharaja who
rule shifting lands at the sharp edge of existence, or the young Exalts who wander Creation with a chip on their
shoulder and a spring in their step, the Lunar Exalted have shaped the course of history as a bank shapes a river.

Though he never said so out loud, in his later life Ingosh Silverclaws wondered whether the Usurpation that so
devastated Creation might have done the Lunars a favour. The ancient prophet had survived age after age
without compromise, and was wise enough to recognize when niceties and fineries become chains, but regretted
that the nature of his fellow Exalted meant they thrived in desperation.

And these are desperate times indeed.


THE NIGHT IS DARK AND FULL OF TERRORS

Hundreds of Lunars live scattered across the various realms of existence, though many have only recently
returned to Creation proper, one way or another. Most of these mercurial Exalts are separated by reaches of
space and gulfs of time, but all try to keep track of one-another; those with ten thousand enemies can ill-afford
to squander potential friends. To present the Time of Tumult through the eyes of Luna’s Chosen, the following
is a small selection of such characters.

CRONES
The handful of those Lunars that still live from the First Age are without exception mad and terrifying. Who
could live through thousands of years in a decaying and hostile world and stay recognizably sane? One cannot
do the things these ancients have done, in the name of love and vengeance, and go unchanged. Theirs is the
experience and might of ages, and their plots entangle whole Directions in webs of silver, irresistible as gravity.

Leviathan, the Deep Admiral​: The name “Leviathan” is a whisper on the ocean winds, a word that crosses
language barriers in its description of the vast and dreadful denizens of the water. This is the legacy of the
ancient Lunar who once patrolled Creation’s oceans for threats to its rulers, only to spend more than a thousand
years as the single most terrifying danger in the West. To this day the goddess of ocean predators bears an orca –
his favoured warshape – as a prominent part of her iconography, in tribute to the whale that hunted fleets.

Where others fell, he survived time and again through force and ruthlessness, drowning entire islands in the
ripples of his wake as he dissected the very hunt-tactics he’d helped perfect. Entire fleets were dispersed and
devoured when they entered his domain, boarded by the still-loyal crews of submersible craft maintained since
the First Age through careful salvage and cannibalization. The memory of his Full Moon anima-signal flaring on
the horizon haunted those captains who survived it, mortal and Chosen alike.

Though none of the Shogunate warlords who laid claim to the West ever discovered his supposed secret lair,
Leviathan’s reign of terror came to an end in the Balorian Crusade. While his fleet swept raksha from islands
like a furious tsunami, the Deep Admiral himself vanished in battle with an abortion of the Shinma that
threatened to cascade into the whole Direction.

Even in death, Leviathan lives on as a bogeyman throughout the West. He is the creature that seafarers swear
they saw, that port-town parents scare their children with, that raksha imitate and mystics invoke. He is the
rallying cry for those who’d see the Realm’s navy sunk, who tell stories of mighty ships sent fleeing in terror by
the West’s guardian, carefully forgetting those natives lost in his furious storm-passage. Younger Lunars take up
his banner, and every so often an opportunist will stumble upon one of his lost caches or wrecks.

Leviathan must be dead. Otherwise, where could he have possibly been for the past Age? Impatience was
always his great flaw, so it seems impossible that he’d have been able to exercise restraint for seven centuries.

Then again, the ocean is deep.

Ma Ha Suchi, the Wolf at the Door​: Many young Lunars cross the path, seemingly by chance, of a wise and
beautiful wanderer. He tells them that their sorrows stem from the treacherous dragon-spawn who squat at
Creation’s centre. He tells them that they were once great, before their glories were rotted from within. He tells
them that this Age is corrupt, and must be cleansed before it can heal. He tells them that their destiny is to build
a better world, which will rise from the ashes of the old.

He tells them so many things.

This is Ma Ha Suchi, who fights the long war against Terrestrial rule. He has been called a coward, but lack of
pride only makes the Wolf more dangerous. He will flatter children thousands of years his junior, bend knee to
masters who last only as long as they serve his ends, and abandon lost causes without a backward glance. Rather
than fleeing from threats, he prefers not to be in their path, allowing proxies to suffer the consequences while he
uses the distraction to find some fresh vulnerable spot. He survived where others fell, and has inflicted a
thousand bleeding wounds on his enemy across ten thousand conflicts.

The Wolf’s influence is a poisoned echo that cripples strength and lets weakness fester. Capable satraps are
driven mad, while the inept are ignored or even subtly protected from replacement. He seduces gods, prodding
them with stolen prayer to flaunt the petty restrictions of the Immaculate Faith, creating a buffer against Sidereal
interference. Water supplies are polluted by Wyld taint, crops are ruined by the unquiet dead, barbarian tribes
whipped onto the warpath by young Lunars with big ideas. Ma Ha Suchi makes a weapon of the world,
sharpening it with an artist’s dispassionate eye.

This sophistication should not surprise. Ma Ha Suchi condescends to wear the decoration of this era, but he is a
product of the greatest civilization Creation has ever known, and grew up surrounded by miracles that the feudal
thugs of Lookshy would give their sword-arms for. Those decadent heights were natural to the debonair
princeling, welcomed at parties as a lover and aesthete par excellence, despite his relative youth. The Usurpation
shattered everything he loved and thought he knew, and as he fled his burning home, a feverish conviction was
bred within him.

Ma Ha Suchi’s promises are false. He is not interested in building a new society, in reclaiming the wonders of
the lost age. Behind his smiles and jokes, the Wolf at the Door simply hates. He finds cold, sane pleasure in
demolishing the primitive ambitions of the Princes of the Earth, in undermining the pretensions of an ugly age
built on forgotten bones, in exploiting ignorant barbarians with no purpose beyond survival. He is a razor blade
working through the flesh of Creation, its progress only worsened by the clumsy fingers that seize at it.

He is the last civilized man in the world.

Raksi, the Queen of Fangs​: In better days, Sperimin was the City of Sorcery, a helix of towers and halls woven
with gardens both botanical and aesthetic. Subtle incense danced with the ever-falling blossoms of sacred trees,
and the susurrus of lectures conducted music from curtains of voice-chimes. Despite the efforts of its later rulers
to maintain it, Sperimin is today a ruin. Its fallen towers play host to apes bred with demons and men, terrified
vassals to the witch-queen who rules from the city’s patchwork heart. Raksi is well aware of this harsh
transformation; she was once a mousy child-mage who called it home.

The city weathered the Usurpation better than most, as those who seized it tried to avoid damaging stores of
precious knowledge with elemental bombardment; this made it possible for an oh-so-young New Moon to slip
through the confusion. She fled beyond the horizon of the East and stayed there for centuries, consorting with
raksha in order to survive. Shyness withered in the face of the Wyld’s predatory taunts, and she began a new
curriculum in subjugation, indulgence, and apathy.

Raksi refused the overtures of the Silver Pact, laughing that she cared for nothing in Creation. She returned only
when Balor swept in, his alien horde devouring her slaves even as she made her escape behind a curtain of
waypoint-detonating sorcery. Resolving to learn the lessons of two lost homes, she returned to the wreck of
Sperimin. There she salvaged what lore remained, irreplaceable books still clutched in the plague-dead hands of
loyal scholars. She read each of them, committing their knowledge to memory. Then, she destroyed them.

Now she was necessary.

Since then, this has been her driving aim. Not to be loved, or feared, but to be indispensable. To this end, she
seeks out knowledge, making it hers alone. It was she who arranged the theft of the chained Book of Three
Circles, backing the circle of Lunars who breached Yu-Shan’s archives with the help of indebted spirits. Raksi
unlocked the tome’s ciphered heart and its four guardians, turning re-discovered secrets that could shake the
world into just another of her bargaining chips and dead-man switches.

Under her rule, Sperimin has become a market for information and more. It is a crossroads where fae slaves
caught in moonsilver trawling nets are sold to Hell, ghosts are processed into codices of dead memory, and
mortal warlords seek the knowledge to repair salvaged treasures. Even Heaven’s agents come trading favours
for mystic secrets, for Raksi is scrupulously amoral in her dealings, and cultivates a reputation for honesty –
however unpalatable her terms may be, she will adhere to them, turning down deals that she would not uphold.
True power over a thing is to destroy it, and the Queen of Fangs could destroy so very much.

MOTHERS
The Lunars born into the Shogunate and immediate post-apocalypse of the Realm’s earliest days had little
common ground with their predecessors. The stories of a united Exalted Host and a perfect utopian age were just
that – stories. This rift only grew as the disregard of the Old Ones for the world the younger Lunars had grown
up in became more apparent, climaxing in betrayal and division. Since then, most have ruled domains outside
true Creation, though sudden changes have drawn many eyes back to the world of their birth.

Koworai Suhal, the Aquamarine Emperor​: A century ago a new lord was crowned in the West, the ceremony
a deliberate mockery of the Scarlet Empress’ investiture. A turquoise flag flew high as he donned a diadem of
sea-greened gold, the sapphire that hung down onto his brow lit from behind by the blinding silver of a Full
Moon. This was the Aquamarine Emperor, who bears the distinctive syndactyly and gills of the sea-folk, and he
intends to spread the influence of his uncanny island-empire far and wide.

The sea-folk were among the few engineered races the Shogunate spared, conscripting them for dockyards and
undersea mines; Koworai was born a second-class citizen, and grew into a bitter youth. When sabotage rocked
the ocean-manse he maintained and overwhelmed the Terrestrial foreman, he alone grit his teeth against the
need for vengeance, reminding his friends that for all their natural gifts, they lacked the skills to survive outside
civilization. Ironically, the Dragon-blood awakened to see him Exalt, and he was forced to slay her.

Fleeing with his comrades, Koworai became a staunch member of the Silver Pact, turning his geomantic
experience to more destructive ends. The sea-folk told stories of his daring strikes on aquatic work-camps, and
the distant paradise-island where liberated slaves made their home. Even as he massacred devils in the Crusade,
tears streamed down his face, for he fought in an empty sea; the Contagion had turned internment zones into
heaving pits and wracked his hidden island with death.

Once he had gathered his wits, he looked out on a Creation brought low, and found the resolve to rebuild. His
efforts returned life to Wyld-blasted skerries, shape-infused blood speciating the few breeds that remained on
surrounding islands. Howler monkeys were clay, sculpted into bellow-swine and climbing seals, albatrosses
served to make wide-winged white hens and gliding beakmice, and even seaweed was coaxed into roles once
occupied by grass and trees. The ecosystem of Suhal, squeezed from dregs of life, was the garden he offered to
pitiful islanders, starving coastmen, and above all the surviving sea-folk. They have taken to it well.

The Shogunate that Koworai hated is gone, and with it his appetite for destruction. Now he is a gardener-lord,
capable of pruning weeds, but preferring to cultivate them into beauty or value. New islands are incorporated
through unrelenting pressure and lightning conquests, their people made to take once-foreign spouses. He builds
a coalition of Western Lunars, and even courts Outcastes to mix their blood with his oldest families, both
activities that merit the Realm’s concern. He is unconcerned, for his ambition grows yearly – quite possibly
beyond his means.

Smoke-and-Honey, the Moonkiller​: A paladin of Luna wanders the world’s edge, clad in patchwork
Shogun-armour decorated with sacraments and Wyld-furs. She is self-appointed judge of all who threaten
Creation, her bow strung against outsider-devils and insider-rot, her belief forceful enough to leave warden-cults
in her wake. Though the North is her favoured hunting ground, she holds no territory. Instead, she is guided by
omens and informants, sometimes settling for years before her latest pilgrimage-hunt. Her deeds honour more
than Luna, for Smoke-and-Honey is the last of the Circle that first broke the Silver Pact.

More than a thousand years ago, a small wasteland tribe suffered disaster when the local weather-sorcery array
suddenly collapsed, plunging them into winter. Smoke-and-Honey’s family starved one by one, until she
persuaded them to resort to cannibalism. Silver light flared, and she was driven away as a wendigo. The Silver
Pact soon found her, directing her to take revenge on the daimyo who’d let his people freeze. Her war lasted for
decades, ending only when she flooded an entire valley while her allies occupied its rulers. Struck by certain
parallels, her eyes opened to the wounds her mentors had cut into the world they claimed to save.

The Pact’s youth already strained at the leash of bitter dotards, and one such Circle decided that they needed
putting down. Six angry Border-Wardens ambushed Iakir Gui, and in her form murdered the fleshweaver’s
husband Uindo. Their oaths blood-sworn, the Moonkillers brought this tragic news to Song Wei. Her defences
lowered, the blademistress slew only one before Smoke-and-Honey’s arrow pierced her throat. The next Grand
Meet erupted into violence, as the Silver Pact twisted apart under the weight of its masters’ suspicions.

Smoke-and-Honey claims that the Argent Madonna sponsored her actions, and even today watches other Lunars
for signs of world-tainting madness. She congratulates those who praise Luna with their deeds, and admonishes
the young Lunars who fail to meet her standards, offering them guidance. Those who continue to stray down a
path that threatens Creation’s fabric become her prey. Non-Lunars seldom receive such warnings; the Guild has
a bounty on her head, for the many merchants she has murdered to prevent honest trade with Wyld-princes.

As if her actions against the Silver Pact were not enough, Smoke-and-Honey is host to one particular heresy that
has seen her condemned by Lunars from all Ages – the life-debt she feels she owes the Scarlet Empress, that
remarkable Exalt who surmounted the world to save it from the ravaging hordes of Faraway. Smoke-and-Honey
has lately been seeking word of her whereabouts, perhaps to ensure that the Realm Defence Grid has its wielder.

Ngorugo, the​ ​Fool with Five Paths​: A chaos-storm squats in the deep South, leashed like a pet hound, its
mistress holding court within it as a silent queen. At times, she wanders without it, in false guises. At others, she
leads it into Creation, where its shapeless shadow carries coarse grey sand and causes violet fires to slither like
cobras across the sky. These omens herald a night of overturned destinies, of towers cast down and men
challenged to become heroes or beasts, for the storm’s mistress is the Fool with Five Paths, who spites fortunes
and throws Heaven’s law into disarray.

Ngorugo was the eldest child of a god, raised alongside her sisters as a priestess. The three tended their
island-sanctuary and watched generations go by, walking among the people only with their mother’s permission.
This lasted until jade-clad foreigners arrived, intending to castigate a heretic god by destroying her temple.
Ngorugo offered herself instead, setting aside her vows of purity to save her sisters. When the ex-priestess woke
next morning, she swore a third body stirred in the bed, with pale and smiling eyes.

The Lunar fled as her bed-partner slept, letting her sisters think shame had overcome her. In visions, her mother
explained that oracles wove Creation’s destiny, brooking neither opposition nor chance, and had guided the
exorcist-monks to punish her for some imagined offence. Resenting those who’d forced her into their designs,
Ngorugo earned a reputation amongst the Silver Pact for foiling Sidereal plots, guided to great moments by her
mother-informer.

In time she learned to intuit Fate’s path from the stars herself, and realized that she was but a tool in her
mother’s own selfish schemes. She journeyed to Heaven and left it a matricide, chased away by the twin-deity
who ascended in her place. For centuries afterward Ngorugo was the nemesis of providence, drawing out those
who would straightjacket the world and making them her quarry. The Crusade mellowed her, in its way; she
fought alongside a cunning Shieldbearer named Ivory Archer, who bet his life on a gamble of her better nature,
and won the wager posthumously.

The Fool of Five Paths is a legend to many, the pythoness with an amethyst palace, sought by sultans whose
futures are writ with horror. She still sabotages prophecy, but her eyes have opened to the taijitu-relationship of
peace and freedom, so that her attitude has become almost surgical. Rather than aimless liberty, she seeks the
unexpected element, the butterfly touch of carefully-measured anarchy that allows Creation to thrive. She
long-ago abandoned the Pact, and those Viziers who are drawn into her anti-plots feel almost tested, as though
she is looking for something within them.

MAIDENS
Whether Chosen as the Scarlet Empire tightened its grip, or in the last few years since the Scarlet Empress
disappeared and the Heroes of Gold were reborn, there is no shortage of Lunars native to the Time of Tumult.
Their status quo is a world on the brink of collapse, unspeakable forces both without and within poised to tear it
apart in the hope of ruling the ashes. It’s familiar territory for the Chosen of the Moon, though only time will tell
whether they have what it takes to meet the challenge of millennia.

Snowy Victory, the Secret Surgeon​: There is a rumour that rustles around the streets of Prazen, that Eastern
river-city built on the ruins of a prehistoric lighthouse. It scuttles between the Palace of Trade, where Outcaste
oligarchs consort and indulge, and the quayside-slums squashed between empty warehouses. It whispers that a
new crimelord rules over the poor like a prince. It says that he is not one man, but a conspiracy of many, or that
he is an outcast Outcaste seeking revenge for some grand betrayal. These lies should comfort his enemies, for
the truth is worse – Snowy Victory is Anathema.

He was a young apprentice apothecary when his master sent him to administer opiates to a local ganglord, and
he found the man who dominated his neighbourhood through fear and violence writhing in agony. His oaths to
Sextes Jylis demanded that he clean the wounds. He cast them aside, remembering years of cruelty and abuse at
the hands of paid thugs, and rammed a scalpel into his throat. “Sometimes a doctor must amputate”, spoke the
corpse with eyes of bright silver.

Snowy Victory took the words to heart, hunting murderers and plagues alike through the streets, wearing false
faces to avoid alerting the local variety of the Immaculate Faith. He discovered that, though criminals might be
cowardly and superstitious, they were also not in short supply. Every caught thief and slain hatchet-man was
replaced by three more, and even as futility loomed it became steadily more apparent that the greatest criminals
of all stole in broad daylight under the guise of tax, killing in the name of public order.
So he took over. Within a year, he’d claimed the largest gang in the city, and merged it with the others through
sudden accidents and stolen appearances. Though he moderates the worst abuses of his subordinates, directing
them to spend their efforts excavating hidden passages in the city’s pre-Shogunate sewers, ruling a criminal
empire still requires a degree of crime, and he is convinced he needs more power to effect real change. Now he
turns a speculative eye to the Palace of Trade. Perhaps he can take the city wholesale, just as he took its gangs?

This question is complicated further by his recent and unexpected romance, in a woman’s shape, with a
charming young man. A young man who, as it’s turned out, is the un-Exalted son of one of Prazen’s Outcaste
rulers.

Nekay Pai, the Pale Negotiator​: Off the Northern coast sits the Weyleen Archipelago. Once an unremarkable
collection of extinct volcano-islands, dark whispers that have begun to circulate among its neighbours. They say
that the archipelago’s clans consort with their dead, that their monolithic grey island-barrow has been split open
by dark sorcery, that they have been led by a witch to blaspheme against the gods. These vile rumours are all
quite true, and – like the burgeoning alliance between clans and their steadily-improving conditions – can be
traced back to the Pale Negotiator.

It was a harsh life, harvesting seaweed and hunting birds while the men fished and whaled in cold stormy
waters, huddling in lava-tunnels when the wind roared with ice. Nekay Pai was born into this life. She married,
had a daughter, and took her turn in the prayer-choirs the gods demanded. A harsh life, but life all the same,
until the year when the whales stayed away, and birds fled, and storms raged. She lost her husband to the ocean
and her child to fever, and her faith followed both.

The waters were quiet around the island where the clan-dead were interned, but the widow steeled her heart and
disembarked on forbidden ground. If the dead offered temptations, as the gods claimed, surely they must have
something worth tempting with? Lit by flickering blue and silver, she cast aside the stones, and spoke with her
husband, and child, and mother, and so many more. Her return turned fear into awe, as she shared rituals to
contact the dead, and spoke of pacts they had sworn in exchange for worship. Those gods who refused to adapt
to this new status quo found their cults falling silent, and fled to other islands even as secrets and offers spread.

Nekay Pai has spoken with ancient and strange ghosts, spectres as much cetacean as human, and learned the
history of the islands, of when they heaped vast ships with whaleflesh for distant lands. In sea-beast forms she
tracked down such lost vessels beneath the islands, and returned ancient bones to their resting places even as she
dredged up fantastic relics – metal harder than copper and nets of unbreakable silver.

Those outside of the Weyleen Archipelago view its growing unity and blasphemy with trepidation, and its
treasures with greedy eyes. Spurred on by exiled gods, they already make small raids, and the clans rumble with
talk of retaliation. Nekay Pai is isolated by her status and covert journeys to other lands, and does not yet realize
the bloodshed her altruism may have unleashed.

Amandetha, the Insurgency’s Outrider​: Gold, bluetint glass and fireiron are hauled to the Blessed Isle’s
workshops from the mines of Hesani-Ha. Less than a decade ago, the slaves who work these pits were free
natives of the satrapy, but an ill-advised rebellion led to harsh reprisals, and now they are governed by those
who remained loyal to their imperial masters. Stronger peoples have been broken by the punishment of the
Realm, but these chained nomads have a secret hope on their side.

Amandetha’s knack for dowsing was prized among her fellow outriders, to whom scattered water-places were a
vital lifeline in the parched land that they ‘leased’ from the Realm. Born into the saddles of their lizard-horses,
they worked as the satrap’s rangers, and it was in this capacity that Amandetha led a Dynastic noble across the
savannah, through dangers and rockslides, to a cave of dark ice and chill air. It was the most beautiful thing
she’d ever seen, enough water to fill their skins forever.

The Dynast wanted to use the demesne to power more mines. To kill a citizen of the Realm was death, but she
poisoned his water, and shot him while he squatted, groaning. She hid his body by moonlight, though the sky
was empty, and returned to her family with new ideas foaming in her mind. With time and thought, she united
the suffering outriders, the poorest settlements, the lesser nobles, and even those gods whose holidays had been
usurped by the Immaculate Cult. United in the name of liberty, a full third of the satrapy rose up.

A V’neef legion arrived a season later, and took just another to utterly crush the rebellion. Brave warriors fell
like wheat before ordered ranks of legionnaires enhanced by elemental power, and even defiant spirits were
slain by hard-eyed exorcist monks. The surviving revolutionaries were decimated, their lands confiscated, their
peoples enslaved. Amandetha survived only by the efforts of a wise wanderer, a fellow Lunar who had been too
late to help. He told her of the Silver Pact and its efforts to save Creation from the corrupt madmen who
despoiled it, and healed her poisoned wounds.

Now the Insurgency’s Outrider flits between work-camps and hidden places. She lays madness and failure upon
the loyalists who rule from the capital of Lanedi, learns the names and faces of local commanders, and teaches
secrets to slaves who were once leaders. She does the bidding of Ma-Ha-Suchi when he calls, for her
lover-mentor has promised future aid in return. She will see the satrapy rise up again, and this time she will send
her enemies limping back to the Blessed Isle, to weep at their mother’s lap.

OUTLANDERS
Luna walks in every world. She dances with the rusty old sun of the Underworld and eclipses the devil-moons
that stir the acrid waters of Hell, playing at the Games of Divinity even as she prowls the surface of the Silver
Chair. Her champions follow in her footsteps, and though others among the Exalted can be found beyond
Creation, there are none that take to such wanderings so naturally as the Border-Wardens.

Zabernik, the Witch of Blue Dreams​: Almost as long as she can recall, Zabernik has been surrounded by
monsters. She vaguely recalls a soft blue sky and a warm embrace, but they were lost to her when she was
dragged across endless sands, and by now she is almost unused to the sight of her fellow humans. Sold into a
prayer-harem of the Brass City, the girl was expected to genuflect and wail until her heart gave out and her soul
rushed back to the world of her birth. Too young to sink into despair, too old to live in ignorance, it was fear that
kept the girl’s eyes fixed to the floor.

Her salvation was a teind-ghost with a corpus dyed green by vitriol, bound to the pit for her forbidden arts. This
was Merrisa, and she whispered secrets to the girl, perhaps out of pity, or in anticipation of the strength provided
by terror. The young slave learned, and as she did, her fear twisted into a contempt that opened her eyes to the
dead whispers of the world, present even in the living geography of Malfeas. The White Navigator came upon
her in that delirium, and the prayer-pit shone with the moonlight of a New Moon.

The Witch of Blue Dreams is a hooligan, even in a city without rules. She curses demons with blue skin and
cackles as the Priest-Judges of the Lawgiver drag them away. She places the weak above the strong and watches
them scrabble for purchase at their new heights. She binds demon princes in their own courts and sets them to
vandalism. She has danced in the Typhoon of Nightmares and boar-sled behind the Nomad Force.

Anyone looking to kick up trouble in the Brass City might well find Zabernik Merrisa a willing accomplice,
though whether their own plans will remain intact and their valuables unlooted is a separate matter. Maybe the
only thing certain to draw her attention is news of her ghostly mentor-mother, who vanished some months ago.
Was she summoned by a necromancer who knew her true name? Kidnapped by a demon strong enough to force
her silence? Drawn into the body of some newborn mortal hell-slave? The Witch is fresh out of leads.

Shinami, the Black Baroness​: Dead things lie beneath the South, corpse-caches mummified in their black
armour. They wait for the fair folk to invade Creation once more, when their creator will have them rise through
the desert and defend the living. This army belongs to the Black Baroness, whose domain stretches across the
baked dunes of Creation and the Underworld’s cold black sands from its heart in Samet el-Ursha, a city-ruin in
the volcanic Summer Mountains. The scavengers who shelter beneath its fallen columns think her a divinity,
believing she crafted their race from sand and saliva.

In truth, Shinami had humble beginnings under a different name, a low-ranked Lintha with blood so dilute it did
little more than bleach her hair. She served the family loyally and unexceptionally until her galleon was caught
by an unnatural typhoon, and its crew taken by sirens to be tormented for their amusement. Their final, creative
torture was a lavish feast that left those who ate it hungrier than before, offered to the starving prisoners; the last
survivor resorted to eating her pureblood captain’s flesh, breaking the Lintha’s deepest taboo.

The moonlit kiss of the Argent Madonna restored her, and she set upon the startled raksha. Yet she could not
return to the family, for she had violated sacred law, and she dared not risk her sin being discovered. She fled in
the form of a siaka, pursued by a howling shadow of the Lintha dead. She delved into necromancy to ward off
their curses, and found it a talent that served her well in countless adventures. Alongside her companions, she
tricked the Contessa of Carrion Sands into binding herself with riddles, foiled the schemes of the Fifth Daimyo,
and slew Snake-and-Scorpion King on his very doorstep.

With time and trouble her Circle disbanded, and Shinami made her way South, to bolster Creation’s weakness
against the Wyld’s predations. She developed workings that calcified chaos into pallid iron, devised brutal
mechanisms of skin and jade, and sailed down the pyreflame rivers that spite the South’s dark mirror; it was
then that she forged her alliance with the First and Forsaken Lion, a mighty war-ghost who appreciated the value
of a Lunar agent, and gave her the title of Black Baroness.

With his support, she has turned a shattered ruin into a bastion for the growing ancestor-cults of the South-West.
They make pilgrimages to have their dead interned as blessed guardians, and their worship swells the decrepit
city-father with necrotic strength. For her part, Shinami has discerned that her “patron” cares little for the living
world, and spends her time away from his Underworld castle and its dagger-tongued princess. She petitions him
for aid only when their interests coincide, and thus far, he has done the same. That is about to change.

Lilith, the Chimera of Yesterdays​: A hunter carefully, slowly stalks a deer. His hands are sweaty, his bow
heavy in his hands. If he cannot manage a kill, his children will go hungry. He sights, looses, and the deer drops
dead. Not a moment passes, and the man is the deer. It twitches one ear and wanders on, unbothered. A matter of
hours before, the man had been the cougar that dropped on him, and before that the turtle whose shell had
opened up into silver razors, and on and on, a chain of killers-becoming-killed.

This is Lilith, last veteran of the wars of prehistory, lady of the High First Age, renowned as a duelist and
romantic without compare. Children grew up to stories of her, fighting alongside her famous Solar husband
against insurmountable odds, their love and courage and skill overcoming even the might of the evil old gods.
But Desus is long-dead, murdered by swift and brutal treachery, and that halcyon time is gone. Border-tribes
know Lilith as the Hunter-Prey Beast, and her fellow ancients use her as a cautionary tale or casus belli, while to
the Wyld Hunt she is a documented nightmare. None truly understand her.

The raksha fear-cults of Norumbega speak of Luna's birth, insisting that she was a formless predator, cruelly
defined with silver chains. When entropy’s serpent strangles the sun, these mirror-bindings will fade, and she
will revel and laugh and kill alongside the princes of Chaos. This rings as true as any fae tale, but few Lunars
can deny that the world occasionally rings hollow, wanderlust tugging at their dreams. Lilith, who fled into the
Wyld’s depths and gave her grief its secret name, is the avatar of that selfless self.

When the light of an Exalted anima falls upon her she will return to what others call sanity. At these times, those
she recognizes as the enemies of a lost life are set upon by a cruel and relentless owl with wings wide enough to
blot out the sky, impossible midnight colours churning within the vanes of its silver-downed feathers. Others
will meet a beautiful warrior-woman with a shining moonsilver spear, her sorrow clear as a bruise, weariness
worn about her like a cloak, who shares wisdom and a campfire before she departs, shedding her shape and
memory once more.

PHASES & ANIMA

Luna created three kinds of Lunar Exalted, each suited to a different role amongst her Chosen. These varieties
are called Phases, each named after one of their patron's three primary shapes - Full Moon, Changing Moon and
New Moon. Some of the Silver Pact’s ancients refer to other varieties, destroyed by the traitors who cast them
from the world, but there is no evidence these lost Phases are anything but another bitter delusion of the Elders.

As with other Exalted, a Lunar’s Essence flares up into an anima banner when they spend Peripheral motes, a
spiritual exhaust that becomes steadily more intense the more motes are spent, as described below. The Lunar’s
player can choose to have Personal motes count as Peripheral for this purpose, though not vice-versa. ​Except for
the 1+ and 16+ effects, this halo fades at the rate of one level per scene (or roughly every 20 minutes).

In contrast to the sunlight haloes of the Lawgivers or the destiny-tinted auroras of the Viziers, the animas of the
Border-Wardens dance with the colours of night. The brilliant silver of pure moonlight, the deep velvet black of
a dark cave, the strange warm hues of a harvest moon or the ice-cold shade of a midnight storm, as well as the
mad colours of the Wyld itself, set loose into the world when the watchful eye of the Sun is closed.

For thousands of years, the Immaculate Order has taught that the Lunar Exalted are evil spirits called Anathema,
who possess strong mortal hosts to work their wicked will on the world. Their doctrine casts the Chosen of the
Moon as terrifying, seductive and cunning devils, and the long war of the Silver Pact has only cemented this
reputation in most of the civilized world. As such, the Order's terms for these Phases (or "castes", as Immaculate
scholars call them) are far more prevalent than their true names.

Each Lunar Phase has three Attributes which it particularly favours, as well as an anima power, which
automatically activates at no cost when their anima reaches the 11+ level of mote flare. Alternatively, it can be
reflexively activated at any time by spending ten motes, allowing a Lunar to make use of it without flaring their
anima. They are not refunded these motes if their anima later flares to the required level.

In addition to these unique anima powers, any Lunar can spend a single mote to:
• Cause their anima to flare to any level, as though they’d spent the requisite peripheral motes.
• Learn the current season, month, phase of the moon, and day of the month.
• Detect the nearest exit from Creation (including Heaven), or entrance if they are currently outside it.

ANIMA FLARE
1+ Peripheral motes:​ The caste mark is visible from certain angles as an odd gleam, and if it is not covered up
can be noticed with a (Perception + Awareness) roll at difficulty 3. This effect can persist for up to an hour after
the Exalt has stopped using Essence.

4+ Peripheral motes:​ The caste mark throbs with bright witchlight, shining through anything placed over it and
unmistakably marking its bearer as one of the Lunar Exalted. Attempts at stealth suffer a -2 external penalty, and
concealing magic automatically fails.

8+ Peripheral motes:​ The character’s caste mark blazes bright while personalized patterns of glowing Essence
flare all over their body, illuminating their surroundings like a torch. Stealth is impossible.

11+ Peripheral motes:​ The Lunar is surrounded by a radiant aura, rendering them visible for almost a mile. This
light can leave minor cosmetic omens where it falls, such as warped vegetation, the touch of a night’s dew or
frost, or odd patterns bleached onto surfaces. Their anima power automatically activates at no additional cost.

16+ Peripheral motes:​ The Exalt’s anima expands into a iconic sensory display of imagery appropriate to Lunar
themes and their own personal legend, rendering them visible out to several miles. A giant silvery stag might
rear above a noble Full Moon huntsman, while an impossible, ethereal engine might grind abstractly around a
New Moon artisan, and so on. The totem itself fades when the Exalt’s DV next refreshes (though the light is still
intensified), and returns only when the player deems it dramatically appropriate.

FULL MOONS are the terrifying monster-warriors of the Silver Host. They solve the world’s problems through
violence, but tend to lack inflexible martial pride – one must cheat to win, and change to survive. Their other
names include the Silver Blades, the Beasts of the Burning Moon, and the Night-Fangs, while the Immaculate
Order knows them as the Heartless. Their anima displays are bright and sharp-edged, a blinding light that casts
the night in their colours. Their Instinctive Attributes are Strength, Dexterity and Stamina. Full Moons are often
Chosen from those who take the whole world on their backs; the crimelord who considers her subordinates
family, the vigilante on a lone crusade, the fighter who treats each defeat as a personal insult.

Anima Effect:​ While their anima is flaring at the 11+ level, Full Moons evoke fear, becoming eldritch stalking
horrors, beasts that should not be, monsters past compare. Characters interacting with the Exalt suffer an
unnatural Emotion effect, hindering any actions inappropriate to all-consuming terror with a –(Essence) internal
penalty. This always includes attacks, as resistance seems useless before such a dreadful ur-predator. Characters
can resist this unnatural mental influence for one action by spending a point of Willpower, and are rendered
immune for the scene after they have spent (Lunar’s Essence) Willpower, maximum five.

CHANGING MOONS are the argent trickster-lovers of the Silver Host. They possess a shapeless beauty, and
command and entice the world through their love, but do not give such affection freely – nothing comes without
cost. Other names include the Silver Mirrors, the Tricksters of the Shifting Moon, and the Night-Wings, while
the Immaculate Order calls them the Faceless. Their anima displays are flowing and unfixed, a shifting
luminescence that caresses the corner of the eye. Their Instinctive Attributes are Charisma, Manipulation and
Appearance. Changing Moons are often Chosen from those driven to action by their beliefs; the reformer who
will not be silenced, the priest who evangelizes no matter the danger, the lover whose vanity is founded on fact.

Anima Effect:​ While their anima is flaring at the 11+ level, Changing Moons evoke desire, becoming alluring
forbidden fruits, fonts of bacchanalia, idols without equal. Characters interacting with the Exalt suffer an
unnatural Emotion effect, which hinders any actions inappropriate to all-surpassing lust with a –(Essence)
internal penalty. This always includes attacks, as harming the object of such total desire seems insane.
Characters can resist this unnatural mental influence for one action by spending a point of Willpower, and are
rendered immune for the scene after they have spent (Lunar’s Essence) Willpower, maximum five.
NEW MOONS are the mad witch-mystics of the Silver Host. They see beyond the mundane veneer of the
world, intuiting its deep secrets and weaknesses, an insight that matches madness to reality – and vice-versa.
Their other names include the Silver Shadows, the Witches of the Hidden Moon, and the Night-Eyes, while the
Immaculate Order calls them the Mindless. Their anima displays are soft and muted, a hollow unlight that
echoes in the darkness behind the eye. Their Instinctive Attributes are Perception, Intelligence and Wits. New
Moons are often Chosen from those half-a-step outside society; the hermits who estrange themselves from
civilization, the detectives who venture behind their culture’s facade, the artists who challenge acceptability.

Anima Effect:​ While their anima is flaring at the 11+ level, New Moons evoke mystery, becoming awesome
arcane figments, living riddles, sages beyond understanding. Characters interacting with the Exalt suffer an
unnatural Emotion effect, hindering actions inappropriate to all-encompassing fascination with a –(Essence)
internal penalty. This always includes attacks, as it seems impossible to render conventional violence against
such a thing. Characters can resist this unnatural mental influence for one action by spending a point of
Willpower, and are rendered immune for the scene after they have spent (Lunar’s Essence) Willpower,
maximum five.

BACKGROUNDS

With the exception of exclusive traits like Breeding or Salary, Lunars have access to the same Backgrounds as
everyone else (​Exalted​, pp. 110-114). Certain varieties of Background are more likely than others for these
terrifying argent witches, however; a Lunar is far more likely to own a Manse in some wild, hidden place than
she is to have claimed a geomantic temple on the Blessed Isle itself. Communication is important here; as with
every aspect of character creation, the Storyteller should talk with players about their Backgrounds, to be certain
they suit both their character concept and the style of the game at hand. At the very least, they should be sure to
make use of particularly outlandish Backgrounds as narrative hooks – how in the world did this Full Moon gain
Influence over the local branch of the Immaculate Cult?

In addition to the standard options, the Lunar Exalted have access to the following four unique Backgrounds:

GUANXI (​•-•••••)​:​ For millennia, the Border-Wardens have been hunted by the dragons who encircle the world,
occasionally guided by Heaven itself. This is a situation that breeds a certain loose camaraderie even in those
who would normally be diametrically opposed to each other, and has resulted in a system of promises and oaths
and favours that verges on the formal. This is sometimes referred to as Guanxi, and while the Silver Ancients
tend to keep a tight grip on those beholden to them, many Lunars don’t even realize their part in this system.

Perhaps it starts with a young Lunar fleeing a tribe of enraged ghosts. He unwittingly leads them onto the
doorstep of a New Moon hermit, who banishes them, and grumpily tells the relieved young Exalt that he owes
him. Later, while investigating rumours of a fellow Anathema, he uncovers a Lunar desperate to secure passage
across the ocean, and points them to a smuggler he knows cares more about the silver in your purse than on your
brow. Some time in the future, the hermit comes to him in a dream, and asks him to check on an old friend of
his, several days travel away – not wanting to offend the sorcerer, the Lunar does so, only to find his target
vanished months ago. He’s lost, until he bumps into a god in the pocket of the same Lunar he helped escape.
Hoping to win some favour with his “boss”, the corrupt spirit shares everything he knows about the incident.
Give and take. It’s a system sustained by oaths, shared dreams, sorcerous messages, the occasional midnight
assembly, and a need to know who can be trusted not to stab you in the back. Silver coin predates the Guild, and
once upon a time it never crossed palms that weren’t smeared with blood. This Background provides all the
benefits of an equal number of Contacts dots; these represent the character’s non-antagonistic relationships with
other Lunars he knows of. It also grants the Lunar a pool of Background dots equal to his Guanxi rating, which
he can assign and reassign to other appropriate Backgrounds – most commonly Allies, Artifacts, Backing,
Contacts, Influence, Followers, or Resources.

These represent favours that he has called in from his fellow Lunars (or their subordinates), rather than his own
hard-earned capital. As such, he will be expected to repay the aid of his fellow Border-Wardens in roughly equal
magnitude; a cost that will increase if he somehow lost or significantly damaged the lent Background (by acting
like a fool while using their authority, or casting their soldiers into the teeth of a behemoth). Those who don’t
pay their debts find their Guanxi rating dropping, as resentment and word of their entitled dishonesty spreads.
Of course, not bothering to engage with Guanxi at all will result in a similar drop, as the circumstances of old
friends and trusted enemies shift unpredictably. Conversely, performing favours for those to whom they owe
nothing will allow the Lunar to raise their Guanxi rating, as Ma Ha Suchi keeps an eye out for that promising
young Night-Blade who tore through the officer corps of the Greyfalls guard.

SIDEBAR: MIAMI SILVER


In other depictions, Lunars bear moonsilver tattoos to stave off the ravages of chimerism, their bodies bound in a
cage of liquid moonlight. The appearance of these tattoos has been incorporated into the Lunar anima display,
and they are no longer required to avoid such degeneration. That is not to say they do not exist! Artifact tattoos
cannot be stolen or lost, and so are most useful to the often-itinerant Lunars. Whether the dancing story-scars cut
by the Cult of Seven Truths, the ichor markings offered by Hell’s flesh-parlours, or the silver pattern-armour
concocted by Raksi (detailed below), the Exalts are spoilt for choice in mystical body art.

Silver Pattern-Armour (Artifact ​•+)


Devised by Raksi to pay a young Lunar Circle for the destruction of the Nousfah Records, knowledge of these
magical tattoos swiftly spread through the Outer Threshold. Rather than ink, they use flexible moonsilver,
carefully scarred into the bearer’s chakras to form a protective pattern. A character can only bear one such
pattern, which has the exact same traits - including Background dot and attunement cost - as a basic set of
Artifact moonsilver light armour (or similar garment). This does not stack with other armour, and it cannot be
deattuned. However, it transforms along with the Lunar’s own shape and can be disguised with shapeshifting
magic as though it were mundane clothing.

LUNATIC FAMILIAR (​•-•••••)​:​ At times, a particular animal will find itself drawn to the brilliant mad
Essence of one of the Lunar Exalted, a bond that changes the beast on a fundamental level. It becomes a
naturally material spirit with an Essence rating of (Familiar) and a mote pool ten times that, which reincarnates
near the Lunar within (killer’s Essence) days if slain. It knows (Familiar) Attribute Excellencies suited to its
natural capabilities, which it can use with a dice cap of (Essence), as well as (Lunar’s Essence + Familiar) Spirit
Charms suited to its role as a Familiar, or the themes of its animal nature or Lunar Essence.

If the mutations necessary to adopt the beast as a shapeshifting form would total less than (Familiar x 6) points,
it makes up the difference by acquiring mutations suitable to some mythic expression of itself, or Lunar themes,
as described in Totemic Self Announcement. It may freely suppress or manifest any number of these additional
mutations with a shapeshift action.

The Familiar is naturally and totally loyal to the Exalt, with a Motivation based around acting as their helpful
companion, and each can perfectly understand the other, regardless of the usual language barrier. ​They also have
an instinctive sense of their master’s relative direction and distance. ​ As a spirit, the Familiar is smarter than a
normal animal; even at Intelligence 1, it has the reasoning abilities of a stupid human rather than a dumb ​animal.
Like its master, the Familiar is considered an outsider.

HEART’S BLOOD​: Luna is a many-faced and possibly mad goddess, and her Chosen share in her protean
nature, able to take on the forms of those they have slain. This was referred to in ancient times as “claiming the
heart’s blood”, a description that has endured through millennia of betrayal and suspicion. Many revere this
process as a sacred hunt, incorporating personal rituals or prayers to Luna into the kill, or thanking their victim
each time they take on its form. This is not a necessity; at its core, the power of the Lambent Lady embodies the
purest form of the hunt, stripped down to nothing more than predator, prey, and death.

By default, Lunars leave character creation without access to any forms but their own. This is an odd situation
for any but the newest Border-Warden, as each Exalt is instinctively aware of their ability to claim shapes
through the hunt. The advantages of doing so are great enough that most will at least try to hunt some wild
animal or other, even if their convictions forbid them from taking a human life.

This Background makes up the difference, representing shapes that the Lunar has acquired in the time since
Exalting but before the game actually started. Each dot provides her with no more than three distinct shapes in
her form library. As normal, these represent specific creatures, not general representations of their breed. The
Storyteller should discuss any particularly outlandish choices – when did a tribal shaman from the arctic North
pick up the shape of a gorilla, exactly – as with any other Background.

As the effects of this Background are something that can be easily acquired in play, the Storyteller should feel
free to play fast and loose with it. They might provide all Lunars in the Circle with a set number of free Heart’s
Blood dots at character creation, representing the time they spent in Creation before first meeting. If their game
is attaching experience costs to Background dots, they should allow Lunars to receive refunds for Heart’s Blood
dots once they become redundant, quietly folding the initial shapes into the newly-acquired ones. Downtime is a
good point for this to happen, if the relevant shapes are available.

SIDEBAR: SOULMATES
The memories of past incarnations tend to slip from the Lunar Exaltation like flame off a fire-duck’s back, as its
mercurial nature escapes ruts and patterns – it is rare for one of the Moon’s Children to awaken “remembered”
knowledge or receive visions of forgotten ages. Despite this, their emotional attachments remain strongest of all
the Chosen. Often a Lunar will meet someone, or find somewhere, or hear of something, and an instinctive
attraction or fury will well up in their breast. They find that the specifics do not matter; this is the sign of an
ancient story, eternally retold. These life-surpassing bonds most commonly tie them to their fellow heroes, and
even dozens of incarnations after the Usurpation split the Exalted Host asunder, some Border-Wardens find their
hearts leaping upon meeting an old friend in a new skin.

BORDERLAND ​(​•-•••••)​: Though the Silver Pact refused to give up its foothold in Creation, their successors
had never known dominion over the world, and elected to make their own homes beyond it. This Background
models control of a Wyld-tainted territory. The Lunar might dominate a tribe in a strange and twisted forest,
command access to the mysterious cyclopean ruins that dot islands to the far West, or rule a city where the sky
burns in shades of purple and devils walk the streets. It provides dots equal to its rating in the Backing, Influence
and Resources Backgrounds, the trade-off being the innately dangerous and unpredictable nature of her
holdings.

Border princes will often have other Backgrounds representing the riches of the world’s end – Manses that
suckle on the teat of chaos, Artifacts forged from the treasures of rainbow-riders, Followers of mutants and
soul-eating elves, Familiars tamed from the radioactive nightmares of Time Not, and so on. Particularly
common in the wake of the Balorian Crusade are bound raksha nobles, their hearts chained by oaths to a silver
lord – these are represented through the Ally Background, their reduced independence balanced out by the
slippery (and to Creation, ultimately inimical) nature of the fae.

If the territory ruled by the Goblin King is in the middlemarches, they should receive one free dot of one of
these Wyld-touched Backgrounds, representing the increased danger and profit. Territory in the deepmarches
instead offers two dots.
CHARACTER CREATION

Step One: Character Concept


Choose your concept, Phase and Motivation. Note Phase’s anima powers.

Step Two: Choosing Attributes


Record your three Instinctive Attributes, as described above.

Select two Favoured Attributes. You cannot favour an Attribute that is already an Instinctive Attribute.
Note that all nine Attributes start with one dot automatically.

Prioritize your Attribute categories as primary, secondary and tertiary. Attribute categories are Physical
(Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception,
Intelligence, Wits).

You have 9 dots to assign to your primary Attribute category, 7 to assign to your secondary group and 5 to place
in the tertiary category. No Attribute may be rated higher than 5.

Step Three: Choosing Abilities


Select three Favoured Abilities.

Assign 25 dots to your Abilities. None may be higher than 5. Each Favoured Ability must have at least one dot.
Assign four dots of Specialties to any of your Abilities in any combination.

Step Four: Select Advantages


Assign seven dots to Backgrounds. Assign 5 dots to Virtues. Choose 9 Lunar Charms. Define up to (Willpower
+ Compassion) intimacies. Define your heroic Motivation.

Step Five: Finishing Touches


Record Essence (2), and Willpower (5). Calculate and record Personal Essence pool (Essence + [Willpower x
2]) and Peripheral Essence pool ([Essence x 4]+ [Willpower x 2] + [sum of all Virtues]).

Record health levels (7 + any gained from Charms).

Bonus Points
You may spend bonus points (18) at any point in character creation. Bonus point costs are as follows:
Attribute dot:​ 4 points (3 if an Instinctive or Favoured Attribute)
Ability dot​: 2 points (1 if a Favoured Ability)
Background dot​: 1 point
Specialty dot:​ 1 point (2 per 1 if Favoured Ability)
Virtue dot​: 1 point
Willpower dot:​ 1 point
Essence dot​: 7 points
Charm​: 4 points (3 if Favoured or Instinctive Charm)

Lunars gain and spend experience points at the same rate as Solars (​Exalted​, pp. 272-274).

LUNACY (LUNAR LIMIT)

The Exalted fought to overthrow the god-monsters that ruled prehistory, and in victory were struck by their
death-knell. The Chosen of the Moon were no exception, but while the Solars tore at the world in epic fits of
madness and the Sidereals wove a web of their own hubris, the Lunars allowed anarchy to overtake every aspect
of their being. All bonds of control are broken by the Great Curse placed on the Lunar Exalted – even their own.
Lunacy fragments their identities, prodding ideas and desires to break loose and run rampant. Unmanaged, this
madness turns the Lunar mind into a bag of cats, a yowling and furious thing of many urges, each desperate to
kill its siblings and emerge triumphant into the world.

In game terms, this Lunacy functions similarly to the Solar Limit Break; certain actions inflict points of Limit on
the Lunar, which inflict spats of insane behaviour as they build up. There are distinct differences, however.

A Lunar gains a single point of Limit:


• ​The first time each scene that she acts against a Virtue rated at 3+ in order to pursue an intimacy.
• ​Whenever the context of an intimacy radically changes in a single scene.
•​ The first time each scene she spends Willpower to resist unnatural mental influence.

Additionally, there are Charms that inflict Limit on the Lunar, or even apply points of “permanent Limit” which
provide a threshold beneath which her madness cannot drop.

Whenever a Lunar gains Limit, her player may have her immediately enter Lunacy. This state lasts for one day,
and remodels her personality around a single intimacy she possesses – the one most appropriate to this particular
spate of madness, as dictated by the Storyteller. While in Lunacy, she must pursue this intimacy to the fullest
extent possible, ignoring her other intimacies, her Virtues, and even her Motivation. She recalls that these have
some value to her, but this utterly pales in significance when compared to her current fixation. She rejects any
mental influence that would curb her pursuit of that intimacy, and need not roll to take actions on its behalf that
violate a Virtue rated at 3+.
The realities of the immediate situation can inform her approach to this insanity, but cannot force a compromise.
A Lunar whose Lunacy centres around a beloved child separated from her by a deadly snowstorm might try to
gather warm clothes for her journey, but must set out to retrieve the child regardless of whether or not she
actually finds any. The Lunar can exert a measure of control over this Lunacy at any point, which allows her to
avoid courses of action that are nigh-suicidal or would actively harm one of her other intimacies. Whether or not
she does so, she cannot gain any further Limit in this state.

At the end of this day, the Lunar loses two points of Limit and gains two points of Willpower. These gains and
“losses” are halved if she exerted partial control over her state. She may then choose to continue her Lunacy for
another day, with the same results and the same intimacy as her focus, or return to sanity. She is encouraged to
loosen the leash of her urges fairly regularly, however – a Lunar increases all MDV modifiers applied by her
intimacies by one while she has five or more points of Limit, and automatically enters Lunacy upon reaching
Limit 10, regardless of her player’s wishes.

LUNAR CHARMS

Like their fellow Exalted, the various superhuman tricks of the Lunar Exalted are represented as discrete
Charms. These are the powers that let them smash through walls, poison enemies with their blood, smell
weakness, bend lesser beasts to their will, and drive themselves to sacred madness. Though Lunars all access the
same Charms, the specific understanding of each Charm differs from Exalt to Exalt, allowing variation even
with the same effect.

Unlike the techniques of their fellows in the Exalted Host, the Charms of the Border-Wardens are primal power,
tied to Attributes. A Lunar does not cut a man in half through mastery of a blade, but by being hugely strong.
This often results in Charms with broad applications, which cannot be applied quite as directly to any given task.
A Lunar’s supreme intelligence will help with organization, but she lacks actual Bureaucracy Charms.

While the Solars are heroes of superhuman excellence, Sidereals learn the secret mechanisms of magic, and the
Terrestrials master the synergy of elements and allies alike, Lunar power represents the inhuman might of the
monster-hero. Rather than Gilgamesh, they are Enkidu. Rather than Tang Seng, they are Sun Wukong. Rather
than Thor, they are Loki. Dionysian rather than Apollonian, Lunar Charms are influenced by their patron’s
themes, and their role as those who protect the world from outside, unsuited to its roles and laws.

Their Charms work through transformation, strange paths, and terrifying force, and though powerful and broad
are generally limited in scope. While a Full Moon might fight as well as a Dawn, they cannot lead an army with
the same skill, and while a Changing Moon might be as persuasive as a Zenith, she cannot easily manipulate the
course of whole cultures. Lunar Charms can only be learned by Lunars, as if they had the Native keyword.

CHARM LIMITS
No combination of Lunar Charms can add more than (Attribute rating + [Essence ÷ 2]) bonus dice to actions
using that Attribute, rounded up. Static values may not be improved by more than half this value rounded up;
each +1 counts as two dice added. Successes supplied by the Second (Attribute) Excellency likewise count as
two dice each for this limit’s purposes. As ever, bonus successes supplied by other Lunar Charms have no cap.

CHARM CONFLICT
Lunars resolve Charm conflict in the same manner as Solars, except that they use (Attribute + Essence) in the
event that there is no clear Ability associated with their Charm.

NEW KEYWORDS
Warden​ – This Charm is imbued with the contrary guardian-nature of Luna, and so has special effects against
entities not native to Creation, referred to as outsiders (see sidebar below).
Crippling-Anchored​ – This Charm is linked in some way to a Crippling effect on its target. If the Crippling
effect is healed, the Charm automatically ends. Conversely, if the Charm ends the Crippling effect automatically
heals. Charms with this keyword may have a reduced committed mote cost; if so, this is noted in square brackets
after the activation cost of the Charm.

Intimacy-Anchored​ – This Charm is linked in some way to one of the Lunar’s Intimacies. If the Lunar loses the
Intimacy, the Charm automatically ends. No Intimacy can be associated with more than one of these Charms at
once. As with Crippling-Anchored, these Charms may have a reduced mote commitment.

CHARM CONCEPT: “OUTSIDERS”


Luna is the watcher who watches herself, and hunts the strange forces that clamour outside the walls of the
world. Such beings are called outsiders, and Charms with the Warden keyword have special effects against
them. Outsiders include all creatures of death and of the Wyld, as well as natives of Malfeas, for the Surrender
Oaths cast the Yozis outside of the accepted order. Other monstrosities may also be affected by the Warden
keyword, provided their nature does not fundamentally spring from Creation or one of the living and unbound
Primordials who helped build it. Unlike the Sun’s holy power, the Moon has no control over what is affected by
this keyword. Indeed, both she and her Exalted are considered outsiders, born to defend a world that cannot truly
know them, and Warden Charms cannot be used by characters who are not themselves outsiders.

SHAPESHIFTING

Luna encompasses multitudes, the product of an unreal orgy of violence, seduction and consumption. The same
power lies within the Lunar Exalted, for they may steal the shapes of man, beast, god, and stranger things still.
In addition to their Phase-specific anima powers, each and every Lunar has the ability to shapeshift into multiple
forms. This power is inherent to their status as one of the Chosen of Luna, the Many-Faced Moon, and requires
no Charms or additional investment – though Charms do exist to enhance or alter it.

Each Lunar starts with just their natural (or “true”) form – the one they were born with, grew into, and were
Chosen in. They acquire additional forms by claiming them through predation – whenever a Lunar kills a
character, they gain access to its form. A form (or “shape”) is comprised of a set of mutations that represent the
various aspects of the being in question. These shapes are contained in a library of forms that does not degrade
or require any further commitment – once the Lunar has claimed a shape, it is theirs to use.

Taking another form requires a miscellaneous action with a -1 DV penalty, called a Shapeshift Action. The
Lunar takes on the shape’s appearance in an Obvious transformation, and gains all the mutations – negative and
positive – that comprise it. This requires a mote commitment equal to the greater of the shape’s total mutation
value (negative mutations subtract as usual, and mutations negated by the Lunar’s Exalted nature are ignored),
or five.

Using another shape does not alter a Lunar’s natural traits – they only gain its mutations, and the effects thereof.
They still use their natural Attribute ratings for all purposes (dice pools, dice caps, Charm minimae, etc), though
they may be subject to bonuses or penalties from certain mutations. Their Essence still has a Lunar aspect,
which can be detected through appropriate powers as normal, and they retain all their usual magic – conversely,
they do not gain any of a form’s non-mutation supernatural skills. Their Fate is unchanged.

Wounds are similarly retained across whatever form a Lunar is currently using, as well as any keyword effects
like Crippling injuries or doses of Poison. Injuries form equivalent marks, or the closest parallel – a broken
ribcage may become a cracked exoskeleton while transformed into a grasshopper. It is possible to work around
certain injuries through shapeshifting; a Lunar who has lost both eyes can shift into a form with more than two
eyes, or a Lunar with broken legs might adopt a shape that lacks legs entirely. This does not actually remove the
effect in question – any legged form the Lunar later adopts will be similarly injured. Shapeshifting cannot add or
remove health levels.

Shapes are always assumed exclusively and in their entirety. A Lunar cannot decline to adopt negative
mutations associated with a given form, nor choose to include positive mutations from another shape. The
features of humans (and other shapes with no actual “mutations”, such as some humanoid gods) are expressed
through Cosmetic Mutations representing the specific differences between their appearance and the Lunar’s. All
forms are physically identical to the original, such that a Lunar can normally only give themselves away through
odd behaviour, for a shape includes none of its knowledge or usual mannerisms. Superhuman or exotic senses
can detect slight, unnatural oddities, which is treated as a Charm roll-off.

Clothes and equipment are not included in a character’s shape. If a Lunar owns and is wearing or holding
clothes or equipment incompatible with a form they adopt, they may selectively vanish them into Elsewhere at
no additional cost, until they next adopt a form that can make use of them. Objects that are not (or cannot be)
vanished in this way are cast aside, slipped out of, or simply rent asunder, as appropriate.

By default, a Lunar may not assume a form smaller than a mouse (a size represented by the Small [6] mutation)
or larger than a yeddim (represented by Giant). Other forms are still added to her form library, but cannot be
assumed through standard shapeshift actions, and must find use through other means. Some Lunar Charms call
on the Lunar’s form library as a source of mutations or effects. Such mutations are expressed in the same way as
in the original form – shark’s teeth represented by the 4-point version of the Natural Weapon mutation can only
appear as shark teeth, and can only be manifested as a 4-point mutation.

Some Charms allow the Lunar access to special shapeshift actions that can change other aspects of themselves,
such as their sex or destiny. These can be incorporated into normal shapeshift actions, so that the Lunar can
warp an assumed form even as they adopt it. They often have altered costs, as described in each Charm.

GENERAL CHARMS

FIRST (ATTRIBUTE) EXCELLENCY — ESSENCE UNBOUND


Cost:​ 1m per die; ​Mins:​ (Attribute) 1, Essence 1; ​Type:​ Reflexive (Step 1 and 2)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
The outstanding flair of the Border-Wardens is fed by their Essence. This Charm may be purchased once for
each of the nine Attributes, allowing motes to add dice to any Attribute-based action or value in the same way as
the First Excellency of the Solar Exalted (see ​Exalted​, p. 183). This Charm gains the Obvious keyword if it adds
more than (Attribute) dice to a roll or static value, as the Lunar’s muscles bulge, her eyes briefly glint with
inhuman insight, or a corona of anima-light ripples across her form.

SECOND (ATTRIBUTE) EXCELLENCY — ESSENCE ASSURED


Cost:​ 2m per success; ​Mins:​ (Attribute) 1, Essence 1; ​Type:​ Reflexive (Step 1 and 2)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
The moon changes and moves seemingly on a whim, but it is always there. This Charm may be purchased once
per Attribute and adds bonus successes to a roll or directly adds to a static rating using that Attribute. It gains the
Obvious keyword under the same circumstances as the First (Attribute) Excellency; note that every success
added through this Charm counts as two dice.

THIRD (ATTRIBUTE) EXCELLENCY — ESSENCE UNFORESEEN


Cost:​ 4m; ​Mins:​ (Attribute) 1, Essence 1; ​Type:​ Reflexive (Step 4 or 6)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
A Lunar is never truly defeated. This Charm may be purchased once per Attribute and allows rerolls for actions
using the Attribute in question (or doubles the Attribute for calculating a static rating), similar to the Third
Excellency of the Solar Exalted. As it cannot add more than the equivalent of (Attribute) dice to a roll, it cannot
normally be rendered Obvious, but the same limit as the other two Excellencies applies.

INHUMAN (ATTRIBUTE) MANIFESTATION


Cost:​ — (2m+); ​Mins:​ (Attribute) 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Any (Attribute) Excellency
The power that flows through the Lunar Exalted is without form or limit. This Charm may be purchased once
per Attribute, allowing the Lunar to commit two additional motes to it whenever she uses one of the
Excellencies associated with that Attribute. She may do so only once per action, and cannot commit more than
(Attribute + Essence) motes to each version of this Charm, all of which decommit at the end of the scene. The
total cost of any Excellencies used to enhance a given roll or static value is reduced by half the number of motes
committed to the relevant version of this Charm, to a minimum of zero. This Charm does not alter the Lunar’s
dice caps.

Every time the Lunar purchases this Charm, she should choose mutations worth (associated Attribute) points,
representing inhuman features appropriate to the enhanced trait, her anima totem, and general Lunar themes. She
automatically and immediately manifests these mutations while receiving a discount from that version of the
Charm, and they recede when the discount ends. If the Lunar wishes, she can partly suppress her inhuman
transformation, instead producing only (current discount) points of the associated mutations.

SHINING LUNATIC TRANSFORMATION


Cost:​ 2m+, 1wp; ​Mins:​ (Attribute) 5, Essence 4; ​Type:​ Simple
Keywords:​ Obvious
Duration:​ One scene
Prerequisite Charms:​ Inhuman (Attribute) Manifestation
The Lunars are a force of evolution, imposing swift and unexpected change on a staid reality. Using this Charm
allows the Lunar to forgo the usual slow build-up, instead immediately committing motes to any versions of
Inhuman (Attribute) Manifestation she knows in a flare of anima-light, provided she has at least five dots in the
associated Attribute. She may commit motes to different versions of Inhuman (Attribute) Manifestation with a
single activation – simultaneously flooding Strength, Dexterity and Stamina with transformative Essence is a
technique sometimes referred to as the “Deadly Beastman Transformation”. With Attribute 5+, Essence 5+, this
Charm also removes the cap on how many motes the Lunar can commit to the relevant Attribute.

IMPOSSIBLE (ATTRIBUTE) EMBODIMENT


Cost:​ — ; ​Mins:​ (Attribute) 5, Essence 5; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Any (Attribute) Excellency
Bound within the Lunar Exalted is power enough to hunt the great demon-gods of prehistory as though they
were mere beasts, an impossible might tainted by the madness of the Chosen. This Charm can be purchased
once per Attribute, each purchase granting the Lunar an additional dot in that Attribute at no extra cost, which
may exceed her usual limits. This free dot is considered natural for all purposes, including dice caps and meeting
prerequisites. However, the Lunar's Permanent Limit increases by one every time this Charm is learned. The
Lunar can send any version of this Charm into dormancy by spending eight hours in meditation. She loses its
benefits immediately, and the Permanent Limit associated with it after (Essence) months have passed.
Reactivating it requires only an unflurried, Obvious miscellaneous action.
STRENGTH

MOVEMENT CHARMS

SKY-BOUNDING MIGHT
Cost:​ 3m; ​Mins:​ Strength 3, Essence 1; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ One scene
Prerequisite Charms:​ None
The strength of the Moon’s Chosen batters the ground beneath them, forcing it to aid in their elevation. While
this Charm is active, the Lunar can freely multiply the distance of any of her jumps by (Strength ÷ 2), rounded
up. This is accompanied by an Obvious display of terrain deformation, the ground cracking or rippling under the
force of her leaps. She suffers no damage from falls; it is instead inflicted on the ground where she lands.

A second purchase allows the Lunar to jump reflexively, without DV penalty. She may still only jump once per
action. Additionally, she may spend a single mote to jump even if there is no solid surface to leap from, empty
air bearing her weight. She ignores any damage that would result from briefly touching whatever she leaps off.

GRAVITY INTIMIDATION TACTIC


Cost:​ — ; ​Mins:​ Strength 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Sky-Bounding Might
The world groans as its most fundamental laws are twisted by lunatic strength. This Charm enhances its
prerequisite, allowing the Lunar to treat any surface within (Strength + Essence) yards as being “down” relative
to her. She falls toward it, and can walk on it as though it were the ground. Though falls are considered to
happen “instantly” in Exalted for the sake of simplicity, using this Charm to let warped gravity tug oneself out
of the path of an attack or flurry is no more than a Dodge stunt; the actual fall is resolved afterward.

At Essence 3+, the Lunar may freely apply this effect to any character or object, as a Touch effect. They use the
same definition of “down” as she does. By committing a single mote to such targets, they may benefit from the
Charm without touching her for as long as the commitment lasts. The mote is automatically de-committed if
they move more than (Lunar’s Strength + Essence) yards from the Lunar or the closest appropriate surface.

BODY-OPTIMISED PURSUIT
Cost:​ 3m; ​Mins:​ Strength 3, Essence 1; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ Indefinite
Prerequisite Charms:​ Any Strength Excellency
Shifting her chakra flows and her muscles alike to claw out as much speed as she can, the Lunar becomes leaner
and sleeker, a thing of horrifying rapidity and raw power. She adds her Strength to the pool she uses to calculate
her Move and Dash actions. While so modified, Dashing carries a DV penalty of -0.

OBJECT-IN-MOTION TECHNIQUE
Cost:​ — (1m); ​Mins:​ Strength 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Body-Optimised Pursuit or Sky-Bounding Might
Muscles bulging with power, the Lunar charges forward. Anything in her way only has itself to blame. This
Charm allows the Lunar to spend one mote to make a single reflexive attack against any inanimate object she
comes into physical contact with while moving in a dash or jump. If that attack reduces the object into its
damaged health levels, her passage is unimpeded and she completes the jump or dash without slowing,
shattering a new path. Attacks should be appropriately resolved against the obstructing object; if she is
obstructed by a tree branch, damage should be resolved against that rather than the tree as a whole.

At Essence 3+, any object with an applicable soak no greater than (Lunar’s Essence x 3) is automatically
reduced to its damaged health levels if the attack provided by this Charm inflicts even a single level of damage
on it.

BITING AT THE HEELS


Cost:​ 2m; ​Mins:​ Strength 5, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK, Overdrive
Duration:​ One Scene
Prerequisite Charms:​ Body-Optimized Pursuit
The thrill of the hunt is in its process as much as its outcome. While active, this Charm grants the Exalt an
empty Overdrive pool with a capacity of ten motes. The Lunar may activate Biting at the Heels whenever she
enters the engagement range of an enemy she can perceive while in combat, immediately acquiring two
offensive motes and designating that enemy as her quarry. The Lunar gains one offensive mote whenever her
DVs refresh within her quarry’s engagement range. She also gains two offensive motes the first time she
actively enters her quarry’s engagement range each action.

However, the Lunar loses three offensive motes whenever she deliberately and actively moves away from her
quarry. If the Lunar ends this Charm before she kills her quarry, she empties her Overdrive pool.
DAMAGE CHARMS

MONSTROUS FORCE TECHNIQUE


Cost:​ 2m; ​Mins:​ Strength 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious, Knockback
Duration:​ Instant
Prerequisite Charms:​ Any Strength Excellency
The Lunar’s blows shift to hit harder and faster, a blur of violent motion ending in a flash of anima-light as their
foes are sent flying. This Charm supplements a physical attack, allowing the Lunar’s player to count extra
successes on the attack roll twice for the purposes of determining raw damage. In addition, the target is hurled
(Strength) yards in a direction of the Lunar's choice. When making a flurry against a target, the combined
Knockback distance is applied only after all the attacks in the flurry have been resolved.

A second purchase at Strength 4+, Essence 3+ evolves the Lunar’s might beyond reason, causing 10s to count
twice for determining damage. She may spend two extra motes to render the attack unblockable - if her target
has a negative intimacy toward her, this also causes extra successes on the attack roll to be tripled rather than
doubled.

PLANTING BATTERED SKULLS


Cost:​ — ; ​Mins:​ Strength 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Monstrous Force Technique
What need have the Silver Blades for dragon-teeth? They already harvest enemies like wheat. Targets who
suffer the Knockback effect of this Charm’s prerequisite and strike a solid surface (including the floor or
ceiling) are embedded in it; ranged attacks may instead pin them to it. Until they prise themselves free with a
miscellaneous (Strength + Athletics) roll at difficulty (Lunar’s Strength - 1), they suffer a -2 external penalty to
all physical actions and cannot move from that spot.

TRANSGRESSIVE BLAST STRIKE


Cost:​ — (+3m); ​Mins:​ Strength 4, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Monstrous Force Technique
The power of the Lunar’s attack detonates part of her anima, a spray of startling force and impossible colours.
This Charm provides the Exalt with two of the knacks described below. He can make use of a given knack by
spending three motes in Step 10 of an attack enhanced by Monstrous Force Technique that dealt at least one
health level of damage, applying the described effect to every character within (Strength + Essence) yards of the
attack’s target, other than himself. Additional knacks can be acquired at 4xp each, and more may exist that are
lost to the ages and the madness of the Silver Ancients. Only one knack can be applied per activation of
Monstrous Force Technique.

Frightful Force Flash​ - The sheer power behind the blow sinks fear deep into the hearts of hardy warriors, the
anima-flash becoming a thing to haunt night-terrors. Characters within range suffer an unnatural Emotion effect,
which inflicts a fear-based Intimacy towards the Lunar. If a target does not have a Dodge MDV greater than the
physical attack’s successes, they must spend a point of Willpower to resist this.

Eye-Burning Obscurity​ - The brightness of a mad moon leaps into the eyes of onlookers, unnatural vapour
sweeping out in its wake. Characters in range must roll (Stamina + Resistance) at difficulty (Lunar’s Essence ÷
2), or be blinded as a Crippling effect. This lasts just one action for supernatural entities, but (without treatment)
mortals are rendered blind until the next new moon. Additionally, a glowing mist lingers within the radius for
the rest of the scene, obscuring vision like daytime fog.

Impossible Momentum Imposition​ – The Lunar’s might ripples out in a pulse, and things move as they should
not. Characters (and unsecured objects smaller than the Lunar) within range suffer an immediate attack, which
uses the same successes as the initial attack. If it hits, they suffer no damage, but are instead affected by the
same Knockback as the original target. Victims need not all be moved in the same direction.

Outsider Discrimination Smirk​ - The guardian-beast knows not to harm his charge. This knack has no effect on
its own, but knowing it allows the Lunar to apply the Warden keyword to any of the other knacks she knows.
Any effect so modified only affects outsiders.

HERD-SHREDDING HURRICANE
Cost:​ 3m; ​Mins:​ Strength 4, Essence 2; ​Type:​ Simple (Speed 5, DV -1)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Monstrous Force Technique
The wrath of the Lunar Exalted tears through enemies and unfortunate bystanders. The Lunar makes a single
attack with any Ability using the normal dice pools, but applies the result to all characters and unheld objects
within three yards of herself rather than a single target, her furious strikes unleashing a flesh-pulping
shockwave. All targets resolve defence and damage separately. The Lunar may freely exempt any objects she
owns or targets she has a positive intimacy towards. If she knows Outsider Discrimination Smirk, she may add
the Warden keyword to this Charm so that it targets only outsiders, regardless of her relationship with them.

A second purchase of this Charm at Essence 3+ allows the Exalt to spend an additional two motes and a point of
Willpower to extend its duration to one tick. The attack is applied against any valid targets who enter within
three yards of the Lunar during this time.
MUTILATION CHARMS

RIP-AND-TEAR STRIKE
Cost:​ 3m (+1wp); ​Mins:​ Strength 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Crippling
Duration:​ Instant
Prerequisite Charms:​ Any Strength Excellency
Flesh gives way like putty before the moon-child’s assault. This Charm enhances an attack made by the Lunar –
any damage it inflicts is considered to be disabling (​Exalted​, pp. 152), generating wound penalties until the
injury is dealt with through surgery. If the attack inflicts two or more health levels of damage, the Lunar may
also spend a point of Willpower in Step 10 to instead crush or otherwise maim one of her target’s limbs. This is
has the same effects as amputation, but can be healed through mundane surgery as though it were four health
levels of disabling injury.

This Charm's text replaces that of Artful Maiming Onslaught (​Manual of Exalted Power: Abyssals​, pp. 127),
with the following exceptions: It retains Savage Shade Style as its prerequisite, uses Melee rather than Strength
as its minimum trait, can only enhance Melee attacks, and gains the Martial (Archery, Martial Arts, Thrown)
keyword. Further, if the Abyssal is higher Essence than her target she can truly amputate a limb, rather than
simply maiming it. Artful Maiming Onslaught is no longer a Mirror to Fire and Stones Strike.

SCARRED FOR LIFE


Cost:​ — ; ​Mins:​ Strength 3, Essence 3; ​Type:​ Permanent
Keywords:​ Crippling-Anchored
Duration:​ Permanent
Prerequisite Charms:​ Rip-and-Tear Strike
In times past, the Chosen of the Moon have saved the world, and left it with wounds that will never heal. This
Charm allows the Lunar to spend a point of Willpower when activating its prerequisite to enhance the disabling
wounds it inflicts. They ravage the victim’s rejuvenative chakras, preventing the affected health levels from ever
being restored. The wounds can be closed as normal, but are coated with disturbing and ropey scar-tissue -
whenever a magical effect would heal the relevant health levels (including converting the injuries to a less
serious kind of damage), these scars burn with the Lunar’s anima, rendering this Charm Obvious and provoking
a roll-off to which the Lunar’s player adds (Strength) automatic successes. This Crippling-Anchored effect can
be removed through supernatural surgery at difficulty (Lunar’s Strength - 1).

BACK FOR MORE


Cost:​ — ; ​Mins:​ Strength 3, Essence 3; ​Type:​ Permanent
Keywords:​ Overdrive
Duration:​ Permanent
Prerequisite Charms:​ Rip-and-Tear Strike
Old scars ache and phantom limbs twitch as the monster of burning silver and darting shadow enters the fray.
This Charm grants the Lunar an empty ten-mote Overdrive pool. The first time in a scene that she rolls Join
Battle, she gains one offensive mote for each enemy who bears a Crippling injury she inflicted in a previous
scene. So long as she remains in combat with at least one such enemy, she gains two offensive motes at the start
of each action tick.

SHELL-CRUSHING TRAUMA TAP


Cost:​ 2m; ​Mins:​ Strength 3, Essence 2; ​Type: ​Supplemental
Keywords: ​Combo-OK, Shaping
Duration: ​Instant
Prerequisite Charms:​ Any Strength Excellency
The beast brushes up against her quarry, and even behind inch-thick jade plate his organs shatter from the force.
This Charm enhances any attack, allowing it to ignore Hardness. Further, if the attack successfully hits, any
armour worn by the target has its soak values reduced by (Lunar’s Strength) in Step 7, as a Shaping effect. This
reduction is permanent in mundane armour, but magical protection can be repaired through an extended Craft
roll with an interval of one hour, restoring one point of lost soak for every success rolled. Armour created by
Charms can be restored with an unflurried Obvious miscellaneous action.

SERENE DISASTER CRASH


Cost:​ 3m; ​Mins:​ Strength 4, Essence 4; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Shell-Crushing Trauma Tap
Some may hide from monsters in mere boxes of metal, wood, or stone. They are fools and cowards. This Charm
supplements a physical attack against a structure or vehicle of any sort. Should the attack successfully hit, it is
also applied against a single character within the same object-sized section of the structure or vehicle that the
attack hit. The Lunar can specify any valid target she can perceive, but otherwise the secondary attack is simply
applied to whoever is closest to the point of impact. All the usual traits of the attack apply, using the same
successes rolled against the vehicle, but it manifests through damage to the vehicle in question – collapsing
structural beams, exploding power conduits, or just raw force rippling through its structure.

With Strength 6+, the Lunar can apply his attack to any number of crew members or passengers within that
section. A second purchase at this level allows him to spend an additional twelve motes to apply it to any
number of crew members or passengers across the entire vehicle. This version of the Charm first found use in
the flippers of Admiral Leviathan, who developed it to help rid the West of the last great Lintha fleets.
 
 
RETALIATION CHARMS

BLOW FOR BLOW


Cost:​ 3m; ​Mins:​ Strength 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Crippling
Duration:​ Instant
Prerequisite Charms:​ None
Futile attacks are deflected by the hides and blades of Luna’s chosen, aggression the defence they need. This
Charm is used in response to an attack, allowing the Lunar to use her Strength in place of her Dexterity for the
purposes of determining her Parry DV. Further, she can ignore all penalties that apply to her Parry DV when
resolving that attack, and if unarmed can parry it without a stunt. Note that inapplicability is not a penalty.

If the Lunar successfully parries a close range attack with the help of this Charm, the sheer might of her block
throws her foe back, inflicting a non-stackable -1 internal penalty to all non-reflexive actions her attacker takes
until their DV next refreshes, as a Crippling effect.

A second purchase at Strength 3+, allows the Lunar to spend an additional three motes to increase this Charm’s
duration to one action.

VIOLENCE' S ANSWER
Cost:​ 3m; ​Mins:​ Strength 3, Essence 2; ​Type:​ Reflexive (Step 9)
Keywords:​ Combo-OK, Counterattack
Duration:​ Instant
Prerequisite Charms:​ Blow for Blow
If a man would strike you, strike him back. Preferably harder. Such is the way of the witch-warrior. This Charm
works in the same way as Solar Counterattack (​Exalted​, pp. 194), save that the counterattack can be made with
any Ability.

A second purchase of this Charm waives its cost if it has already been used against an attack in the same flurry,
or if the attack was parried through Excessive Sen-no-Sen Defence.

EXCESSIVE SEN-NO-SEN DEFENCE


Cost:​ 8m; ​Mins:​ Strength 3, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Violence's Answer
The shining champions of the moon barrel through obstacles and attacks alike with awesome ferocity. This
Charm provides a perfect parry against any physical attack the Lunar is aware of, allowing the Lunar to swing at
the oncoming blow with a weapon or part of his own body, deflecting even unblockable attacks through brute
force alone. This Charm fails against attacks with a minimum damage greater than the Lunar’s (Strength), as a
unique Flaw of Invulnerability. It can defend against environmental hazards and falling damage, but must be
activated at each interval when damage would be suffered.

COIL-PIERCING THRASH FURY


Cost:​ 1m; ​Mins:​ Strength 2, Essence 2; ​Type:​ Reflexive (Step 7)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Blow for Blow
The bull has its horns, the lion its jaws, the rose its thorns. The witches of Creation have all these and more. This
Charm can be activated whenever the Lunar fails to seize control of a clinch she is caught in. If the clincher does
anything other than immediately releasing the clinch, they suffer damage as though the Lunar had won the
clinch with no threshold successes and proceeded to crush them. This manifests as a sudden and temporary
transformation inspired by shapes in the Lunar’s form library, quills or acid or snakes erupting from her skin.

ROARING MONSTER CHARIOT


Cost:​ 3m; ​Mins:​ Strength 3, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Blow for Blow
The Silver Blade’s anima briefly steams around her charge, the face of her anima totem cast in shimmering
witch-fire and warped metal. This Charm enhances any ramming attack (​Wonders of the Lost Age​, pp. 33)
made with a vehicle the Lunar is in, rendering it unblockable and reducing any health level damage sustained
from making the attack to zero. If the target of the ramming attack was another vehicle, the ramming attack
inflicts an additional (Strength) unsoakable levels of damage on it. It also allows mounts to make ramming
attacks.

Learning this Charm also enhances Body-Optimized Pursuit, allowing the Lunar to apply its effects to any
vehicle or mount she is currently riding or piloting by committing an additional two motes to that transport. If
she knows Object-in-Motion Technique, successful ramming actions can benefit from that Charm in the same
way as successful reflexive attacks.
WEAPON CHARMS

BODY-AS-WEAPON UNITY
Cost:​ 3m; ​Mins:​ Strength 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious, Touch
Duration:​ One scene
Prerequisite Charms​: Any Strength Excellency
The Exalted are the weapons of the gods, and so never go unarmed. This Charm targets any weapon the Lunar
can wield without weight penalties, fusing it with her flesh so that it seems more like a body-part. It gains the
Natural tag, and as part of her body cannot be disarmed without an amputation effect. The difficulty to close
wounds it causes is increased by (Lunar’s Essence ​÷ 2), and it gains the moonsilver magical material bonus,
replacing any it might already have. ​The limb that “wields” this weapon can be used as though unoccupied, with
an appropriate stunt.

ARGENT MOON’S ARMAMENT


Cost:​ 3m, 1wp or 5m, 1wp; ​Mins:​ Strength 3, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious, Stackable
Duration:​ One scene
Prerequisite Charms​: Body-as-Weapon Unity
Chakras twist with the might of a mercurial soul, anatomy aiding violence. This Charm warps the Lunar’s flesh
into a vital weapon of bone, silver and Essence. This weapon’s form is defined on purchasing the Charm, though
the specifics of its manifestation - whether it is her right or left arm (or both, or her tail), for instance - are up to
her with each activation. Statistically, the weapon has traits equal to a basic 1, 2 or 3-dot Artifact weapon of the
player’s choice. Weapons created by this Charm have all the benefits of Body-as-Weapon Unity, at no
additional cost. Manifesting paired 1-dot weapons or a single 2-dot weapon costs 3m, 1wp. Paired 2-dot
weapons or a single 3-dot weapon cost 5m, 1wp. Ranged Artifact weapons are not automatically supplied with
ammunition.

The Lunar can acquire additional weapon-forms by absorbing weapons into her body. This process requires five
days spent meditating on the weapon, and adds an organic version of it to those this Charm can create. She
cannot have more than (Strength) Artifact weapons absorbed at once, and must commit a mote to each;
decommitting it causes the relic to force its way out of her body or anima over the next minute. Mundane
weapons are entirely consumed, require no commitment, and cost the same as a one-dot Artifact. Absorbed
weapons need no further attunement, but can only be used through this Charm.

BOLT-BUDDING BODY
Cost: ​— (2m or 1m); ​Mins:​ Strength 2, Essence 2; ​Type:​ Permanent
Keywords:​ Obvious
Duration:​ Permanent
Prerequisite Charms:​ None
The witches of the Moon spit their fangs into the face of the world. This Charm allows the Lunar to make
ranged attacks without using ammunition, instantly shedding bolts of blood, Essence and flesh from his own
body that disintegrate into Essence and trace gore after use. The mote cost of creating such a missile is two
motes, or one mote if it has no Resources cost or is for a weapon fused to the Exalt through Body-as-Weapon
Unity. Mundane projectiles for any kind of attack can be made this way, and are reflexively loaded or readied,
as appropriate.

Repurchasing this Charm at Strength 3+, Essence 3+ allows the Lunar to reflexively commit eight motes. While
this commitment lasts, the cost to create ammunition through this Charm is reduced by one mote, minimum
zero.

HEAVEN-SCRAPING WEAPON PRACTICE


Cost:​ 4m; ​Mins:​ Strength 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Any Strength Excellency
Size matters. This Charm supplements a physical attack, increasing its raw and minimum damage by (Lunar’s
Strength) as it is swelled with violent Essence. A chopping sword might briefly and organically bulk out to
resemble a daiklave, while a flamepiece might bud extra barrels styled after the Lunar’s anima totem, and fists
or feet temporarily expand as necessary. This fleeting leap in mass raises the minimum Strength needed to wield
the weapon by two, inflicting the usual penalties if the Lunar’s Strength is insufficient.

A second purchase at Strength 4+, Essence 3+ allows the Lunar to spend one Willpower to increase this
Charm’s duration to one action, affecting all attacks she makes with the same weapon (or body-part).
DEXTERITY

ATTACK CHARMS

NOT-QUITE-THERE ATEMI
Cost:​ 3m; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charm:​ Any Dexterity Excellency
Arrows and blades are stirred into hunting life when infused with the anima of the Lunar Exalted. This Charm
nullifies all penalties applying to a single attack, save wound and multiple action penalties. The strike physically
twists, or seems to distort as though refracted by water. Ranged attacks can be even more drastically affected, as
arrows sprout dragonfly wings to dip down over a wall.

RELENTLESS BLADE-HOUND ATTACK


Cost:​ 3m (+3m or +2m); ​Mins:​ Dexterity 3, Essence 2;
Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Until target's DV refreshes
Prerequisite Charms:​ Not-Quite-There Atemi
Each desperate dodge only opens the prey of the Silver Blade up to another impossible strike. This Charm
supplements an attack, causing it to bud off a savage twin of silvery shadow-light that pursues its quarry
wherever they run – alternatively, in the case of ranged attacks where the Lunar does not care to reuse the
projectile, the shot itself can twist into a buzzing thing that nips at heels. If the attack is parried or dodged it
repeats Steps 2-10 at the start of the target’s next action, after their DV refreshes – in the case of attacks with
multiple targets, only a single victim is so pursued for each activation. It uses the same attack successes as the
original, and retains the effects of any Charms used to enhance it (except this one).

This continues at the start of each of the target’s actions until the attack strikes a character or the Charm ends,
though a perfect defence allows the target to end the Charm early with by stunting the destruction or redirection
of the projectile. This Charm lasts just a single interval, by default, but its duration can be extended up to
(Dexterity) intervals at a cost of three motes each, or two motes for ranged attacks. Should the Charm end early,
for any reason, the Lunar immediately receives two offensive motes for each unexpended interval.

MURDER NOT WAR


Cost:​ — ; ​Mins:​ Dexterity 5, Essence 3; ​Type:​ Permanent
Keywords:​ Overdrive
Duration:​ Permanent
Prerequisite Charm:​ Relentless Blade-Hound Attack
There are those among the Border-Wardens who think to make war against the world that cast them out. They
seldom last long. The Chosen of Night are better suited to a different manner of attack. This Charm grants the
Lunar an empty Overdrive pool capable of holding ten motes, which she can fill through this Charm or its
prerequisite. She gains one offensive mote the first time she injures a foe from outside their engagement range
each action. She also gains one offensive each time she kills an opponent from outside their engagement range,
or with a surprise attack. This technique fundamentally clashes with fighting to the honourable end, and so stops
providing the Lunar for motes for the rest of the scene after she suffers even a single level of damage.

COULD-HAVE-BEEN BARRAGE
Cost:​ 3m, 1wp; ​Mins:​ Dexterity 4, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charm:​ Not-Quite-There Atemi
The Lunar Exalted treat possibility as a quiver, drawing out the shadows of maybes with prodigal flexibility.
This Charm is a single ranged attack made against any target within its usual range – however, the projectile
seems to fracture the moment it is fired, budding off copies representing other paths it could have taken. Most of
these dissipate in mid-air, but those similar enough to reality can survive for just long enough to strike a target;
all characters within (Dexterity) yards of the original target also have the attack roll applied against them,
provided they could have been originally targeted by the Lunar. The Lunar may freely exempt targets, and they
each resolve defence and damage separately. The original projectile survives this mitotic violence unharmed.
 

AVOIDANCE CHARMS

BOXING WITH SHADOWS


Cost:​ 3m; ​Mins:​ Dexterity 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
The witch seems more like an optical illusion than a living creature, a fighter that could never be touched, much
less struck. This Charm enhances any attempt to dodge an attack, allowing the Lunar to ignore all penalties that
apply to her Dodge DV. Note that inapplicability is not a penalty. If she successfully dodges, she may move
(Dexterity + Essence) yards in any direction in Step 9 of that attack. Moving more than (Dexterity) yards
produces an Obvious supernatural display.

A second purchase of this Charm at Dexterity 3+ allows the Lunar to increase its cost by three motes to extend
its duration to one action. Used like this, the distance she may dart away decreases by one yard each time she
does so in that action, to a minimum of zero yards.

CHARITABLE SILHOUETTE AMBUSH


Cost:​ 3m (+1wp); ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Boxing With Shadows
Flailing enemies become reliable shields against the wrath of the world, as the Lunar ducks and weaves between
her unwilling bodyguards. This Charm enhances any attempt to dodge or parry an attack, granting the Lunar +1
to the relevant DV for every character surrounding her (​Exalted​, pp. 155), to the usual maximum of five. This is
considered a bonus from cover, and does not include the attacker.

If the Lunar successfully dodges or parries the attack, she may spend a single point of Willpower in Step 10 to
redirect it at any one of the characters or objects she was using as cover, resolving Steps 2-10 once more against
this new target. It uses the same attack successes as the original attack, and retains the effects of any Charms
used to enhance it (except this one).

UMBRAL INK VANISH TRICK


Cost:​ 2m, 1wp; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Crippling, Obvious
Duration:​ Instant
Prerequisite Charms:​ Boxing With Shadows
Madness and moonlight dance with the beasts of Luna, hiding them from sane sight. This Charm enhances any
attempt to dodge an attack, causing the Lunar’s exhaled breath to sublimate into a cloud of shadows or blinding
anima-streamers that cloak her true location. The attack suffers a -2 external penalty, as though its target were
invisible. In addition, enemies within (Dexterity) yards of the Lunar must roll (Wits + Resistance) at difficulty 4
to avoid being partially blinded for the scene, suffering a -2 internal penalty to sight-based rolls as a Crippling
effect that non-mortals can overcome by spending one Willpower. As an alternative to this Crippling effect, the
Lunar can extinguish up to (Essence ÷ 2) non-magical light-sources within (Dexterity x 2) yards.

If the enhanced dodge succeeds, the Lunar may reflexively roll to re-establish surprise, treating her brief cloud
of anima-smoke as sufficient cover. She may also use this Charm to enhance any attempt to hide or re-establish
surprise – this renders the attempt reflexive, and otherwise has the usual effects.

CLOUD-OBSCURES-MOON METHOD
Cost:​ 8-11m; ​Mins:​ Dexterity 4, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Umbral Ink Vanish Trick
Veils of moonlight, flesh and penumbral shadow flow like water around the moon-witches of Luna, blinding
their enemies to the uselessness of their assault. The Charm provides a perfect dodge against any physical attack
the Lunar is aware of. Its cost varies depending on how well the attacker can perceive the Lunar – this Charm
costs eight motes if she is, from their point of view, in conditions equivalent to “no visibility”. “Poor visibility”
conditions increase this cost to nine motes, while “clear visibility” increases it to eleven motes. This counts as a
unique Flaw of Invulnerability. This Charm can dodge environmental hazards, and counts only the light emitted
by the hazard for calculating this cost; a fire will incur increased cost while a flesh-flaying sandstorm will not.

Boxing With Shadows can be used to enhance a dodge provided by this Charm at no additional cost, while
Umbral Ink Vanish Trick can enhance such a dodge at a cost of only two motes.

LURKING COMPANION METHOD


Cost:​ 2m; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ One Scene
Prerequisite Charms:​ Any Dexterity Excellency
The Lunar becomes a friendly shadow, compensating an ally’s weakness and reinforcing their strength. The
Lunar chooses a single character she can perceive upon activating this Charm, and while she is within (Lunar’s
Dexterity) yards of them is considered to be “shadowing” them. This allows her to take reflexive Defend Other
actions to protect them, and silently and reflexively render them aware of any attack she has noticed, negating
the unexpected tag as necessary. In addition, any attack she makes against the same target and on the same tick
as a character she is shadowing is automatically considered to be a coordinated attack (​Exalted​, pp. 144).

ECHOES-AND-VIOLENCE CENACLE
Cost:​ — ; ​Mins:​ Dexterity 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration: ​Permanent
Prerequisite Charms:​ Lurking Companion Method
The witch’s entourage are a synchronized shadowplay who flow around each other like blood. This Charm
enhances its prerequisite, allowing the Lunar to activate it multiple times to target up to (Dexterity) characters at
once. Additionally, she may allow any character she is shadowing to shadow both her and any other character
she is shadowing, with all the usual benefits.
SWIFTNESS CHARMS

SILVER CARNIVAL OMNIDEXTERITY


Cost:​ 1m; ​Mins:​ Dexterity 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ None
The witch can paint with the brush held in her mouth, and shuffle cards with her eyelashes. While this Charm is
active, the Lunar becomes omnidextrous, able to use any of his hands and feet as adeptly as a dominant hand.
Further, he may treat up to (Dexterity) other parts of his body as entirely functional hands, able to hold and
manipulate things as normal. These hands do not manifest as physical mutations, but as inhuman displays of
balance and muscle-control. He may reassign any or all of these hands with a miscellaneous action.

LIGHTNING-HAND PRESTIDIGITATION
Cost:​ 2m; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Dexterity Excellency
The gestures of witches are swift and strange beyond mortal sight. This Charm can enhance any instantaneous
action, rendering it a slithering movement from the quick edge of existence. Any attempt to notice the action
automatically fails. The action’s target may still roll, as may characters who were specifically watching the
Lunar and spend a point of Willpower, but both suffer a -2 external penalty to all senses for this purpose. The
aftermath of the deed is not especially hidden – a Lunar might render her attack wilier than sight, but the
wounds of her victim and the blood on her blade are still entirely perceptible.

SUDDEN SNAP-SHADOW
Cost:​ 3m; ​Mins:​ Dexterity 2, Essence 2; ​Type:​ Reflexive (Step 1)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Any Dexterity Excellency
With a flourish, the moonchild casts out the darting reflection of a deed. This Charm enhances any instantaneous
Dexterity-based action undertaken by the Lunar, allowing him to perform it as though he were currently situated
at any point within (Dexterity) yards of himself. Instantaneous actions are those that require no ongoing input
from the Lunar – unlocking a door, attacking an enemy, picking a pocket, etc. Move actions (or Dashes, Jumps,
etc) do not qualify, but objects can be seized in this way, flashing back to the Lunar. The deed is accomplished
in a single strange movement; a flicker of flesh, anima or shadow. This Charm does not grant the Lunar line of
sight, and wards against immaterial creatures provoke a roll-off for the scene.

A second purchase of this Charm increases its duration to one action, allowing the Lunar to freely apply it to any
valid actions he takes during that time. Additionally, he may spend up to (Essence) motes whenever he makes an
enhanced action, multiplying its range by the motes spent provided it does not “pass through” any physical
barriers lacking gaps.

EVERY-MOVE-AT-ONCE STRATAGEM
Cost:​ — (2m); ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Sudden Snap-Shadow
The air fizzes with moonlight and odd shadows as a dozen shining hands work their magic in a moment. This
Charm enhances its prerequisite, reducing the Speed of any enhanced action by (Essence), to the usual minimum
of 3. Further, the Lunar may spend two motes whenever she makes an enhanced action, causing it to not count
for the purposes of increasing flurry and DV penalties. She may do so up to (Essence) times per action.

LINGERING SHIMMER SUSPICION


Cost:​ — (1wp); ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Permanent
Keywords:​ Illusion
Duration:​ Permanent
Prerequisite Charm:​ Sudden Snap-Shadow
No matter what the sun may say, it’s always night for someone. This Charm permanently upgrades Sudden
Snap-Shadow, allowing the Lunar to send enhanced actions down impossible corridors of time as well as space.
The Lunar still makes her strange flicker-movement, and the action still occurs at the point she specified, but its
manifestation is delayed by up to (Dexterity + Essence) ticks, chosen upon taking it. If this delay would render
the action inapplicable, such as if its target is now beyond its range, then it automatically fails. The Lunar’s
death does not preclude the action in this way.

Additionally, the Lunar can spend one point of Willpower when making an enhanced action, allowing her to
choose a single character within a yard of the point where the action manifests. If she does so, anyone else who
witnesses the action suffers an Illusion convincing them that it was performed by the character in question. They
can resist this unnatural mental influence for a scene by spending one point of Willpower. If this effect is
applied alongside Not-Quite-There Atemi to enhance a ranged attack, the Lunar can instead convince characters
that the shot came from anywhere within the weapon’s range, and may choose a specific patsy within this range.

WALLS-NO-OBSTACLE PRANA
Cost:​ 1-2m (1wp); ​Mins:​ Dexterity 4, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Sudden Snap-Shadow
For the foes of Creation, nowhere is safe. This Charm enhances any movement the Lunar makes, allowing him
to pass “through” any gap in a physical barrier, no matter how small, slithering through grates and keyholes as a
strange swarm or silvery mist, ignoring Blockade Movement attempts. He may even pass through obstacles with
no gaps at all, though this costs a point of Willpower and causes a brief Obvious manifestation across the object
in question – a writhing shadow silhouette or throbbing fracture pattern. He must be able to completely pass
through the obstacle in question; otherwise the Charm fails. This Charm’s cost is halved if it has already been
used this action.
 
 
 
 
 

ELSEWHERE CHARMS

SLEIGHT OF SHAPE
Cost:​ 1m; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Reflexive (Step 1 or Step 2)
Keywords:​ Combo-OK, Touch
Duration:​ Instant
Prerequisite Charms:​ Any Dexterity Excellency
Here and there are arbitrary concepts to Luna’s children, who juggle knives and tigers. Activating this Charm
allows the Lunar to instantly swap the locations of two objects he is in physical contact with, provided neither is
part of an intact structure, or significantly larger than the bigger of his natural or current form. He is treated as
touching objects he has stored in Elsewhere, but can only swap them for objects that he owns, which take their
place in Elsewhere. If one of the objects was readied or worn, the one it is swapped for will also be, if possible,
though the exact placement of dissimilar objects is adjusted as necessary – a Lunar who swaps his worn shirt for
his sheathed blade will find the sword-belt slung around his chest and his shirt is tied around his waist.

BOTTOMLESS POCKETS LEGERDEMAIN


Cost:​ 1m; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Touch
Duration:​ Indefinite
Prerequisite Charms:​ Sleight of Shape
The Lunar Exalted can shuffle away trinkets into the corners of existence, hiding them in the spaces between
here and there. This Charm can be used to target any object the Lunar owns and is touching, provided it is not
significantly larger than the smaller of her natural or current form. The object is stored in Elsewhere while this
Charm is active, though it does not seem to outright vanish – rather, the Lunar appears to tuck it into a fold of
her clothing, or in a too-small pocket, or behind her ear. For the purposes of this Charm, the Lunar is treated as
touching any real object within the sanctum created by Dreaming Heart World.

When this Charm is deactivated, the item returns to existence in physical contact with the Lunar (though it need
not return in plain sight or in the same manner that it left). Weapons produced in this way are not readied, nor is
armour automatically donned, though the Lunar can do so through normal actions. The Lunar’s ability to store
items is limited only by her mote pool. Should she die, all stored objects wash up on the outer edges of the Wyld
over the course of the next month, warped by their sojourn into impossibility.

BOX OF IMPOSSIBILITIES
Cost:​ — ; ​Mins:​ Dexterity 3, Essence 3;
Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Bottomless Pockets Legerdemain
It is said that Luna acquired her falcastra in the Underworld, having plundered a most singular tomb, a coffin
lined with silver that held every weapon she had chosen to not to wield. Such bizarre panoplies are hardly
uncommon in the hands of her Chosen. The Lunar uses only her natural form to determine the size of objects
she can store with Bottomless Pockets Legerdemain, and can store up to (Dexterity + Essence) mundane objects
in Elsewhere at no Essence cost. The Lunar may increase this number, if she wishes, at a cost of 2xp per
additional (Essence) objects.

With Essence 5+, she can store even bigger things at an increased cost, committing additional motes equal to the
factor by which the object is larger than her usual limit, to a maximum of (Essence). Such large objects never
qualify for free storage.
SHUFFLING USEFUL TREASURES
Cost:​ 1m+; ​Mins:​ Dexterity 3, Essence 3; ​Type:​ Simple (Dramatic Action)
Keywords:​ None
Duration:​ Indefinite
Prerequisite Charms:​ Sleight of Shape
The witches bind their souls to pretty flowers and blades of curdled night alike. This Charm is a dramatic action
of one hour which the Lunar spends meditating on the varied nature of her panoply. At the end of this period she
may commit any number of motes to this Charm, acquiring a special pool of attunement motes of equal size to
her commitment. She may reflexively attune or deattune from any artifact she owns upon swapping its location
using Sleight of Shape, exclusively spending motes from (or returning them to) that pool.

MAGIC TEATRAY METHOD


Cost:​ 1m+; ​Mins:​ Dexterity 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Shaping, Touch
Duration:​ Indefinite
Prerequisite Charms:​ Sleight of Shape
With the witch at the helm, impossible vessels surge across Creation. This Charm targets any mundane
object-scale vehicle the Lunar is touching, allowing her to commit a number of motes equal to its Resources
value. While these motes remain committed, she may reflexively grant up to (Dexterity) traits of the vehicle in
question onto any other that she is currently piloting or driving as a Shaping effect. Valid traits are Speed,
Maneuverability, Endurance, health levels, and soak, as well as Crew, Cargo and passenger capacities (as a
single united trait). This does not involve gross alteration of the vehicle, but relies on twisted angles and odd
shadows that can be noticed with a (Perception + Craft or Awareness) roll at difficulty 3. The Lunar cannot
grant traits from more than one vehicle onto another at once, and changing which traits she grants requires an
unflurried miscellaneous action.

FLEETING PESTLE FLIGHT


Cost:​ — ; ​Mins:​ Dexterity 4, Essence 4; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Magic Teatray Method
When strange shadows pass over the Pale Lady, the wise know her Border-Wardens are abroad. This Charm can
be purchased multiple times, each purchase upgrading its prerequisite in one of the ways described below.

•​ The Lunar can use Magic Teatray Method to target object-scale artifact vehicles he owns, as though they had a
Resources value equal to their (Artifact rating + attunement cost). If such a vehicle would require a hearthstone
as a power supply, the Lunar must commit additional motes equal to its rating in order to actually apply the
vehicle’s traits. Each of the vehicle’s distinct magical abilities are considered traits for this purpose.

•​ The Lunar can apply a vehicle’s traits to objects that are not actually vehicles, allowing him to ride them as
such. By default, they have a Speed of 0, a Maneuverability of -5R, the usual health levels and soak, and
capacities appropriate to their size and how accommodating they are. Such objects cannot be more than
(Essence) times smaller or bigger than the vehicle whose traits they are being granted, cannot be fixed to a
surface, and require that the Lunar commit an additional three motes to them while granting the relevant traits.

•​ The Lunar can apply up to (Dexterity + Essence) traits at once. Additionally, she gains another trait she can
grant – the vehicle’s medium, allowing carts to be granted a boat’s watergoing ability, or a skyship’s flight.
STAMINA

MUTATION CHARMS

HYBRID NUE TRANSFORMATION


Cost:​ — ; ​Mins:​ Stamina 1, Essence 1; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ None
The protean forms of the Lunar Exalted can outmatch even the mad Wyld in their imagination. This Charm
allows the Lunar to use a special shapeshift action to manifest any number of mutations from his form library at
a committed cost of one mote per point, ignoring the usual minimum. He can do so regardless of his current
shape, or the shapes those mutations were drawn from. Alternatively, he can remove any mutations he currently
bears that were originally applied by one of his shapeshift actions, regardless of their relation to his current
shape.

With Stamina 3+, the Lunar reduces the total motes that must be committed to any mutations that do not
naturally belong on his current shape by (Essence), to a minimum of zero. These motes must still be spent.

CHANGE-ACCEPTING ADAPTATION
Cost:​ 1m (+3m) or 1wp; ​Mins:​ Stamina 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Any Stamina Excellency
Chaos crashes against the Elements, and is broken. It clashes with the Sun, and is burned away. It rages at the
Moon, and is invited back for tea. This Charm can be activated whenever the Lunar’s body, mind, spirit or traits
would be affected by a Shaping effect, rendering it Obvious to her. She may then spend an additional three
motes to reject it. If she does so, she immediately manifests a single mutation of her player’s choice appropriate
to the rejected Shaping effect. The Lunar can dismiss this mutation at any point after her DV next refreshes, but
until she does so she is immune to the Shaping effect it rejected. This protection – and the mutation it is
associated with – naturally fades at the end of the scene.

Alternatively, the Lunar can use this Charm at a cost of one Willpower to remove any mutation affecting her.
These removed mutations are added to her form library, but are not associated with any particular shape.

FORM-REFORMING RESTORATION
Cost:​ — ; ​Mins:​ Stamina 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Change-Accepting Adaptation
Where stone shatters, water flows. Only a fixed shape can break. This Charm enhances the first mode of its
prerequisite, allowing the Lunar to use it to defend against Crippling effects (or heal existing ones), producing a
mutation from her form library that guards against or compensates for the injury in question. The mutation
protects her from that Crippling effect for its duration, as normal, and leaves unblemished flesh when it fades.

BLOOD SALVES WEAKNESS


Cost:​ 5m, 1lhl; ​Mins:​ Stamina 4, Essence 3; ​Type:​ Simple (Dramatic Action)
Keywords:​ Combo-OK, Shaping, Touch
Duration:​ Instant
Prerequisite Charms:​ Form-Reforming Restoration
Broken flesh should not merely be healed, it should be improved. This Charm is a dramatic action to heal a
Crippling effect afflicting another character, which lasts fifteen minutes and incorporates the Lunar’s blood,
whether it is worked into the wound, traced in patterns across their skin, or ingested by the patient. At the end of
the ritual, the injury heals and the character gains an appropriate compensating mutation, which is permanent
and provides no ongoing immunity.

A second purchase allows the Lunar to spend an additional five motes to use Blood Salves Weakness as a
normal Simple Charm, flesh sealing shut into new forms in a matter of seconds. At this level he can also alter
the specific appearance of mutations produced by this Charm to better suit the aesthetics of his patient’s body.

 
 
 
ADAPTATION CHARMS

EMBRACING CORRUPTION
Cost:​ 5m; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Stamina Excellency
The Silver Blades are masters of their own bodies, and hold guests to good behaviour. While this Charm is
active, the Lunar is immune to the effects of every Sickness currently afflicting her, regardless of its nature or
source. She still bears these diseases, but her humours shift to accommodate them without harm. Any external
symptoms of such plagues manifest normally, and they remain as infectious as ever, giving this Charm its other
name – Plague Rat Prana.

However, she may freely purge from her body any Sickness with a Morbidity no greater than her (Essence),
silvery defensive cells tearing lesser disease spirits apart. Plagues without an associated Morbidity are
considered to have one equal to the minimum Essence of the effect that applied it, minimum 1.

SICKNESS-SHIFTING SUBTLETY
Cost:​ 5m; ​Mins:​ Stamina 3, Essence 3; ​Type:​ Simple (Dramatic Action)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Embracing Corruption
Diseases become as formless as any other part of the Moon-Mad. This Charm is a dramatic action of meditation
and self-treatment lasting fifteen minutes, after which the Lunar rolls (Stamina + Resistance or Medicine),
targeting a single Sickness she currently bears and transforming it into another disease entirely. The difference
between the Morbidity ratings of the two diseases cannot be greater than (successes ÷ 3), but otherwise the
resulting plague can be any that the Lunar is aware of (and which does not stem from a specific magical effect).
This Charm treats Sickness effects without an associated Morbidity in the same way as its prerequisite.

With Stamina 4+, the Lunar can apply this effect to another character by suffering a single level of lethal
damage, incorporating her blood into the treatment as described in Blood Salves Weakness.

SEARING HYDRA BLOOD IMMUNITY


Cost:​ 4m (1m); ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ One scene
Prerequisite Charms:​ Any Stamina Excellency
Poison is the enemy of many a great beast, but the Lunar Exalted are well-versed in adopting the forms of their
enemies. While this Charm is active, the Lunar’s vital fluids become a sluggish contact poison (Damage
[Essence]B/action, Toxicity 2, Tolerance —, Penalty -1), marked by flecks of liquid silver. She can freely inject
a dose of this toxin into any character who suffers a level of damage from one of her natural attacks, or spend a
mote to coat any personal-scale object she is touching with a dose. The silvery venom is as adaptable as its
creator, and can take on the traits of any poisonous mutation the Lunar is currently bearing.

This Charm also renders the Exalt immune to Poison effects for its duration. Whenever it staves off a poison
with a Toxicity lower than the Lunar’s (Stamina), she may incorporate it into her form library as a variant of the
Toxin mutation with a value of (Toxicity x 2). Poison effects without a Toxicity cannot be internalized.

NIGHT BREEZE SIGH


Cost:​ 1m or 3m; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Stamina Excellency
The Lunars can claim life-giving breath from the strangest atmosphere. The one-mote version of this Charm
allows the Lunar to breathe safely in all conditions and environments, suffer no ill effects from environmental
pressure, and ignore all Poison and Sickness effects borne through whatever they are breathing. Increasing its
cost to three motes renders it Obvious, the Lunar’s chakras expanding or burning with Essence as they visibly
filter the air. This extends its effects to every character within up to (Stamina + Essence) yards of the Lunar.

A second purchase of this Charm at Essence 3+ improves the Lunar’s filtering abilities. The basic version of this
Charm now allows her to respire Essence normally, regardless of whether circumstances would choke her of
motes. Additionally, the maximum range of the three-mote version expands by a factor of ten.

MIGHT FROM ASHES


Cost:​ 1wp; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Stackable, Training
Duration:​ One story
Prerequisite Charms:​ Any Stamina Excellency
Battered and beaten, the witches retreat to the weird edges of the world, where they adopt those fleeting tricks
necessary to survive. The Lunar can use this Charm whenever she somehow fails or is defeated, instantly
gaining a single specialty that could have helped her in that situation, which lasts until the end of the story.
Specialties granted by this Charm do not count toward the maximum number she can possess, but the maximum
dice that specialties can add remains +3. The Exalt may permanently internalize any of these specialties as a
Training effect, ending this Charm early. This Charm can be purchased up to (Stamina) times, and can be
stacked a number of times equal to (number of purchases x 3).

With Essence 3+, the Lunar can use this Charm whenever she defeats another character, giving them the
opportunity to instantly and permanently acquire a specialty that would have helped them as a Training effect.
 
AEGIS CHARMS

HARD-EARNED SILVER CALLUS


Cost:​ 1m; ​Mins:​ Stamina 2, Essence 2; ​Type:​ Reflexive (Step 7)
Keywords:​ Combo-OK, Stackable
Duration:​ One scene
Prerequisite Charms:​ Any Stamina Excellency
No matter how hard one strikes the Chosen of Luna, they will always rise again, tougher than before – though
not necessarily any wiser. The Lunar may activate this Charm in Step 7 of any attack (or other damaging effect,
such as a fall or environmental hazard) that actually struck her, increasing her natural bashing and lethal soak by
two for the rest of the scene. This Charm can only be activated once per attack, but can be stacked up to
(Stamina) times. If stacked more than (Essence) times, it gains the Obvious keyword, as subdermal growths of
bone and organic moonsilver begin to visibly bulge beneath the Lunar’s skin.

A second purchase of this Charm allows the Lunar to activate it up to (Essence) times per attack, and increases
the maximum number of times it can be stacked to (Stamina + Essence).

TEMPERED SKIN MANDYLION


Cost:​ — ; ​Mins:​ Stamina 3, Essence 3; ​Type:​ Permanent
Keywords: ​None
Duration:​ Permanent
Prerequisite Charms:​ Hard-Earned Silver Callus
The Lunar’s body is an armoured and evolving sheathe. This Charm allows the Lunar to indefinitely retain her
commitment to Hard-Earned Silver Callus, even past the end of the scene, provided that the Charm is not
Obvious. Excess applications automatically deactivate at the end of the scene, as normal. In addition, the
number of times Hard-Earned Silver Callus can be stacked before becoming Obvious changes to (higher of
Stamina or Essence). At Stamina 5+, the Lunar ignores the mote cost of the first (Essence) applications of
Hard-Earned Silver Callus.

AEGIS OF ADAPTATION
Cost:​ 2m; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive (Step 7)
Keywords:​ Combo-OK
Duration:​ One action
Prerequisite Charms:​ Hard-Earned Silver Callus
There is a reason Luna stirs a gentle trickle of the Wyld into Creation’s fabric each night - all things must evolve
or die, and she will not have the world fall stagnant. This Charm can be used in Step 7 of any attack that
successfully struck the Lunar, allowing her to specify one aspect of the attack no broader than a single specialty.
For the rest of the action, she reduces the post-soak and minimum damage of all attacks that would benefit from
this specialty by one, to a minimum of zero.

Chosen aspects should focus on the nature of the attack itself (such as “a spear”, “Holy” or “Snake Style”) or
relevant aspects of the attacker (such as “Caleb Ravejak” or “Immaculate-trained”). Environmental aspects such
as “on a ship” or “at night” are not generally valid, while aspects like “against a Lunar” should obviously be
rejected. The Storyteller is, as ever, the ultimate arbiter of what is a valid aspect.

A second purchase of this Charm at Stamina 5+, Essence 3+ allows the Lunar to extend its duration to one scene
by increasing its cost by two motes.

MERCURY-FLESH BODY SCABBARD


Cost:​ 3m (1m); ​Mins:​ Stamina 4, Essence 2; ​Type:​ Reflexive (Step 9)
Keywords:​ Combo-OK, Counterattack, Obvious, Stackable
Duration:​ Instant (Indefinite)
Prerequisite Charms:​ Hard-Earned Silver Callus
Attacks are little more than gifts to the Chosen of Luna. The Lunar invokes this Charm against any attack that
successfully hit her, providing her with a counterattack resolved in Step 9. This counterattack must be a disarm
attempt (​Exalted​, pp. 158) aimed at the weapon used in the attack. It ignores the relevant called shot penalty,
instead benefiting from automatic successes equal to the attack's raw damage. A successfully disarmed weapon
is stuck to the Lunar’s body like an insect on flypaper or a foot into a bog, and remains there for as long as she
commits a single mote of this Charm’s cost. Time a weapon spends held in the Lunar’s flesh is treated as time
spent meditating over it for the purposes of Argent Moon’s Armament.

Retrieving a trapped weapon requires a miscellaneous action, with a (Strength + Athletics) roll at difficulty
(Lunar’s Stamina). If the attacker has released their grip on the weapon, grabbing it requires a Martial Arts
attack aimed at the Lunar. If the attacker has not released their grip, they suffer a -2 DV penalty against the
Lunar’s attacks while they struggle to avoid her attacks. This Charm can be used in response to attacks normally
immune to disarming, such as tiger claws or natural weapons – in this case, it does not provide a disarming
attempt, but a straightforward clinch counter-attack.

ARGENT EXOSKELETON CONVERSION


Cost:​ 2m, 1wp; ​Mins:​ Stamina 5, Essence 3; ​Type:​ Simple (Speed 4, DV -0)
Keywords:​ Combo-OK, Obvious
Duration:​ One scene
Prerequisite Charms:​ Hard-Earned Silver Callus
The strands of moonsilver woven around the Lunar’s muscular fibres glow with Essence, erupting through her
skin and pores into a pearly carapace or mercury skin of organic armour. This provides her with a Hardness
rating equal to the number of applications of Hard-Earned Silver Callus she has active, to a maximum of ten.
She can also parry ranged and lethal attacks without a stunt or a weapon, and apply her natural lethal soak to
aggravated damage.

LIVING FOSSIL MEDITATION


Cost:​ 1wp; ​Mins:​ Stamina 4, Essence 2; ​Type:​ Reflexive (Step 10)
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Stamina Excellency
Life is change, and stasis death, but there are situations when death is preferable, if only for a time. This Charm
renders the Lunar inactive, sending her into a death-trance for its duration. In this state, any casual or medical
analysis of her body reveals that she is dead – even perfect diagnosis only provokes a roll-off. She needs no air
or sustenance, does not heal, age or respire motes, is immune to environmental damage based on cold or
pressure, and suspends any ongoing afflictions, such as disease or bleeding, though they are not actually
removed. For all intents and purposes she (and any objects she has on her person that are either attuned or the
subject of an intimacy) is frozen in time. This Charm can be activated while inactive.

During her sojourn into extinction, the witch slumbers senselessly, able to wake only be deactivating this
Charm. She may set up to (Stamina) triggers upon activation, though they may only concern the passage of time
or physical events within normal sensory range of her body. She is only made aware of the world outside, in a
beat of unconscious urging, whenever one of her pre-set “triggers” is met (she can distinguish between triggers)
or she suffers a health level of damage.
HEALTH CHARMS

NANDI-FRAME FORTITUDE
Cost:​ — ; ​Mins:​ Stamina 1, Essence 1; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ None
Where mortals and beasts would die, the Chosen of Luna survive, scarred and forsaken but alive. This Charm
provides the Lunar with additional health levels. It can be purchased up to (Stamina) times, with each purchase
allowing the Lunar’s player to choose between one of the options below:
•​ One -1 health level and two -2 health levels
•​ Two -2 health levels and two -4 health levels
•​ Four -4 health levels and two Dying health levels

WORLD-ENDURING EVOLUTION
Cost:​ 3m; ​Mins:​ Stamina 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Stamina Excellency
Gods and kings have been been cast down and slain, but beasts survive. While this Charm is active, the Lunar
accelerates her natural healing processes by a factor of (Stamina x 2), recovers from physical fatigue (Stamina)
times faster, automatically succeeds on rolls to stop bleeding, and ignores up to (Stamina) levels of the damage
inflicted by even the crudest surgery. However, the Lunar’s internal biology shifts in strange ways to better
rejuvenate her, applying a -2 external penalty to any character (other than herself) who attempts to diagnose or
treat her with Medicine. The Lunar can activate this Charm even when she is inactive.

With Stamina 4+, she can heal from amputation injuries without medical aid as though they were levels of
aggravated damage, and does not suffer periodic lethal damage when mortally wounded (​Exalted​, pp. 150-151).

TENACIOUS MOON-BEAST METTLE


Cost:​ — ; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ World-Enduring Evolution
Neither pain nor deceit nor losing a fight shall impede the Lunars. This Charm enhances its prerequisite,
allowing the Lunar to ignore up to (Stamina) points of internal penalties stemming from deprivation, fatigue, or
bashing damage. Wound penalties take priority. Additionally, she is not rendered inactive when her
Incapacitated health level is filled with bashing damage. Instead, she can fight on until it is filled with lethal
damage, though doing so renders the effect Obvious and flares her anima to the 8+ level, or up a single level if it
is already higher.

A second purchase at Stamina 5+, Essence 3+ allows the Lunar to ignore penalties from lethal damage as well,
and increases the total penalties she can ignore to (Stamina + Essence).

SHAPELESS BODY UNBLEMISHED


Cost: —​ (2m); ​Mins:​ Stamina 2, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ World-Enduring Evolution
Wounds flow into bruises, which fade into pristine flesh. While this Charm’s prerequisite is active, the Lunar
may spend two motes to take a special reflexive action. This heals a single level of bashing damage he has
suffered, or converts a single level of lethal damage into bashing damage.

A second purchase allows the Lunar to commit up to (Stamina + Essence) motes, receiving a pool of half as
many “healing motes” for the duration. These can only be spent on this Charm, and automatically refill at the
start of each action.
MONSTROUS VITALITY
Cost:​ 1m; ​Mins:​ Stamina 3, Essence 2; ​Type:​ Reflexive (Step 7)
Keywords:​ Combo-OK, Stackable
Duration:​ Indefinite
Prerequisite Charms:​ Any Stamina Excellency
It was a creature out of a fantasy, a monster from off the edge of the map, and it simply would not die. The
Lunar gains a single temporary -1 health level (​Scroll of Errata​, pp. 12), which vanishes when this Charm
deactivates. The Lunar can choose to have any wounds she suffers bypass this temporary health level and
instead damage her normal health track. This Charm can be stacked up to a number of times equal to the number
of Obvious Charms the Lunar has active – each mutation he bears that is not native to his current shape is
considered to be an active Obvious Charm for this purpose, as is every level of flare his anima is undergoing.
Excess applications of this Charm automatically deactivate, taking their temporary health levels with them.

SHAPE-BURNING HECATOMB
Cost:​ 1wp; ​Mins:​ Stamina 3, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Monstrous Vitality
Why should the witch have to endure agonies alone when a multitude of other bodies wait, unharmed, beneath
her flesh? Upon activating this Charm, the Lunar chooses up to (Essence) of the temporary health levels granted
by Monstrous Vitality Manifestation and cleanly removes them. Those applications of the Charm immediately
deactivate, providing her with an equivalent number of offensive motes that she can place in any of her
Overdrive pools. Any damage borne by these temporary health levels is lost – counter to the usual rules, it is not
transferred into the Lunar’s normal health track.

As an additional cost of this Charm, the Lunar loses forms from her Heart’s Blood library with combined
mutation points totalling no less than the number of damage levels offset by this Charm. Lethal and aggravated
damage levels are counted twice and three times, respectively. These shapes are lost, and can be briefly
glimpsed in the Luna’s anima as it seethes over skin.

ABLATIVE FLESH DEFENSE


Cost:​ 4m, 1ahl; ​Mins:​ Stamina 4, Essence 2; ​Type:​ Reflexive (Step 8)
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Monstrous Vitality
Organs and skin are torn away, cast aside like charity, and the beast keeps coming. This Charm is activated after
damage has been rolled for an attack (or similar damaging phenomenon), reducing its final damage to zero, after
all other considerations. It also negates any Touch or Poison effects the attack might have carried, despite the
fact that it successfully struck the Lunar. This Charm’s health level cost acts as a unique Flaw of Invulnerability.

A second purchase of this Charm at Essence 4+ allows the Lunar to spend an additional four motes to extend its
duration to one tick, sloughing off all wounds suffered in that period.
CHARISMA

ARDOUR CHARMS

PASSIONATE CAMEO EXULTATION


Cost:​ 3m; ​Mins:​ Charisma 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious
Duration:​ Instant
Prerequisite Charms:​ Any Charisma Excellency
The obsessions of the Lunar Exalted are etched on their silver souls. This Charm enhances any attempt to create
or remove another character’s Intimacies, provided the Lunar possesses an intimacy identical to one he is trying
to create, or directly in opposition to one he is trying to remove. An image of the intimacy in question roars
through his anima, and he doubles his rolled successes before comparing them to the target’s MDV.

With Charisma 4+, this Charm can also aid attempts to persuade another character to help the Lunar fulfil that
intimacy. Additionally, the Lunar may remove the Obvious keyword if his target can already perceive a physical
representation of the relevant intimacy.

SOMEONE’S HERO ASSURANCE


Cost:​ 6m, 1wp; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious
Duration: ​Instant
Prerequisite Charms:​ Any Charisma Excellency
Once awakened to their own greatness, beloved heroes seldom disappoint. The Lunar surrounds herself with a
halo of adoration and cries out to one of her positive intimacies within (Charisma x 10) yards, bolstering their
confidence. She rolls a pool of (Charisma + Essence), which cannot be enhanced by Charms, Virtues, etc,
granting the target one point of temporary Willpower per success, up to the normal limit of their pool.
Regardless of whether she rolls any successes, the target is provided with an opportunity to spend Willpower to
resist any mental influence currently affecting them at one less than the normal cost, minimum one. If her target
is in Limit Break they receive another opportunity to assume partial control, or if she rolls at least (Essence)
successes they may immediately end their Limit Break by returning to nine points of Limit.

This Charm can also target outsiders to whom the Lunar does not have a positive intimacy, as a Warden effect.
However, such targets must willingly accept a positive intimacy toward the Lunar or Creation (the Lunar
chooses) in order to receive the Willpower.

LOVE-BOUGHT LOYALTY
Cost:​ — ; ​Mins:​ Charisma 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Any Charisma Excellency
Those who love the moon-witches find themselves bound by boundless charisma. Individuals with a positive
intimacy towards the Lunar that represents a close, personal link may use the Lunar's Charisma in place of their
own Integrity when resisting mental influence which would have them act against that intimacy. If the Lunar has
her own personal, positive intimacy toward that character, they may even treat such mental influence as an
unacceptable order.

ARGENT AVENGER SELFISHNESS


Cost:​ 4m; ​Mins: ​Charisma 5, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Love-Bought Loyalty
The Primordial War was a time of horror and chaos and heroism, when entire worlds ended and titans clashed
with mortals and gods. Still, none raised a hand against beautiful Gaia. Had they done so, Luna’s wrath would
have pursued them into their very prison. The Lunar may activate this Charm whenever she becomes aware of
an injury dealt to one of her positive intimacies, immediately gaining a ten-mote Overdrive pool and (Charisma)
offensive motes.

While it is active, her Overdrive pool does not automatically empty at the end of the scene – however, she may
only spend offensive motes on magic that would directly work toward avenging this injury. The most obvious
example would be attacks aimed at the one who caused the injury, but less direct applications are also
permissible, with the Storyteller’s permission – the Lunar might use them to smash their way through the
target’s guards, for example, or while violently interrogating someone as to their location. When this Charm
ends, the Lunar’s Overdrive pool immediately empties.

NIGHT-BRIDGING BEACON
Cost:​ 4m, 1wp; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Intimacy-Anchored, Stackable
Duration: ​Indefinite
Prerequisite Charms:​ Love-Bought Loyalty
The moon gazes down on the world and all she loves, and watches their nightly mischief with a smile. The Exalt
chooses one of her positive intimacies, and for this Charm’s duration is aware of the relative direction and
distance of that intimacy, though the latter is communicated in miles, rounded up. Only intimacies toward
physical things can be located in this way, and the information is communicated as an instinctive understanding,
like the gentle tug of the moon on Creation’s oceans. If the intimacy is in another realm of existence, the Lunar
only learns what realm they are in.

This effect is Obvious to the target, who can suspend it for (Essence x 2) hours by spending one Willpower.
Perfect evasion effects provoke a roll-off, and block this Charm for one day if the Lunar fails. The target can
identify the Lunar as the observer if they have an intimacy toward her, and can freely communicate to her their
emotional state, and (with her player’s permission) benefit from this Charm with regard to her location.
BOND CHARMS

SHINING LUNAR BOND


Cost:​ 3m [1m]; ​Mins:​ Charisma 2, Essence 2; ​Type​: Reflexive
Keywords:​ Combo-OK, Intimacy-Anchored
Duration:​ Indefinite
Prerequisite Charms:​ None
It is love that saw Luna born, and love that has driven moon-heroes to ravage a Creation that does not care. The
Lunar chooses a single positive intimacy she possesses toward another character, and for this Charm’s duration
may treat any mental influence causing her to act against it as an unacceptable order. The bond itself is rendered
immune to mental influence; the Lunar can consent to shift its context, but only so long as it remains positive.
The Lunar gains a point of Limit whenever this Charm ends.

A second purchase makes this Charm Stackable, allowing the Lunar to enchant up to (Charisma) bonds.

LOVE’S SECOND FACE


Cost:​ — (+1wp); ​Mins:​ Charisma 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Instant
Prerequisite Charms:​ Shining Lunar Bond
Hate and love are two sides of the same coin, the same passion refracted through different prisms. This Charm
enhances its prerequisite, allowing the Lunar to pay an additional point of Willpower to instead target negative
intimacies. This reverses the function of the bond, allowing the Lunar to reject influence that would cause her to
aid or spare the subject of her hatred. Other Charms that interact with bonds are similarly altered.

DEVOTED GUARDIAN ATMAN


Cost:​ — ; ​Mins:​ Charisma 2, Essence 2; ​Type​: Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Shining Lunar Bond
Virtue is love, and acting on that love. No other definition bears mentioning. The Lunar may channel any Virtue
to aid actions that protect or assist the subject of a bond, regardless of whether that Virtue would normally be
appropriate for the situation. If it would normally be appropriate, the Willpower cost to channel it is waived.
Additionally, whenever the Lunar must suppress one of her Virtues to aid or protect one of her bonds, or in
response to actions taken by one of her bonds, she need not spend Willpower to do so.

MIDNIGHT PASSION PURITY


Cost:​ — ; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Devoted Guardian Atman
Devotion is food for the soul. Whenever the Lunar would regain Willpower from a stunted action that directly
aided or protected a bond, she may instead regain a single channel for the Virtue that most resonates with that
bond’s nature. If she would regain Willpower from sleeping while in physical contact with a bond, she may
trade any number of regained Willpower points for an equal number of appropriate Virtue channels.

THE SHAPE OF LOVE


Cost:​ — ; ​Mins:​ Charisma 4, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Shining Lunar Bond
Moonlit passion extends past persons, into packs, paradigms, and – as Luna would attest – Primordials. This
Charm allows the Lunar to make bonds from positive intimacies toward groups, objects, and specific areas of
land. No Lunar Charm known to exist allows bonds toward ideals or concepts. Additionally, if the Lunar’s bond
has an intimacy toward her of the same basic context, she adds its shape to her form library for as long as she
maintains her bond toward it. This does not otherwise expand her shapeshifting abilities.

COMMAND CHARMS

TYRANT’S HEARTFELT HAND


Cost:​ 3m; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Charisma Excellency
Such is the passionate confidence of the Silver Mirrors that none can help but aid them. This Charm enhances
any action where the Lunar provides or benefits from a teamwork bonus, increasing the number of assistants
who can contribute aid by (Charisma). If she is the one actually performing the action, she may convert any dice
added by teamwork to automatic successes as an Obvious effect, the world itself seeming to bend to her aims.
This Charm can also enhance attempts to co-ordinate an attack, adding (Charisma) automatic successes.

WILL-WORKING ENTHUSIASM
Cost:​ 5m; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Tyrant’s Heartfelt Hand
Where there’s a will, there’s a way. This Charm enhances any project roll the Lunar takes an active part in,
reducing its Capital cost by one (this does not stack with other uses of this Charm). In addition, any modifiers –
positive or negative – to the project’s dice pool applied by organizational intimacies are increased by (Lunar’s
Charisma). These do not count as dice added by Charms.

MOON MESSIAH FEVER


Cost:​ 5m, 1wp; ​Mins:​ Charisma 4, Essence 2; ​Type:​ Simple (Dramatic Action)
Keywords:​ Combo-OK, Emotion
Duration:​ (Size) days
Prerequisite Charms:​ Tyrant’s Heartfelt Hand
Infectious excitement spreads from the Lunar to those she commands, like a hot summer plague through a
midnight festival. This Charm is a dramatic action in which the Lunar spends at least (Size) days making
himself highly visible to an organization he has enough authority to take Leadership Actions within, over the
course of no more than two weeks - giving public speeches, going on procession through his capital city,
conducting interviews with employees, etc. Once he has done so, the group immediately acquires an appropriate
positive intimacy toward him. Alternatively, he can grant the organization a copy of any intimacy that he
possesses.

SIDEBAR: AS YOU LIKE IT


If a person comes to love someone else, only to find out they weren’t who they thought, they’ll likely be
surprised, even hurt – but will they stop loving them? There are numerous effects which reference intimacies to
the Exalt, but the Chosen of the Night wear many faces, and most passion is only skin deep. Generally, such
effects can be taken to refer to intimacies toward the Lunar’s current persona, rather than some platonic notion
of her self – advice that should also be applied to more mundane disguises. As ever, the Storyteller should
exercise their best judgement.

BORDER-WARDEN AUTHORITY
Cost:​ 1m; ​Mins:​ Charisma 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Charisma Excellency
The Lunar straddles all peoples, all nations, all worlds, and in times of crisis her voice must be heard. This
Charm enhances a command or request the Lunar makes, causing every character who hears it to instinctually
understand the basic intent behind the order, regardless of whether they know the language. Even animals with
no formal language are affected by this Charm, as are the gibbering thoughtless things of the Wyld.
With Charisma 4+ this Charm can even overcome deafness, allowing any character who perceives the witch
through any sense to understand the command from her body language alone.

PERSUASIVE WORLD-WHISPER
Cost:​ 3m; ​Mins:​ Charisma 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Action-Only, Obvious, Shaping
Duration:​ One action
Prerequisite Charms:​ Border-Warden Authority
The witch speaks, and the world itself must answer. The Exalt targets a single inanimate object within
(Charisma + Essence) yards, impressing her majesty upon it. The object glows with the light of her anima for
this Charm’s duration, and obeys any commands she gives it to the best of its ability. Objects can only perform
actions within their basic nature (including basic maintenance), cannot flurry, and cannot independently hover or
be "carried"; a window can open or close, but a sword cannot wield itself. Objects cannot be made to
self-destruct, even if it is within their capabilities. The Lunar herself pays any costs for activating Artifact
powers.

The Lunar’s (Charisma + [appropriate Ability]) is used for any necessary dice pools, with tool modifiers applied
as normal, though these actions are not considered her own for the purposes of enhancing them with Charms. If
the object is owned by another character, the Lunar must roll (Charisma + Lore) at a difficulty of (owner’s
Essence + object’s Artifact rating) upon activation, or the Charm fails. Thinking objects may resist with their
own MDV.

PASQUEFLOWER SERVANT SPECTRES


Cost:​ — ; ​Mins:​ Charisma 4, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Persuasive World-Whisper
The tools that serve the Chosen of Night are enchanted in the most literal sense. This Charm enhances its
prerequisite, extending its duration to one scene, or indefinitely if the Lunar owns the enchanted object. The
cost to target objects the Lunar owns is reduced to two motes, and she can use her Charms to enhance actions
taken by such objects, provided they are within (Charisma) yards - her Charisma Excellency does not benefit
from discounts for this purpose. Objects carry out their orders until ordered to stop – the infatuated least gods of
enchanted objects are mentally limited, and cannot make value judgements or carry out contingencies unless
they have somehow been imbued with a material intelligence.

Additionally, all enchanted objects can hover and move independently at a rate of up to (Lunar’s Charisma)
yards per tick, as necessary. This also allows certain previously-impossible actions, such as swords attacking on
their own. Objects rooted to the ground remain so. If the Lunar dies, her last breath can permanently infuse any
enchanted objects with life. Such objects often develop a crude intelligence past their first century.
TERRITORY CHARMS

BELOVED WORLD-SONG CHORUS


Cost​: — ; ​Mins​: Charisma 2, Essence 2; ​Type​: Permanent
Keywords​: Obvious
Duration​: Permanent
Prerequisite Charms​: Any Charisma Excellency
The world loved the moon, and she the world, and so they danced the waltz of jade-and-silver to a tune of tides.
While in valid terrain, the Lunar can have her surroundings shift to accompany her movements and words, while
the howling of distant beasts and the rhythmic heartbeat of the world replace formal instruments. She counts as
having the required tools and assistants for any Charisma-based performance, presentation or speech.

If the Exalt's anima is flaring at the 11+ level, this Charm functions even outside of valid terrain, as her anima
shapes and reshapes itself by the moment. In addition to the effects described above, she may create phantasmal
sensory effects within (Essence x 10) yards of herself using her anima. These effects are obviously unreal, and
can be ignored without penalty.

SIDEBAR: WHAT A WONDERFUL WORLD


The earth yearns to aid its beloved monsters. A number of Lunar Charms refer to the concept of “valid terrain”.
This is land that the Lunar owns, or which is owned by a character with a positive intimacy toward them.

CLAD IN BORROWED FINERY


Cost​: 5m, 1wp or 8m, 1wp; ​Mins: ​Charisma 3, Essence 3; ​Type: ​Simple
Keywords:​ Combo-OK, Obvious, Shaping
Duration:​ Indefinite
Prerequisite Charms:​ Beloved World-Song Chorus
The Argent Madonna reflects the beauty of that which she loves. The Lunar targets an environmental hazard
within (Charisma x 10) yards, enticing it to flow around her in beautiful streamers of ice or poison. The original
hazard (or an object-sized area, for large-scale hazards) ends, while the Lunar becomes the centre of an identical
hazard with a radius of (Charisma) yards. The Lunar’s possessions, and characters she has a positive intimacy
toward are immune to this hazard. She is immune to it, and to every other hazard of the same basic type; a Lunar
wreathed in a bonfire ignores all fire-or-heat based environmental dangers. She may freely add the Warden
keyword, causing her hazard to instead only affect outsiders (she is still immune).

Outside of valid terrain, the mote cost of this Charm increases to eight; leaving it with this Charm active requires
that the Lunar spend the extra motes. The Lunar may treat this environmental aura as a flaring anima at the 11+
level for all purposes, and if her own anima flares may disguise it within the dance of her wild garb, or else
cause it to warp the hazard (though not its traits) in a manner suited to the aesthetics of Lunar Essence.

A second purchase at Charisma 4+ renders the Exalt immune to all environmental hazards while this Charm is
active, not just those similar to the one she’s wearing. It also allows her to extend this immunity to anyone she
has a positive intimacy toward within radius of her hazard. A third purchase decreases its mote cost by
(Charisma ​÷ ​2), regardless of where it is used, and allows the Lunar to use it reflexively even when inactive.

THUNDER-MOCKING MOON MOOD


Cost​: 0-10m, 1wp; ​Mins: ​Charisma 5, Essence 3; ​Type: ​Simple
Keywords:​ Combo-OK, Shaping
Duration:​ Indefinite
Prerequisite Charms:​ Beloved World-Song Chorus
The hearts of the Lunar Exalted overflow into the world itself, clouds parting like their smile, the sky weeping to
match their tears. This Charm can only be activated in valid terrain, allowing the Lunar to commit up to ten
motes to command the climate and weather within that terrain up to a radius of (Charisma) miles. Changing the
weather to another type is a reflexive action, but takes one minute to come into full effect. He can only produce
one kind of weather at a time, but can produce anything from burning sun to sudden blizzards or gentle rain,
with the only limit being how many motes he has committed to this Charm.
Two committed motes allows him to produce changes that conform to the normal expectations for the region,
season, and the current conditions, such as provoking rain on an overcast day. Producing weather counter to the
current conditions (but still in line with the region and season) requires four committed motes, while ignoring
either the region or season requires six motes, and ten motes allows the Lunar to direct the climate without any
regard for the context, producing snowstorms in the deep South. He may reflexively commit further motes to the
Charm as necessary. He may also increase his effective number of committed motes by four if his current mood
matches the change he is inflicting, though this allows others to attempt to read his motives through the weather.

Depending on its severity, this weather can penalize inappropriate actions within its radius. Fog reduces sight,
heavy rain limits archery, snowstorms reduce scavenging opportunities, and so on. Conversely, certain activities
can benefit from appropriate weather, allowing certain penalties to be bypassed. On a greater scale, projects can
suffer from disasters of varying levels (​Masters of Jade​, pp. 71) at the hands of a malevolent climate, while
helpful weather can offer a suitable advantage. The Storyteller should exercise their judgement, but external
penalties applied by the Lunar’s weather should not exceed –(Charisma) even in the most extreme cases, and the
Lunar cannot produce weather more hazardous than a severe sandstorm (​Exalted​, pp. 131).

ARCADIAN ENCLAVE ANTHEM


Cost​: 10m, 1wp; ​Mins​: Charisma 3, Essence 2; ​Type​: Simple (Dramatic Action)
Keywords​: Combo-OK, Emotion, Warden
Duration​: Instant
Prerequisite Charms​: Any Charisma Excellency
The lands of the Night-Wings echo their sentiments. This Charm is a dramatic action of five hours which the
Lunar spends working her sentiments into an area of valid terrain with a radius no greater than (Charisma)
miles, defining a single intimacy. Characters with a Dodge MDV lower than the Lunar’s (Charisma + Essence)
treat every day they spend in that area as a scene spent building that intimacy, as an unnatural Emotion effect
costing one point of Willpower to resist, or two points if they partook of the riches of that land; drinking from its
streams, harvesting its wood, sheltering in its buildings, and so on – unintelligent animals are affected, though
they will act on the intimacy only insofar as they can understand it. Outsiders decrease their effective Dodge
MDV by two against this influence. This effect lasts for (Charisma) months or until the terrain is no longer
valid, a duration which resets every time the Lunar spends more than a day in the relevant region with the
permission (explicit or implicit) of its owner.

With Charisma 4+, the Lunar can define up to (Essence) different sentiments, each one targeting a distinct
category of character. Characters are only affected by this influence once per day; if they would be a valid target
for more than one sentiment, their player chooses which is most appropriate.

WILD PLACES PRINCELING PRACTICE


Cost:​ 1m; ​Mins:​ Charisma 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Touch
Duration:​ Indefinite
Prerequisite Charms:​ Any Charisma Excellency
The Border-Wardens find eager allies in their own territories. This Charm targets any character the Lunar is
touching, blessing their time in a particular region of valid terrain. They receive (Charisma) automatic successes
to any action to move safely and effectively through that region, or gather food from it. Attacks do not benefit,
even to clear a path. They treat all rest in that terrain as sleep for the purposes of relieving penalties and
regaining Willpower, and even when not resting are always treated as being “at ease” for fatigue and Essence
respiration. They also respire motes normally regardless of whether they are in a shadowland, blight zone, etc.

With Charisma 4+, the Exalt can add the Intimacy-Anchored keyword, tying this Charm to a positive intimacy
the target has toward the Lunar or the relevant region. This reduces the committed mote cost of the Charm to
zero. The Lunar is always treated as having such an intimacy toward the land for this purpose.

JOYOUS COMMONWEALTH COMMAND


Cost​: 6m, 1wp; ​Mins: ​Charisma 4, Essence 2; ​Type: ​Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Wild Places Princeling Practice
The land knows what is best – the Lunar has told it. This Charm enhances any Leadership Action that the Lunar
is involved in. Within valid terrain, no relays or extended communication of any kind is necessary; once the
orders have been laid, they simply permeate into the native consciousness, as workers realize that now is the
ideal season for whatever duties have been allocated to them. Non-extras involved in the project can spend a
point of Willpower to realize the external nature and source of this instinct. As a result, the project is immune to
certain lines of attack or scrutiny – further, it receives (Charisma) points of “ablative” Capital. These points
grant no benefit on their own, but must be depleted by disasters or sabotage focused on the valid terrain before
any real Capital points can be lost, as the land subtly bends to aid the project.

TELLURIAN STEWARD SPIRIT


Cost:​ — ; ​Mins:​ Charisma 1, Essence 2; ​Type:​ Permanent
Keywords:​ Stackable, Warden
Duration:​ Permanent
Prerequisite Charms:​ None
The world cries out to be defended from the anathema at its door. This Charm can be purchased up to (Essence)
times, with each purchase granting the Lunar an additional Peripheral mote pool capable of holding ten motes,
which cannot be committed to artifacts. This pool cannot be refilled by normal mote respiration – instead, each
hour the Lunar spends defending valid terrain from those foreign to it – planning war against them, warning
natives against them, hunting them down, etc – allows her to roll (Charisma + Essence), regaining motes equal
to her successes. She cannot enhance this roll with other Charms. She treats all of Creation as valid terrain for
this Charm if the foe she is defending against are outsiders, whom she treats as foreign to everywhere.
MANIPULATION

PRICE CHARMS

EVERYONE’S PRICE LEVERAGE


Cost:​ 2m (+1wp); ​Mins:​ Manipulation 1, Essence 1; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Manipulation Excellency
The Immaculate Order warns against the temptations of the Faceless. They’re right to do so. This Charm
enhances an attempt to read a character’s motives, rendering it reflexive. If the Lunar is directly engaging the
target in some manner she may use Manipulation in place of Perception. If it succeeds, then she may spend a
point of Willpower to also intuit (Manipulation) things that the target particularly desires, and that providing
would cause them to view her favourably. These can be gifts or services, material or otherwise, and are ranked
roughly in the order of the desire’s intensity.

With Manipulation 3+, the Lunar may forgo intuiting the target’s desires to specify a given service when using
this Charm, learning the absolute minimum price (in the form of a gift or service) the character would accept to
perform it.

EMPEROR-EVALUATING STANCE
Cost:​ — (1m+); ​Mins:​ Manipulation 2, Essence 2; ​Type: ​Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Everyone’s Price Leverage
Wealth and debt are worn by mortals like cloaks, plainly visible to the moonlit eyes of those who might enjoy
wearing them instead. If a roll enhanced by this Charm’s prerequisite succeeds, the Lunar may spend further
motes to learn the rating and general nature of the target’s backgrounds, phantom images flickering in front of
her eyes. Only backgrounds rooted in social influence, rank and wealth can be deciphered in this way, and the
Lunar intuits one for every additional mote she spends (maximum [Manipulation]), in order of rating.

Even if she spends no motes, the Lunar can make a rough but functional estimate of the extent of the character’s
debts, fiscal and otherwise, though not who they are owed to unless the creditor is present in the scene. She can
intuit how any personal assets she knows of would be affected if those debts were called in.

At Manipulation 3+, Essence 3+, this Charm can be repurchased, allowing the Lunar to spend an additional
point of Willpower when activating Everyone’s Price Leverage. If the roll succeeds, she may render information
she intuited Obvious to anyone who can perceive the target (not including the target themselves). This effect
lasts for one scene, or until the Lunar ends it, and can exclude any information she does not want to advertise.

HARD-TO-REFUSE OFFER
Cost:​ 4m or 3m or 0m; ​Mins:​ Manipulation 4, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Social, Warden
Duration:​ Instant
Prerequisite Charms:​ Everyone’s Price Leverage
A Lunar’s well-chosen words are like silver barbs into the mind, lulling studied ignorance with mind-opening
temptations. This Charm supplements a Manipulation-based social attack, rendering it unnatural and
undodgeable. This Charm costs four motes, or three motes if used against an outsider or as part of a trade or
negotiation, or zero motes if used against a single target the Lunar is offering an appropriate gift or service (as
described in Everyone’s Price Leverage).

SMUGGLER’ S DREAM SANCTIFICATION


Cost:​ 5m; ​Mins:​ Manipulation 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Compulsion, Warden
Duration:​ Instant
Prerequisite Charms:​ Everyone’s Price Leverage
The priests of Luna hold sway over the night, and the secret exchanges that take place beneath its velvet covers.
The Lunar may use this Charm to target any character who has been involved in a transaction with her and
agreed (no matter how insincerely) to keep the exchange secret, rolling (Manipulation + Larceny) against their
MDV. If she succeeds, they are struck by a Compulsion to not reveal or discuss any details of the transaction
with anyone except the Lunar, forced to bite their tongue whenever the matter arises.

This unnatural mental influence lasts until the target no longer benefits from the transaction, or for one month,
whichever is longer. It can be resisted for a scene by spending two points of Willpower, and is rejected entirely
after a total of ten Willpower has been spent. The Lunar benefits from (Essence) automatic successes on the
activation roll if the exchange involved an outsider other than herself, including the object of the transaction.

There is no limit to the varieties of transaction this Charm can disguise, so long as goods or services have been
“willingly” exchanged by both the Lunar and her target. Barely-veiled extortion and secret diplomatic talks are
just as valid as surreptitious bribes or under-the-table deals.

MIDNIGHT MARKET BARGAIN GLEAM


Cost:​ 5m; ​Mins:​ Manipulation 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Compulsion, Social
Duration:​ One scene
Prerequisite Charms:​ Everyone’s Price Leverage
The Exalted Host gave hope to humanity in ancient times, and even in this dark age the Lunars lead mortals in
search of more than they have. This Charm functions in the same way as the Solar Charm Respect-Commanding
Attitude (​Exalted​, pp. 202), except that the dice pool used is (Manipulation + Bureaucracy), and rather than
compelling others to watch the Lunar respectfully, it causes them to either attempt to obtain what they seek from
the Lunar, or stay while the Lunar attempts to gain from them. If the Lunar is already engaged in bargaining
with another character, others will wait for her to finish before presenting their own offer. Additionally, anyone
under this Compulsion cannot attempt to obtain something without making a good-faith offer of exchange.

 
 
 
 
TRANSGRESSION CHARMS

BODY-LEDGER PERSISTENCE
Cost:​ 5m [1m]; ​Mins:​ Manipulation 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Crippling-Anchored
Duration:​ Indefinite
Prerequisite Charms:​ Any Manipulation Excellency
Debts exist to be repaid, and Creation’s account is dripping with red. The Silver Pact means to collect. The
Lunar declares a transgression that she perceives as having been committed against her and a price that must be
paid to make amends, immediately manifesting a scar-pattern representing the debt. While this Charm is active,
the Lunar modifies her Parry MDV as though she had an intimacy toward acquiring payment. If she has an
intimacy that resonates with the debt, such as a positive intimacy toward whatever she feels is owed, or a
negative intimacy toward the transgression, this modifier is increased to (Essence). Benefiting from this
modifier requires that the Lunar include the nature of the debt in her reply – a stunt may allow her to couch this
in riddles or oblique references, but such information must be present somehow.

The debt-scar vanishes once this Charm ends, and ending it before receiving payment drains a point of
Willpower from the Lunar. If the Lunar’s price is met, it ends automatically, and for the rest of the scene her
Parry MDV is rendered inapplicable against mental influence the debt-scar would have helped defend against.

SILVER BOUNTY SIGIL


Cost:​ 1m (+3m); ​Mins:​ Manipulation 3, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious
Duration:​ Indefinite
Prerequisite Charms:​ Body-Ledger Persistence
The word spreads, and the favour of witches are sought in blood and jewels. The Lunar focuses on a single
debt-scar marked by Body-Ledger Persistence, causing it to glow like a caste mark under 4+ anima flare. She
then chooses certain information, which becomes Obvious (in a degree of specificity chosen by her) to anyone
who so much as glimpses the debt-scar. She may communicate the nature of the transgression, the repayment
she expects in exchange, any deeds another character could undertake toward seeing repayment done, and any
rewards she would offer to those who aid her in this.

If she wishes, she may increase the cost of this Charm by three motes to add the Crippling-Anchored and Touch
keywords, applying a copy of the debt-scar to any surface or character she is in contact with. This version of the
Charm has an Instant duration, the mark glowing with anima-light until it is erased or healed.

At Manipulation 4+, the Lunar may render any debt-scars imbued by this Charm visible only to certain kinds of
characters, which may be as broad or specific as she pleases. Essence-sight can make out the mark as a silvery
glow, but deciphering it requires a difficulty 5 (Perception + lower of Linguistics and Occult) roll.

WITCH-SNUBS-KING TECHNIQUE
Cost:​ 3m; ​Mins:​ Manipulation 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Stackable
Duration:​ Indefinite
Prerequisite Charms:​ Body-Ledger Persistence
A unilateral approach cannot bend the will of the Chosen of Night. Even the rulers of the world must venture
into their lairs, and overcome rejections made quicksilver fast by their past presumptions. The Lunar chooses a
single social group, and for this Charm’s duration considers any mental influence its representatives apply
against her to be Obvious, and can apply her Parry MDV against it even if it would normally be unblockable.
This Charm can be activated subconsciously, in response to mental influence the Lunar is not even aware of.
The Lunar may use this Charm multiple times, simultaneously, to help defend against different groups.

With Manipulation 3+, the Lunar can commit an additional mote whenever she successfully parries or spends
Willpower to resist such influence. Each mote so committed increases her Parry MDV by two against their
influence. She can commit up to (Manipulation) extra motes per character. This bonus ignores normal DV caps,
but is ignored by influence that exploits one of the Lunar’s intimacies or her Motivation.
TEMPTATION CHARMS

PROUD PREACHER INVITATION


Cost:​ 4m, 1wp; ​Mins:​ Manipulation 1, Essence 1; ​Type:​ Simple
Keywords:​ Combo-OK, Compulsion, Social
Duration:​ Instant
Prerequisite Charms:​ Any Manipulation Excellency
Truth makes up the organs of society, but silence and lies are its armoured hide. The Night-Wings skin the
motives of man, and enjoy the red fruit. The Lunar rolls (Manipulation + Investigation) against the Dodge MDV
of a character within (Essence x 2) yards, specifying any of their intimacies he is aware of. Success applies an
immediate Compulsion to elaborate on those intimacies for the rest of the scene, smug boasting or nervous
small-talk that explains their love and hate. Circumstances can lead them to provide other information, such as
stories of relevant past events. The Lunar can specify any number of intimacies, but the target will split their
attention approximately evenly, so greater specificity may be useful. He can treat general emotional states, or
desires or debts uncovered through Everyone’s Price Leverage, as intimacies for this purpose.

Characters may resist this unnatural mental influence by spending a single point of Willpower, or two if the
intimacy is present in the scene. However, this does not make them aware of the influence, which remains silent
and undetected unless they spend an additional three points of Willpower.

TEMPTING CRIMSON TREASURES


Cost:​ 5m; ​Mins:​ Manipulation 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Emotion, Social
Duration:​ Instant
Prerequisite Charms:​ Any Manipulation Excellency
Many claim they hold principles they would not violate for anything, no matter how large the payment or threat.
They are liars, for Lunars know where others draw the line, and exactly how to redraw it. This Charm is an
unnatural (Manipulation + Presence) social attack that appeals to need and want. If not resisted, it instantly
creates an appropriate desire-based intimacy in its target. The desire must be material in nature, but is otherwise
entirely determined by the Lunar’s social stunt – general lust, hunger for a specific dish, desire for bargains, etc.

If the target already has the intimacy this Charm would create, they cannot spend Willpower to resist its
influence, and the existing intimacy is instead put under an enchantment, which lasts until they spend a total of
five points of Willpower, over any length of time, or alter or erode the intimacy such that it is no longer
desire-based. While so enchanted, the intimacy’s emotional context is exaggerated, preferences becoming
addictions, and its MDV modifier increases by one. Additionally, (6 – Temperance) scenes are required to erode
or alter the intimacy’s context, and the target can ignore their Temperance when acting on it, allowing them to
indulge even if it would cause them to neglect other duties or promises.

A second purchase at Manipulation 5+ allows the Lunar to use Performance in place of Presence, applying the
mental influence to everyone who perceives the social attack, as usual.

INTERNAL SUBMISSION POSTURE


Cost:​ — ; ​Mins:​ Manipulation 4, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Tempting Crimson Treasures
The Silver Mirrors are well-versed in teasing out the primal core of desires in each soul, binding hearts with
their own predictability. This Charm enhances its prerequisite, allowing it to create (and enchant) any kind of
intimacy. Rather than Temperance, the enchantment links the intimacy whichever Virtue is its most opposite –
hate might allow a character to ignore their Compassion when harming the object of their contempt, while fear
would allow them to ignore their Valor when submitting to or fleeing from the object of their terror.

CONNOISSEUR TESTIMONY TECHNIQUE


Cost​: 1m, 1wp; ​Mins​: Manipulation 2, Essence 2; ​Type​: Simple
Keywords​: Combo-OK, Illusion
Duration​: Instant
Prerequisite Charms​: Any Manipulation Excellency
The hearts of mortals and gods alike can be driven to distraction by material goods. The Lunar describes an
object he can perceive in terms lavish or derogatory, and for the rest of the scene, its apparent Resources value is
altered by up to (Manipulation), as appropriate to his description, maximum five and minimum zero. This
cannot disguise the object’s basic nature. While others may be amazed they did not recognize its true value, only
characters with an MDV higher than the Lunar’s (Manipulation + Larceny) can ignore this Illusion effect.
Others must spend two points of Willpower.

With Manipulation 3+, the Lunar can also disguise obviously magical objects like artifacts or hearthstones,
reducing their apparent rating or eliminating it entirely so that they seem like equivalent mundane objects worth
no less than Resources (5 – Lunar’s Essence).

A second purchase allows the Lunar to use this Charm reflexively and without a speech to target objects that he
owns. This version of the Charm is indefinite, lasting as long as he commits motes to a given object, and costs
three points of Willpower to resist.

ILL-SHUFFLED POKER FACE


Cost​: 3m; ​Mins​: Manipulation 3, Essence 2; ​Type​: Reflexive (Step 2)
Keywords​: Combo-OK
Duration​: One action
Prerequisite Charms​: Connoisseur Testimony Technique
The Lunars obscure their deepest thoughts behind a veil of distraction, concealing fear behind a snarl and
turning joy into a killer’s cold stare. This Charm can be activated unconsciously, in response to any attempt to
divine the Lunar’s motives by any means, and applies a -(Manipulation) external penalty to such attempts.
Should an attempt fail it instead provides a fake motive, chosen by the Lunar upon activation. Charms that
automatically determine the Lunar’s motives provoke a roll-off (to which the penalty does not apply).

With Manipulation 5+, the Lunar may instead turn tarnish into shine, and make the motive behind one of her
actions Obvious to any characters who witness it. She may choose to restrict this effect to certain categories of
characters, allowing her to send personal messages through otherwise unremarkable deeds – an ally sees her
picking up a salt shaker and knows that she did so to signal to him that the Wyld Hunt were on to them.

CRIMSON-AND-SILVER TONGUE
Cost:​ 4m, 1hl; ​Mins:​ Manipulation 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Poison, Touch
Duration:​ Instant
Prerequisite Charms:​ Any Manipulation Excellency
The Lunars know the secret scoresheets of life hidden in the heart’s blood, and can reconfigure their own to sing
into the ears of those who claim it. A moment’s concentration allows the Lunar to infuse her veins with
unnatural mental influence, modelled as a written Manipulation-based social attack. She then squeezes a single
concentrated droplet of silver-flecked blood from one of her pores, allowing her to taint a single large meal’s
worth of food, or an object-sized container of fluid. The blood dissolves into the target, requiring a difficulty 2
(Perception + Medicine) roll to detect. For the next (Manipulation) hours, or until the meal is diluted beyond
normal limits, anyone who tastes or otherwise ingests the target suffers from the mental influence as a Poison
effect that can be resisted at the usual Willpower cost. Charms can enhance this social attack as normal, though
it contains no actual information and ignores language barriers, encoded in taste.

 
 
 
CONTRACT CHARMS

SHAPE-PURCHASING BARGAIN
Cost:​ 4m, 1wp; ​Mins:​ Manipulation 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Manipulation Excellency
Tales of the Celestial Demons say they seek those with some weakness, some unseemly desire, and take their
bodies for their own. The Moon-Heroes bear such stories out. The Lunar can activate this Charm upon
observing a character within (Manipulation) yards express a desire for some service or good. The desire need
not be meant seriously or as a request, but must be unambiguous. A strange and silent agreement is sealed
between the Lunar and her target – if she successfully provides the target with their desire (along with evidence
of its completion, in the case of a service), this Charm ends, and she adds the target’s shape to her form library.

Targets can unconsciously reject the deal by spending a point of Willpower, preventing this Charm’s successful
activation – this does not alert them to the silent offer they have turned down, and allows them to freely reject
future bargains attempted that scene. Once the bargain has been made, however, it can only be cast aside if the
Lunar abandons it by ending this Charm early, or dies.

FORM-BARTERING METHOD
Cost:​ 2m, 1lhl; ​Mins:​ Manipulation 3, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious, Shaping, Touch
Duration:​ Instant (One day)
Prerequisite Charms:​ Shape-Purchasing Bargain
Men become beasts and beasts become men at the courts of the witch-kings of the Lunar Exalted. Children in
the Realm shiver at stories of these evil demons who can trade faces and fleshes as they see fit. The Lunar
smears blood that drips from phantom wounds onto the flesh of another willing character, transforming them
into a shape in the Lunar's form library, exactly as though they had taken an unflurryable shapeshift action (with
the usual restrictions and effects). This transformation’s duration is chosen by the Lunar, to a maximum of one
day, and cannot be prematurely ended once it has been accepted except through a second application of this
Charm, which can reverse the effects. For its duration, the Lunar loses access to the chosen shape – but gains
temporary access to the form of her target.

With Essence 4+, the Lunar may extend this Charm’s duration by spending a point of Willpower, to a maximum
of one month. Reaching Essence 5+ improves this extended duration further, allowing the transformation to last
until next Calibration – or permanently, on mortals.

A second purchase of this Charm at Manipulation 5+, Essence 4+ allows the Lunar to pay an extra six motes to
target unwilling characters, rolling (Manipulation + Occult) against their Dodge MDV. Success transforms
them, while failure causes nothing more than mild nausea as their body briefly seems too tight or loose in their
skin.

FAITH-BRIBE PARTNERSHIP
Cost:​ 10m, 1wp [2m]; ​Mins:​ Manipulation 4, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Crippling-Anchored, Stackable, Touch
Duration:​ Indefinite
Prerequisite Charms:​ Shape-Purchasing Bargain
Even the gods must beware of tricksters bearing gifts. This Charm targets any character the Lunar is touching,
causing a supernatural silvery scar resembling the Lunar’s anima to form somewhere on their body as a
Crippling effect unless they spend a point of Willpower. This stigmata represents a culture of living Essence that
breeds and wars and worships within the target’s chakras, granting them a single free dot of Cult, to a maximum
of five. While they bear this dot, the Lunar automatically succeeds on prayer rolls toward them, and may count
as their priest for all purposes. Her prayers are always “heard”, rather than joining the general mass of praise
that most occupy.

If the target is a spirit, raksha, or similar entity, every month they benefit from this free Cult grants the Lunar
one day of service. These days accumulate with no limit, are not lost when this Charm ends, and allow the Lunar
to command the target like as a bound demon. No less than one day of service can be expended at a time.
Stacked applications of this Charm accumulate days of service simultaneously.

Should the Lunar spread worship of the target to the point that they would gain a dot of actual, prayer-based
Cult, she may spend a point of Willpower to end this Charm but retain its effects. That dot of actual Cult
replaces the free one for its purposes, forcing the target to purge their own worshippers to be free.

OPIATE OF THE ADORED


Cost:​ 8m, 1wp; ​Mins:​ Manipulation 4, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Poison, Servitude
Duration:​ Indefinite
Prerequisite Charms:​ Faith-Bribe Partnership
Prayer is a levy, a service extracted by spirits who care not for the toil of their congregation. The Lunars well
know that such gifts can be poison. This Charm enhances any prayer roll, causing the Lunar to use Manipulation
in place of Charisma. If the roll gains more successes than its target’s Dodge MDV, they suffer from an
unnatural Servitude effect, which causes them to treat every day spent receiving prayer as a scene spent building
an intimacy of obligation toward their worshippers. The Lunar may specify a given subset or sect of the target’s
worshippers, or allow them to become beholden to the prayers of their entire cult. In either case, any scene in
which the target acts against this intimacy once it has formed is treated as a dose of a special toxin (1L/day,
Toxicity 3, Tolerance —, Penalty –[Cult]). Spirits killed by this poison die permanently, leaving only a
hollowed corpse-relic behind.

This Charm can be resisted by spending two points of Willpower when it is first successfully activated,
immunizing the spirit for the rest of the week. Once applied, however, the Servitude effect can be lifted only by
deliberately forgoing all the benefits of the Cult background. While the target is ignoring prayers they also
ignore the effects of this Charm, and completely end its effects after (Cult + 2) consecutive days spent this way.

BLOOD-SWORN OATH ASSURANCE


Cost​: 10m (1+lhl); ​Mins​: Manipulation 3, Essence 3; ​Type​: Reflexive
Keywords​: Combo-OK, Obvious, Poison
Duration​: Instant
Prerequisite Charms​: Any Manipulation Excellency
Crowns are lost and kingdoms gained through the shedding of blood, oaths bound in thrall to that vital fluid.
Whenever the Lunar is party or witness to an oath or agreement of any sort, she can activate this Charm, making
the consequences of reneging on the pact Obvious to all those involved. Should they elect not to back out, the
Lunar suffers a number of lethal health levels of damage equal to the number of other participants in the oath,
Essence-infused gore forced to flow. Traditionally, this blood is touched to a similar wound by each participant,
but this is unnecessary – the sympathetic principles involved have already tied their blood to their loyalty.

From that point on, any party who breaks the terms of the agreement finds their veins rebelling against them.
For (Manipulation) months after breaking their vow, they suffer bleeding as if they were a mortal, even if they
are a creature that does not normally bleed. Moreover, a number of times equal to the Lunar's Essence at the
time she witnessed the agreement, the oathbreaker suffers an additional point of unsoakable aggravated damage
after all other effects are resolved whenever they are injured, as silver clots inside their veins. When this occurs
is up to the Storyteller, but it always happens at the worst possible time. The Storyteller should feel free to swap
this for similarly serious injurious effects, such an automatic botch on a medical roll to treat the target.

All the negative effects of breaking an oath are Poison effects. However, any instances of aggravated damage
that are somehow averted do not count against the total number, and instead wait quiescent for another chance.
The bleeding-exaggerating effect can be cured normally, but returns after one week has passed.

MADNESS DECEIVED BY BLOOD


Cost​: 20m, 1wp, 1 lhl; ​Mins​: Manipulation 5, Essence 3; ​Type​: Simple
Keywords​: Combo-OK, Obvious, Shaping, Warden
Duration​: Instant
Prerequisite Charms​: Shape-Purchasing Bargain, Blood-Sworn Oath Assurance
The Sun burns away unreal things, while the Stars order them appropriately. The Moon is less strict, enjoying
the mad fancies of goblins and stone toads, and weaving them into her border-places. This Charm tempts a
region of the Wyld – one waypoint, or a radius of (Manipulation x 2) miles around the Lunar – into acting as the
Lunar pleases. It is an extended dramatic action with an interval of six hours and a dice pool of (Manipulation +
Socialize). The Charm’s cost must be paid with each roll, which has a base difficulty of 1 in a regions of pure
Chaos, 3 in a deepmarch, 5 in a middlemarch and 8 in a bordermarch. After accumulating a total of five
successes, the land becomes bound by the Lunar’s blood, Chaos chained in silvery Essence.

The Lunar is considered to own blood-bound regions for the purposes of her magic, and can alter such regions
by spending further successes from this Charm on any of the following functions, no more than (11 – base
difficulty) successes each:

Nature​: The Lunar shifts the region’s nature and themes (in much the same way as proximity to a particular
Direction) by spending a number of successes based on how big the change is, plus any increase it causes in the
land’s Resources value. One success allows a change within the region’s current nature, such as turning a lake of
fire into a blasted desert where fire rains from the sky. Three successes allow a moderate change, such as
transforming that lake of fire into a plateau where molten caramel springs from the ground, to be harvested by
sugar foundries. Five successes allow a total change, such as altering the lake of fire into a frozen tundra.

Anchor​: This function allows the Lunar to anchor a particular feature to the region by spending successes equal
to its Resources value, allowing it to remain relatively constant in the face of the endless tides of Chaos.
Anchored features do not shift in response to the “natural” drift of the Wyld, and ignore raksha Shaping – a
palace remains a palace regardless of the stories told by alien minds. Attempts to significantly change anchored
features with Wyld-Shaping Technique or similar effects provoke a roll-off.

Sculpting​: Wyld-tainted regions inflict mutations on those within them (​Exalted​, pp. 283), appropriate to their
nature. Every two successes allows the Lunar to have the region inflict mutations as though it were one degree
deeper or shallower – for four successes, a deepmarch could be persuaded to inflict only monthly poxes at
difficulty 2, for example. If this would reduce a region past bordermarch or increase it past pure Chaos, it
instead doubles or halves the relevant interval, respectively. Additionally, she may spend three successes to
impose a ‘cap’ on the mutations that the region can apply to each character, with a minimum value equal to the
difficulty of its mutation roll.

Poppets​: The Lunar can create extras by spending a number of successes equal to twice the rating of the
Followers background required to represent them. These creatures are loyal to her, but are neither human nor
entirely real – their anatomies stem from the region’s nature and the Lunar’s own form library, and they are
natives of the Wyld, lacking souls, true self-awareness, and the capacity to become heroic. Should the Lunar
change the nature of a region, any extras she created within it will shift to match.

Things made by this Charm lack a certain reality, being Wyld-stuff tricked by the Lunar into the pretense of
shape. They suffer a single level of unsoakable lethal damage at the end of any day they spend in Creation, or in
a Wyld-region unsuited to their nature, and if the Lunar dies they instantly vanish, dissolving into the
background noise of the Wyld. A region ceases to be blood-bound after (Manipulation) months have passed, or
another character has significantly altered the area through Wyld-shaping, geomancy, etc.

A second purchase at Essence 4+ allows the Lunar to use this Charm in the Underworld, at a base difficulty of 3
in the Labyrinth, 6 in the Underworld proper, and 9 in shadowlands. The Nature of such areas must conform to
the themes of the deadlands, its Sculpting quality cannot be altered unless the area would already mutate its
inhabitants, and any Poppets created are creatures of death and darkness rather than of the Wyld.
APPEARANCE

SHAPESHIFTING CHARMS

TOTEMIC SELF ANNOUNCEMENT


Cost:​ — ; ​Mins:​ Appearance 1, Essence 1; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ None
Just as Luna has many faces and aspects, so too can her Exalted proclaim the self within their self. This Charm
can be purchased once for every dot of Essence possessed by the Lunar, each time adding a new shape to her
form library, referred to as a totem. This shape need not be hunted down, but must belong to a species of
creature native to Creation. The minimum mote cost of adopting this form is reduced to 0m, while its effective
total cost in mutation points is reduced by (Appearance + Essence). If this would reduce the cost to adopt the
shape below 0m, the Lunar may permanently modify the form by increasing the number of mutation points
needed to represent it, until it costs 0m again. She might do so by removing the form’s natural disadvantages, or
by developing it upon mythic lines appropriate to her experiences and her understanding of it, or the themes of
Lunar Essence – a polar bear might no longer suffer in the heat, or develop an armoured hide of unmelting ice,
or grow claws of shimmering silver, or simply become larger.

With Essence 3+, this Charm allows the Lunar to only partially manifest her totem – when adopting her totem
shape, she may forgo any number of mutations, becoming a fusion of beast and man and appropriately altering
the cost. This does not affect her totem’s “true” cost for the purposes of its development.

FLICKER-FLASH FLESH PHASE


Cost:​ — ; ​Mins:​ Appearance 1, Essence 1; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ None
The Lunars are ever-changing everymen, unconstrained by just one form. The Exalt’s shapeshift actions are now
Speed 3, DV -0. At Appearance 3+, the Lunar may spend two uncommitted motes on her action tick to take a
reflexive shapeshift action. This shapeshift action only allows her to transform into a form with an associated
mote cost no greater than her current one – the necessary motes remain committed. Additionally, she can choose
to commit more motes than necessary whenever she takes a shapeshift action, in order to have more freedom in
her assumption of shapes.

With Appearance 5+, Essence 3+, the Lunar may take this reflexive shapeshift action on any tick.

PROTEAN SOUL ENGAGEMENT


Cost:​ — ; ​Mins:​ Appearance 4, Essence 3; ​Type:​ Permanent
Keywords:​ Overdrive
Duration:​ Permanent
Prerequisite Charms:​ Flicker-Flash Flesh Phase
With a full-body shiver the Lunar takes a new shape, ready to exploit each form to its greatest violent potential.
This Charm grants the Lunar a five-mote Overdrive pool, to which she adds one offensive mote each time she
takes a shapeshift action while in combat, provided the action itself cost at least two non-offensive motes.
Additionally, she may use offensive motes to pay any shapeshift mote costs that require no commitment.

YOUR ETERNAL REWARD


Cost:​ 2m, 1wp or 1m; ​Mins:​ Appearance 3, Essence 2; ​Type:​ Reflexive (Step 10)
Keywords:​ Combo-OK, Illusion, Shaping
Duration:​ Instant
Prerequisite Charms:​ Flicker-Flash Flesh Phase
Shogunate camp-building doctrine was intended to ensure that even their sentries were watched, for amongst the
enemies of the Usurpers were monsters who hid in trusted shapes. The Lunar may use this Charm whenever she
kills a target with a surprise close range attack, allowing her to dissolve her victim’s corpse without a trace,
sending it where impossible things belong. She then reflexively assumes their form (the cost to do so is not
included in this Charm), adopting the victim’s position before the blow was struck. She stores her own
possessions in Elsewhere as though they were unsuited to that shape, and these are replaced with the victim’s
own, just as they wore them, which she instantly gains ownership of.

Sound is muffled and suspicions assuaged by the victim’s dissolution, so characters in the vicinity cannot notice
this sudden replacement – at most, they might seem to imagine a slight flicker of movement out of the corner of
their eye. Those who actually witnessed the victim’s death can resist this Illusion effect by spending two
Willpower.

The Lunar may use this Charm to dispose of a victim’s body without any of the other benefits, at a cost of just
one mote. She can also selectively dispose of her victim’s non-artifact possessions. A second purchase allows
her to enhance any kind of close range attack, though this reduces the cost to resist the Illusion to one
Willpower.

PREJUDICE DISSOLUTION MORPHOLOGY


Cost:​ — (3m+); ​Mins:​ Appearance 2, Essence 2; ​Type:​ Permanent
Keywords:​ Illusion
Duration: ​Permanent
Prerequisite Charms:​ Any Appearance Excellency
The Moon walks all paths, ignoring gender, race, nation, sexuality, class, and even species. She is all, and so too
may be her Chosen. Each purchase of this Charm provides one of the knacks listed below, which each provide
the Lunar with a different kind of special shapeshift action. These cost only three motes and require no
commitment. If such a special shapeshift action is incorporated into a normal one, its cost is entirely waived.

Each knack also lists at least one prejudice. The Lunar may reflexively commit (2 + [number of relevant
knacks]) motes to assuage these instinctive judgements – as an unnatural Illusion effect, characters who interact
with her and have a Dodge MDV lower than her (Appearance + Essence) do not take the chosen features into
account, which also allows her to ignore relevant MDV penalties or bonuses. These characters retain all their
biases, positive and negative, but don’t apply them to the Lunar. Alternatively, she can produce a reversed
version of this effect, causing even unbiased characters to lean on stereotypes, doubling relevant MDV
modifiers. Resisting this Illusion for a scene costs two Willpower, though characters become immune for a week
after spending (Lunar’s Essence).

Hero of Many Faces ​– The Lunar can change the physical sex of her current form, becoming male, female,
hermaphroditic or sexless. Altered forms appear as though they had been born as a different sex, and might be
mistaken for a non-identical twin of themselves. Additionally, she can dissipate or exaggerate prejudice based
on her apparent gender or sexual orientation.

King of Noble Beggars​ - The Lunar can alter any mundane garb she is wearing, turning lingerie into a military
uniform. Items changed in this way revert upon leaving her person, and do not possess any traits their actual
shapes lack – a false fur coat will not adequately protect from the cold. She can also produce clothes from
nothing, which vanish when removed. Moonsilver garb can be altered in this way, but is still clearly moonsilver.
Additionally, she can dissipate or exaggerate prejudice based on her apparent wealth or social standing.

Champion of Landless Tribes ​- The Lunar can change the skin, eye, and hair (or equivalent, such as plumage or
carapace) colour of her current form, allowing her to seem as though she is native to any part of Creation. She
may also alter other subtleties such as facial structure or build as necessary. Additionally, she can dissipate or
exaggerate prejudice based on her apparent race or nationality.

Sage of Ancient Children ​– The Lunar can change the apparent age of her current form with a shapeshift action,
becoming anything between a wailing infant and a decrepit elder. Any scars and blemishes are retained
regardless of the age they were actually acquired. Additionally, she can dissipate or exaggerate prejudice based
on her apparent age or expertise.

TOTAL (SENSE) ASSUMPTION


Cost:​ — ; ​Mins:​ Appearance 2, Essence 2; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Any Appearance Excellency
Even the sharpest eye can be left mystified by a Lunar transformation. This Charm has four separate versions;
one for sight, one for hearing and touch, one for scent and taste, and one for all exotic senses. Each purchase
provides the Lunar with two of these versions, which eliminate the subtle, unnatural imperfections in her
assumed forms, rendering the relevant senses unable to detect them even at superhuman levels.

THIRD EYE BLINDED


Cost:​ — ; ​Mins:​ Appearance 2, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Total (Sense) Assumption
The tricks played by a Changing Moon baffle mystics and immortals alike. This Charm provides the Lunar with
a special shapeshift action, which requires only a single committed mote and allows her to disguise her magical
traits. She can grant herself any apparent supernatural trait she desires, allowing her to bait celestial lions by
seeming to be a creature of darkness, or quell demons by appearing to be Essence 10. She may even alter the
appearance of her anima, though not stop it from visibly flaring.

With Essence 4+, she gains access to another, identical special shapeshift action, which allows her to change her
Fate in one of three ways. She may adopt the Fate of her current form, including any destinies – if they are still
alive, astrological readings perceive a strange “double image”. Alternatively, she may adopt an entirely fictional
Fate, chimerized from the stolen lives in her form library. Finally, she may shrug off Fate entirely, becoming
outside Fate entirely. This last option inflicts minor omen weather on any area she stays in for more than a day,
similar to the cosmetic aftermath of her flaring anima.

 
FACELESS CHARMS

HOSTILE STREETS OUTSIDER


Cost:​ 3m; ​Mins:​ Appearance 2, Essence 1; Type: Simple
Keywords:​ Combo-OK
Duration:​ One scene
Prerequisite Charms​: Any Appearance Excellency
With a shrug, the witch discards specificity and embraces a generic world. This Charm works just as the Solar
Charm Easily Overlooked Presence Method (​Exalted​, pp. 230), except that the Lunar can be detected by anyone
with at least a +1 bonus from circumstances. However, unless an observer has at least a +3 bonus, they only
“recognize” the Lunar as a stranger, an outsider unknown to them, and cannot perceive other details of her
person.

IDENTITY-FOR-ICON EXCHANGE
Cost:​ 2m, 1wp; ​Mins:​ Appearance 3, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK, Illusion
Duration:​ Indefinite
Prerequisite Charms:​ Hostile Streets Outsider
Fear the woman with the blade of silver. Love the redhaired hero. Hate the wretched Haltan. Those who can be
anything are often taken as such. Activating this Charm, the Lunar chooses any one thing she could physically
represent. Any character who perceives her automatically suffers from an unnatural Illusion lasting one month,
which can be rejected by spending a point of Willpower. Whenever a character under this influence would gain
an intimacy toward her, for whatever reason, they instead gain one toward whatever she represented through this
Charm. A character cannot be under more than one version of this Illusion effect per Lunar. This Charm
automatically deactivates if the Lunar changes to the point that she can no longer represent her chosen aspect.

BEAUTY IN THE BLINDED EYE


Cost:​ 8m, 1lhl; ​Mins:​ Appearance 4, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK, Compulsion, Obvious, Warden
Duration:​ Indefinite
Prerequisite Charms:​ Hostile Streets Outsider
The Lunar casts her shape and beauty into the realm of the impossible, such that others can only love her, not
know her. All characters within (Appearance x 100) yards with a Dodge MDV lower than the Lunar’s
(Appearance + Socialise) suffer an unnatural Compulsion to pay no attention to the Lunar or her actions unless
they directly involve them. Their MDV is modified by relative Appearance ratings as normal. Victims can still
perceive the Lunar, but consider her an unreal dream, and refuse to think of, discuss, or act upon the sight of her
– this reduces their total circumstance bonus by one for Hostile Streets Outsider. Ignoring this influence for one
day costs one Willpower, and characters that resist for five consecutive days are left immune for a month.
Outsiders can resist this mental influence for a day by accepting a positive intimacy toward the Lunar based on
lust, fascination or love.

HEART-MIRROR TRANSFORMATION TACTIC


Cost:​ 5m, 1wp; ​Mins:​ Appearance 4, Essence 3; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ One day
Prerequisite Charms:​ Hostile Streets Outsider
The Lunar becomes a waking dream or a living nightmare, her true appearance shredded on the knives of
individual perception. She chooses a single emotional context upon purchasing this Charm, and can purchase
additional ones at 4xp each. Upon activation, she chooses a single character within (Essence x 50) yards and an
emotion she has access to, adding to her form library the shape of whichever character would most provoke that
emotion in her target. She may then reflexively adopt that shape, at the usual cost. She always acquires the form
of a specific character, rather than an idealized fantasy, and in the event of multiple possibilities, the target’s
player dictates the most likely candidate. This Charm ends if the Lunar leaves activation range and can no
longer be perceived by the target, cleansing the shape from her library. The target can also forcibly deactivate
this Charm by spending two points of Willpower, if they become aware of it.
MONKEY’S BROTHER METHOD
Cost:​ 3m+, 1wp; ​Mins:​ Appearance 3, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious
Duration:​ One scene
Prerequisite Charms:​ Any Appearance Excellency
Likenesses become real for one whose allure extends past the possible. The Lunar produces up to (Appearance)
copies of her current form, at a cost of three motes each. They appear within (Essence) yards of her, a strange
shimmer stopping characters from determining which is the true Lunar by position alone. The Lunar’s player
controls them, but they are independent of the Exalt herself, reflections given substance. They cannot physically
interact with anything, and instantly dissolve if forced to do so, releasing the motes used to create them. Their
actions use the Lunar’s own dice pools, though they have no Charms or motes. The false nature of these copies
cannot be detected except by senses capable of piercing the Lunar’s shapeshifting disguises.

A repurchase allows the Lunar to produce copies that, rather than reflecting her current form, resemble any form
she would be able to adopt with a shapeshift action costing no more than (Appearance x 2) motes. With
Appearance 5+, she may suffer an unsoakable level of lethal damage on activation to grant her copies a measure
of reality. They each gain a single -0 health level, and vanish if it is damaged in any way - until then, they can
engage in physical interaction with their normal dice pools. Their copies of her possessions acquire a similar
reality, but vanish one tick after they are removed from their person.

 
BEAUTY CHARMS

WORLD’S EDGE AESTHETICS


Cost:​ 4m; ​Mins:​ Appearance 1, Essence 1; ​Type:​ Reflexive
Keywords:​ Combo-OK, Social, Warden
Duration:​ Indefinite
Prerequisite Charms:​ Any Appearance Excellency
It is an unearthly beauty that graces the edge of Creation. While this Charm is active, the Lunar increases her
effective Appearance rating for the purposes of determining MDVs when interacting with characters bearing
even one mutation or derangement, by an amount equal to the point value of the highest-rated derangement or
unnatural mutation (including negative mutations) borne by the character in question. This increase does not
count as dice added by Charms, but also does not increase her dice caps.

Unnatural mutations are those that do not represent natural parts of the creature’s form, and were not added by
its own magic – the afflictions of the Wyld, for example. All outsiders are treated as having at least a one-point
unnatural mutation; raksha in particular treat the number of Permanent Charms they currently have as their
highest-valued mutation.

ELEGANCE BEYOND IMAGINING


Cost:​ — ; ​Mins:​ Appearance 3, Essence 2; ​Type:​ Permanent
Keywords:​ Obvious
Duration:​ Permanent
Prerequisite Charms:​ World’s Edge Aesthetics
Even the blemishes that mark the moon are considered beautiful, interpreted and storied by poets and
astrologists. This Charm enhances its prerequisite. Characters with an MDV (after applying Appearance
modifiers) lower than the Lunar’s (Essence) treat every five long ticks spent interacting with or observing her as
a scene spent building a positive intimacy based on her irresistible attractiveness. This Emotion effect is
considered natural mental influence, and can be resisted by spending one Willpower. Characters with a
pre-existing negative intimacy toward her are immune.

Additionally, the Lunar can double the maximum MDV bonus or penalty she can inflict or benefit from based
on difference in Appearance. This effect is Obvious, as her every aspect emphasizes a beauty unknown to this
base world, but can be freely applied (or not) at any given moment. With Appearance 6+, she can remove the
Obvious keyword, her own majesty sufficient to transform the minds of those around her.

DREAM PIGMENT PALETTE


Cost:​ 1wp; ​Mins:​ Appearance 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
Art is not a thing anchored to reality, and so the Lunar may master its beauty without effort. This Charm
supplements an action to create something with a purpose that is primarily aesthetic, rather than functional,
allowing the Lunar to accomplish (Appearance + Essence) hours of work each hour. She treats improvised tools
and supplies as being exceptional in quality, allowing her to paint with a rusty blade and draw strange hues from
mud. This does not negate the requirements for exotic ingredients in works of art which are also artifacts. If the
artwork somehow incorporates a depiction or description of the Lunar, she may use Appearance in place of
Linguistics, her beauty shining through into the art.

With Appearance 5+, Essence 3+, the Lunar may increase this Charm’s cost by ten motes in order to complete a
mundane piece of object-sized artwork with a single unflurryable miscellaneous action. This is Obvious.

MIND’S EYE TRANSLATION


Cost:​ — ; ​Mins:​ Appearance 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Dream Pigment Palette
Heart-stirring artist’s whimsy and phantasmal colours infiltrate the hearts of those who look upon the works of
the Silver Mirrors. Little wonder the Immaculate Faith is staunchly aniconic. This Charm enhances its
prerequisite, allowing the Lunar to work hidden messages into artwork created with its help. She may include
any amount of information in a piece of artwork, but observers only decipher this information at their usual
reading pace, and understand it as insight into the artist’s intent, rather than literal communication. These
messages transcend language barriers, and can be concealed from any categories of character the Lunar chooses,
which functions as a perfect cipher.

With Appearance 4+, the Lunar can include actual written social attacks in her artwork by rolling the
appropriate pool upon completing it. Such social attacks are attempted surprise attacks, must build an emotional
intimacy or encourage a certain emotion, and trigger only after the target has spent at least one long tick
observing the art. The Lunar may limit this influence to specific categories of characters, which may be distinct
from the categories that can decipher the hidden messages – if there are any.
FANTASY CHARMS

BEAUTIFUL NIGHTMARE GLANCE


Cost:​ 2m, 1wp; ​Mins:​ Appearance 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Appearance Excellency
A fleeting glimpse in the stark light of day lingers in the mind, blossoming in the night. This Charm enhances
any social attack, removing the need for the Exalt to do anything but be perceived by her target. They feel only a
slight tug on their attention, eyes briefly drawn to this beautiful creature as subliminal messages percolate into
their mind. Such a social attack is automatically considered unexpected, but has no actual effect until the target
next sleeps, upon which the influence is communicated to them through the symbolism of a dream designed by
the Lunar. She herself must always appear in some capacity, in both her natural shape and the one she wore
when she used the Charm, which are clearly linked.

Regardless of how much of the dream the target remembers, they will always vaguely recall the Lunar’s
presence. There is no Willpower cost to resist the mental influence applied by this Charm – instead, the target
can resist it by giving up the chance to roll to regain Willpower for sleeping.

BELOVED NIGHT-ORACLE TECHNIQUE


Cost:​ — ; ​Mins:​ Appearance 4, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Beautiful Nightmare Glance
Silent fluttering moths move through the night, their rainbow wings bleached by the moonlight, bearing dreams
from witches. This Charm upgrades its prerequisite, allowing the enhanced social attack to target any character
with an intimacy toward the Lunar or the character whose form she is currently wearing, regardless of whether
they can perceive her or the distance between them. The social attack must exploit this intimacy, or the influence
automatically fails to take root. Additionally, the target receives a roll to avoid the unexpected nature of the
attack, at difficulty (Lunar’s Essence).

With Essence 4+, the Lunar can have the dreams she inflicts instead manifest whenever her target next
successfully prays to her, the form she was wearing at the time, or fails their prayer roll for another entity. The
social attack flashes into their brains as a sudden and surreal vision, rendered unnatural mental influence.

THOUGHT-SWEEPING EYELASH BROOM


Cost:​ 4m; ​Mins:​ Appearance 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Emotion
Duration:​ Instant
Prerequisite Charms:​ Any Appearance Excellency
A living daydream passes by, fantasy made flesh, and the weak-minded can only stop and stare. The Lunar rolls
(Appearance + Presence) against the Dodge MDV of one character who can perceive her. Success utterly derails
their train of thought as an unnatural Emotion effect, rendering them unable to recall any details of the past
scene (or approximately twenty minutes). They even forget what they were doing just moments prior, lost in
gawping at the Lunar – or daydreaming, once she has passed them by. Others can remind the victim of their
duties, but they will lapse back into fantasies of that glimpse the moment the oversight stops. This effect lasts
one day, but they can end it early by spending two points of Willpower, or just one if their duties directly
present themselves.

ENTICING LULLABY MIEN


Cost:​ 3m; ​Mins:​ Appearance 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Illusion
Duration:​ One scene
Prerequisite Charms:​ Any Appearance Excellency
The Lunar’s beauty lulls the fears of others, guiding them toward the kinder face of the night, and all its
madness. This Charm enhances an attempt to calm hostile emotions toward the Lunar, build an intimacy based
on trust toward her, erode an intimacy based on mistrust or fear, or otherwise convince a character that she
means no harm, rendering it unnatural. Additionally, it may take effect even if the target is unconscious,
insinuating into their dreams through metaphor and symbolism. If the target is not asleep and fails to resist this
unnatural mental influence, they must roll (Stamina + Integrity). They can deliberately fail this roll, or choose to
automatically succeed if they are aware of any immediate threats to their life in the vicinity, but if they fail, they
doze off over the next ten ticks, slumping into sleep.

Regardless of how the target comes to be asleep, this Charm deepens their rest, applying a -4 internal penalty to
any roll to wake up (generally Perception or Wits-based) for the next (Appearance) hours. The Lunar may apply
any stunt bonus she received from describing the target’s dreams as a dice bonus or internal penalty to their roll
to regain Willpower, and an appropriate stunt may allow them to use a different Virtue for the roll.

WAKING DREAM FREEDOM


Cost:​ 5m, 1wp; ​Mins:​ Appearance 2, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Illusion, Touch
Duration:​ Instant
Prerequisite Charms:​ Enticing Lullaby Mien
What is a man to do when life is but a dream? The Lunar touches another character and rolls (Appearance +
Socialize) against their Dodge MDV. If he succeeds, the target suffers an unnatural Illusion lasting one scene,
convincing them that they are asleep, and what they experience is no more than a lucid dream. They retain an
instinctive sense of self-preservation, but otherwise are convinced that this scene is not actually real. Along with
the other expected effects of this state, they do not need to suppress their Virtues even if they would normally
violate them, and can ignore any intimacies they have based on societal norms or taboos. Once this influence
ends, the character suffers a -3 internal penalty to any attempt to remember the details of whatever they did in
their dream-state. This influence can be rejected for the scene by spending two points of Willpower, or one point
if the target has suffered any health levels of damage.

A second purchase at Appearance 3+, Essence 3+ allows the Lunar to remove the Touch keyword, allowing her
to target any characters who can perceive her. Used in this way, the Charm gains the Obvious keyword, which is
ignored by any characters who fail to resist.
PERCEPTION

SENSE CHARMS

UNCANNY (SENSE) PRACTICE


Cost:​ 3m; ​Mins:​ Perception 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Perception Excellency
The senses of the Lunar Exalted are unnervingly acute. This Charm works as Keen (Sense) Technique (​Exalted​,
pp 225-226), save for its duration and the fact that it also applies to Perception rolls not based on Awareness.
Additionally, the Charm is accompanied by minor physical changes, which other characters can notice with a
(Perception + Awareness) roll at difficulty 3 whenever the Lunar benefits; pupils that shift oddly, ears that
twitch in distinctly inhuman ways, etc. This roll fails if the Lunar already bears a mutation that would aid that
sense, as any oddness is subsumed beneath a bat’s ears or the nose of a wolf.

Once the Lunar has learned every version of this Charm, she may purchase it a final time, allowing her to
benefit from every version of the Charm at once for just (10 - Perception) motes. Additionally, at this level all
versions of the Charm benefit those more exotic senses accessible by shapeshifting.

INHUMAN (SENSE) OBSERVATION


Cost:​ — ; ​Mins:​ Perception 3, Essence 3; ​Type:​ Permanent
Keywords:​ Obvious
Duration:​ Permanent
Prerequisite Charms:​ Uncanny (Sense) Practice
Wicked eyes shine in the night. This Charm can be purchased once for every version of its prerequisite the
Lunar knows, enhancing that version and allowing her to double her successes before external penalties.
Benefiting from this effect causes an Obvious anima-gleam to suffuse the relevant sensory organ.

IMPOSSIBILITY'S ARRIVAL
Cost:​ 1m; ​Mins:​ Perception 4, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Perception Excellency
Luna’s Chosen open their inner eyes to the flickering dreams of maybe. The Lunar’s player may activate this
Charm in response to any potential threat within range of the Exalt’s senses, allowing her to perfectly detect it,
possibilities coalescing into a singular warning. This removes the unexpected tag from a detected attack,
allowing the Lunar to defend normally against it. The Lunar herself does not consciously choose when to
activate this Charm; it manifests as a sudden, instinctual flash of insight, the scent of danger.

ORGAN-SENSE SEPARATION
Cost:​ 2m; ​Mins:​ Perception 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Perception Excellency
The world is vast and wondrous, and one set of senses is not enough to witness it all. While this Charm is active,
the Lunar may use any part of his body as any kind of sensory organ belonging to his current form. This is not a
literal transformation, but allows him to taste with his fingertips, hear through his feet, or see with light-sensitive
patches of skin. This renders him effectively immune to effects – generally Crippling – that would deprive him
of access to a given sense. Blindness means little when you can use your cheeks as eyes.
If the Lunar wishes, he can render this effect Obvious, outright altering the necessary part of his flesh into a new
sensory organ. He may reflexively produce examples of any sensory organs in his form library, anywhere on his
body. If a manifested sensory organ would include any mutations, these must be paid for at a cost of one
committed mote per point – though this cost is waived for every example of a given mutation past the first.

SENSE-GIFTING SPY METHOD


Cost:​ 2m; ​Mins:​ Perception 4, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Crippling-Anchored, Touch
Duration:​ Indefinite
Prerequisite Charms:​ Organ-Sense Separation
The witches of Luna have eyes and ears everywhere. This Charm targets any character the Lunar is touching,
marking a point on their body with a symbol of silvery scar-tissue, reminiscent of the Exalt’s iconic anima and
roughly the size of one of the target’s eyes. This Crippling effect can be removed through supernatural medicine
or by removing the marked flesh, but while it persists the Lunar can take a miscellaneous action to make a
Perception roll using the marked flesh as a sensory organ, just as described in this Charm’s prerequisite. The
target’s chakras are too foreign for her to enhance this Perception roll with non-Excellency Charms, and while
sensory information is communicated regardless of distance, it cannot pass through scrying wards or the expanse
of Cecelyne.

The Lunar can render this effect Obvious in the same way as Organ-Sense Separation, extruding a sensory organ
from the marked section of skin. In addition to the usual effects, this allows her to enhance the Perception roll
with her Charms. She is considered to have all the target’s sensory organs in her form library for this purpose.

A second purchase of this Charm at Essence 3+ allows the Lunar to mark objects with this Charm. Additionally,
she may reverse it, taking a miscellaneous action to allow a marked target to use all of her senses for an instant.
This sudden divination applies a -1 internal penalty to all the target’s other mental pools for the rest of the
action, but can be blocked for a scene at cost of one Willpower.

 
 
 
 
 
 
 
 
 
 
 

MYSTIC CHARMS

EYES WIDE OPEN


Cost:​ 3m; ​Mins: ​Perception 2, Essence 1; ​Type: ​Reflexive (Step 1)
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms: ​Any Perception Excellency
The Lunar is witness to the shadows cast by in-between worlds, and what lies beyond them. This Charm allows
the Exalt to perceive immaterial beings, objects, etc, with any sense available to them. "Touch" is felt as a
momentary pressure in the air, as if putting a hand into an unseen breeze, and does not allow the character to
physically interact with the immaterial. She can clearly distinguish between material and immaterial entities.

DEVA DENYING STRIKE


Cost:​ 2m or 0m; ​Mins:​ Perception 2, Essence 1; ​Type:​ Supplemental
Keywords:​ Combo-OK, Obvious, Warden
Duration:​ Instant
Prerequisite Charms:​ Eyes Wide Open
The Lunar infuses her blow with a touch of the impossible, allowing it to strike real and unreal alike. This
Charm enhances an attack, allowing it to strike even immaterial targets. If its target is a spirit, it also causes
aggravated damage, dissolving their soul-flesh into Beyond. This Charm’s initial mote cost is waived against
outsiders, who are already closer than most to the paradox behind the Lunar’s eyes.

A second purchase at Essence 3+ allows the Lunar to spend an additional two motes in Step 10 to permanently
kill any character slain by this attack, regardless of anything that would allow them to resurrect or reincarnate.
Only Exaltations are known to be proof against this attack, seeking their next champion as normal.

OUTLANDER-DETECTING INTUITION
Cost:​ — ; ​Mins:​ Perception 3, Essence 3; ​Type:​ Permanent
Keywords:​ Warden
Duration:​ Permanent
Prerequisite Charms:​ Eyes Wide Open
The Border-Wardens know their quarry from their charge. This Charm enhances its prerequisite, adding the
Warden keyword. This grants the Lunar (Perception ​÷ 2) automatic successes on any roll to notice or track
outsiders, as well as rolls to pierce any disguise they are wearing. A threshold of even one success on a
Perception roll allows her to recognize whether anyth​ing she perceives is an outsider (provoking a roll-off
against appropriate magical disguises). She also learns what specifically makes it an outsider; whether it is a
native of Malfeas, an item worked from glamour, a creature of death, etc.
WORLD WARDEN ONSLAUGHT
Cost:​ — ; ​Mins:​ Perception 4, Essence 3; ​Type:​ Permanent
Keywords:​ Overdrive, Warden
Duration:​ Permanent
Prerequisite Charms:​ Outlander-Detecting Intuition
The Lunar stalks Creation, sweeping Things back into their sordid bolges outside the world. This Charm grants
the Lunar an empty Overdrive pool with a capacity of ten motes. Whenever the Lunar rolls Join Battle against
one or more outsiders, she gains a number of offensive motes equal to the highest Essence rating amongst the
alien entities arrayed against her – the Exalted increase their effective Essence rating by two for this purpose.
She also gains a single offensive mote the first time each action she directs an attack against an outsider with
genuine intent to harm.

WICKED WITCH-HOUND INSIGHT


Cost:​ — (+3m); ​Mins:​ Perception 5, Essence 3; ​Type:​ Permanent
Keywords:​ Obvious
Duration:​ Permanent
Prerequisite Charms:​ Eyes Wide Open
The scent of foul mysteries fogs Creation’s Essence, and the Silver Shadows pursue. The Exalt may reflexively
commit an additional three motes to Eyes Wide Open, causing Obvious witch-light to squirm behind her eyes.
This expands the Charm’s effects, allowing the Lunar to perceive magical effects (i.e. those fuelled by Essence)
in the same way as ​All-Encompassing Sorcerer’s Sight (​Exalted​, p. 222), except that it applies to all senses, not
just sight.

DELICATE LUNATIC PERFUME


Cost:​ 1m or 5m; ​Mins:​ Perception 5, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Perception Excellency
The world has been mad ever since survival was chosen over glory, but the Lunars have even longer been
witness to insanity lurking beneath the surface. This Charm enhances any read motivation action, allowing the
Lunar to intuit the madness of others. At a cost of one mote, a single threshold success allows the Lunar to
discern every negative mental mutation her target suffers, most commonly derangements. She also learns the
general source of each such mutation; whether it is the result of Wyld exposure, inbreeding, poison, etc.
Spending five motes also allows her to discover any unnatural mental influence currently afflicting the target.
The Lunar can examine herself with an action enhanced in this way. The effects of the Great Curse are not
exposed by this Charm, but are communicated as a sudden mania stemming from the Exalt’s heroic nature.

VISION OF MADNESS
Cost:​ 1m; ​Mins:​ Perception 5, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Emotion
Duration:​ Instant
Prerequisite Charms:​ Delicate Lunatic Perfume
It is only through mystery and madness that the soul is revealed, and nothing can hide from the Night-Eyes.​ This
Charm enhances any social attack; for every three points that it overcomes the target’s MDV, the Lunar may
have it inflict one point of derangements stemming from its stunt. This unnatural Emotion effect can be resisted
by spending one Willpower per point of derangements, though only at the moment it is applied.

Alternatively, this Charm can enhance any mental influence the Lunar applies, allowing her target another way
of resisting it. Instead of spending Willpower, they can accept an equal value of derangements, their mind
cracking under the stress of argent influence. Their player chooses the mutations they suffer, but they should be
appropriate to the influence being applied, whether as a violent reaction or curious mental distortion.
GLINT CHARMS

NIGHT LANTERN HITODAMA


Cost:​ 2m; ​Mins:​ Perception 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Perception Excellency
The light of the moon is not truly pale. It includes colours unknown to our spectrum, unbeholden to mortal eyes.
The Lunar surrounds herself with a halo of strange light, illuminating her surroundings like a flaring anima. She
chooses its intensity upon activation, and can freely change it at any time. However, only the Lunar and
characters chosen by her can actually see by this light; it is invisible to other characters.

EBONY MOTH MANOEUVRE


Cost:​ 1m or 2m per target; ​Mins:​ Perception 3, Essence 2; ​Type:​ Simple (Speed 4)
Keywords:​ Combo-OK, Shaping
Duration:​ Instant
Prerequisite Charms:​ Night Lantern Hitodama
The Night-Eye lives up to her name, casting Luna’s laughing eyes into the campfires of her enemies. The Lunar
chooses up to (Perception) light sources (​Exalted​, pp. 135) she can perceive within (Perception x 50) yards,
immediately extinguishing them as a Shaping effect. They cannot be re-lit this scene. Alternatively, she can
convert the illumination cast by the target into the strange unlight of this Charm’s prerequisite, at an additional
cost of one mote per source. They still seem to have been extinguished, but the Lunar – and any characters she
chooses upon activation – can still see by them as normal. This Charm cannot affect an Exalt’s flaring anima.

IVORY BUTTERFLY GLIMPSE


Cost:​ 2; ​Mins:​ Perception 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Compulsion
Duration:​ Instant
Prerequisite Charms:​ Night Lantern Hitodama
There are things that the Border-Wardens must find, and hunt, and dream, so that mere mortals need not.
Exposing others to a briefest glimpse of these beautiful horrors makes a marvellous diversion. The Lunar targets
a single point she can perceive within (Perception x 50) yards, rolling (Perception + Stealth) and causing a
strange, half-heard clatter or flicker of odd movement to enter the minds of everyone within (Essence x 3) yards.
Characters within this range with a Dodge MDV lower than the Lunar’s rolled successes suffer an unnatural
Compulsion that forces them to closely investigate the targeted point, searching for whatever unseen thing
caught their attention, an intense focus that applies a -2 external penalty to any sensory rolls aimed elsewhere.

This unnatural mental influence lasts a number of actions equal to the higher of each target’s Perception or
Awareness ratings, and can be rejected by spending two Willpower. A character who resists the Compulsion
through any means may conclude that whatever they saw has moved elsewhere, and become suspicious.
Otherwise they shrug it off as nothing, obscurely satisfied that it was nothing but a breeze or figment.

HIDDEN DEVIL PARADE


Cost:​ 3m; ​Mins:​ Perception 4, Essence 3; ​Type:​ Simple (Speed 3, DV -0)
Keywords:​ Combo-OK, Obvious
Duration:​ One scene
Prerequisite Charms:​ Any Perception Excellency
The Chosen of Night reveal the devils and ghosts that walk among humanity, preying on their prayer. This
Charm targets any character the Lunar can perceive, casting light from her mind to illuminate them in a sudden
bonfire of Essence that provides light and prevents stealth in the same way as an anima flaring at the 8+ level.
This corona renders immaterial characters completely perceptible, in a strange glimpse-form that causes anyone
who perceives them and lacks an intimacy toward them to treat that scene as one spent building a negative
intimacy.

A second purchase of this Charm allows the Lunar to increase its cost by one point of Willpower. If she does so,
other characters may physically interact with the illuminated character regardless of their state of
materialization, by spending one Willpower for every such action they take. Essence-users may instead spend a
single mote. This purchase also adds the Warden keyword, reducing the Charm’s cost to one mote when used
against outsiders; used in this way, the bonfire’s colours are based on their own nature, rather than mimicking
the Lunar’s anima.

CRUSHING GORGON GLARE


Cost:​ 4m; ​Mins:​ Perception 4, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Obvious, Warden
Duration:​ One clinch
Prerequisite Charms:​ Hidden Devil Parade
The gaze of the Border-Warden extends into the nevernever of Beyond, where possibilities go to die. The future
is squeezed under the weight of their attention, halting hearts with a glance. This Charm allows the Lunar to
perform a special clinch, targeting any character she can see, and who can see her, within (Perception x 10)
yards. The pools used to perform and oppose this clinch are (Perception + Presence) and (Wits + Integrity),
respectively, as victims find their muscles slowing and their mind running in circles, transfixed by the Exalt’s
witchlight-halo. The Lunar can only hold or crush her target (using Perception rather than Strength), and the
clinch cannot be reversed, only escaped. Those killed by this crush leave strange corpses; mummified by the
pressure of inevitability, or else petrified into perfect statues.

Renewing this clinch requires a miscellaneous action, as normal, which can only be taken if the witch and her
target can still see each other – blocking their line of sight for long enough breaks the clinch. The target can also
break the clinch by spending one point of Willpower – two for outsiders – though this galvanizes the Lunar’s
own relationship with possibility, restoring an equal number of her own Willpower points.
 
 
 
VANTAGE CHARMS

UNKNOWN ANGLE CLAIRVOYANCE


Cost:​ 2m; ​Mins:​ Perception 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ One scene
Prerequisite Charms:​ Any Perception Excellency
Moonlit eyes reflect sights outside sight. The Lunar’s senses wriggle down strange avenues, allowing her to
ignore up to (Perception) points of penalties inflicted on her sensory rolls by obstacles; foliage, debris, smoke,
etc. Non-visual obstacles are similarly bypassed. Barriers that outright block the Lunar’s senses are not so easily
ignored, but she can use a miscellaneous action to make a (Perception + Awareness) roll from a vantage point
somewhere within (Perception + Essence) yards of her current position, ignoring any barriers save wards against
scrying, which provoke a roll-off.

VARIED PERSPECTIVE PRANA


Cost:​ 1m; ​Mins:​ Perception 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ One scene
Prerequisite Charms:​ Any Perception Excellency
Literal lines-of-sight blaze from eyes like beams of light, while the soft buzz of hearing warns the witch to keep
quiet. This Charm enhances a Perception roll to notice details about a scene. If the Lunar achieves even one
threshold success, she may discern the sensory ranges of every character she can perceive, what (if anything)
they are currently focusing each sense on, any external penalties or obstacles currently blocking their senses, and
their total (Perception + Awareness) pool for each sense, after penalties. Non-characters with “senses” can be
similarly analyzed; recording devices, material intelligences, etc. If the Lunar is the focus of another character’s
senses, she can detect their attention even if she cannot perceive them, though this does not reveal the watcher
themselves; it only lets her know that she is being observed, and from which general compass-direction.

SECRET PATH STEP


Cost:​ 2m; ​Mins:​ Perception 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Obvious
Duration:​ One action
Prerequisite Charms:​ Any Perception Excellency
Opening her eyes to the hidden passages that worm behind the world, the Lunar moves outside perception.
While this Charm is active, the Lunar can turn any active movement (generally represented by a Move, Dash or
Jump action) into a stride through unknown realms, causing him to vanish and nigh-instantly reappear at his
intended destination. He can be targeted as normal at the start and end points of his movement, but effectively
does not exist between them, allowing him to avoid detection or pass between tight spaces, through treacherous
ground or over empty space without issue. This does not let him move any further than he normally could, or
“through” physical barriers that he could not normally bypass. Spaces warded against teleportation provoke a
roll-off, with failure causing the Lunar to treat them as an impenetrable barrier for that scene.

A second purchase of this Charm allows the Lunar to extend its duration indefinitely, though this version of the
Charm has a cost of (10 – Perception) motes. Additionally, she can take up to (Essence) willing or inactive
characters she is touching with her on her impossible movements. Non-outsiders lose a point of Willpower from
this journey as a Shaping effect, left disoriented by the ratholes behind reality.

GOD-MOCKING INTRUSION
Cost:​ — ; ​Mins:​ Perception 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Secret Path Step
The Lunar deciphers the locks on divine homes with utter disregard for Heaven’s authority, and drags ghosts
from their self-pitying haunts. This Charm allows the Lunar to use the strange un-movement granted by its
prerequisite to enter spirit sanctums, including the Yu-Shan gateways, and adds her Perception rating to her
Essence for the purposes of determining whether a spirit can bar her from its sanctum. She can also enter or
leave the Underworld from a shadowland regardless of the time of day. Finally, she automatically overcomes
thaumaturgical wards against immaterial creatures or teleportation, and benefits from (Essence) successes
against more potent guards.
INTELLIGENCE

MADNESS CHARMS

IMPROBABLE NOT IMPOSSIBLE


Cost:​ 4m; ​Mins:​ Intelligence 2, Essence 2; ​Type:​ Reflexive (Step 2)
Keywords:​ Combo-OK, Illusion, Intimacy-Anchored
Duration:​ Instant
Prerequisite Charms:​ Any Intelligence Excellency
The Lunar’s mind relaxes into the impossible and unlikely as though it were a hot bath. This Charm can be
activated in response to any mental influence, perfectly parrying it and inflicting on the Lunar an intimacy of
“unassailable belief” toward any one fact that is, to the Lunar’s knowledge, objectively untrue. This delusion
must in some way contradict the mental influence, rendering it inapplicable or warped – perhaps the Lunar
dismisses an attempt to persuade her to assault the Realm with the knowledge that the Blessed Isle sank below
the waves centuries ago. The subsequent parry stems from the Lunar’s reaction to this sudden revelation.

While this intimacy lasts, the Lunar can maintain the belief in the face of any other evidence, which also allows
her to freely resist further mental influence that the delusion would contradict or warp. She may treat any scene
in which she is presented with clear evidence that her delusion is untrue as a scene spent eroding this intimacy.

CLAY-STEEL CONFUSION
Cost:​ 2m, 1wp; ​Mins:​ Intelligence 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Touch, Warden
Duration:​ Indefinite
Prerequisite Charms:​ Any Intelligence Excellency
The body is a tool of the mind, and so the Lunar learns to alter the corpus of reality through delusion alone. She
chooses any mundane object (or object-sized section of structure) she is touching, convincing her unconscious
mind that it is comprised of an entirely different mundane material. For this Charm’s duration, she interacts with
the object as though that belief was true, allowing her to fold a ceramic plate as though it were paper, eat and
digest gold bars as though they were cake, or burn stone like wood. This only applies to the Lunar’s own
interactions with the object, and with an appropriate stunt allows her to craft without tools or a workshop. This
Charm’s Willpower cost is waived if the object qualifies as an outsider.

A second purchase of this Charm at Essence 3+ allows the Lunar to add the Shaping and Obvious keywords by
spending two additional motes, permanently changing the object’s composition in a flash of anima-light. This is
an instant effect, requiring no mote commitment. Additionally, the Lunar may manipulate (though not
transform) moonsilver that has yet to be fixed into an artifact, with no Willpower cost.

SELF-DELUDING UTILITY BELIEFS


Cost: ​3m+; ​Mins:​ Intelligence 3, Essence 3; ​Type: ​Simple
Keywords: ​Combo-OK, Touch
Duration:​ One scene
Prerequisite Charms: ​Clay-Steel Confusion
Tools are the reinforcement of the body by the mind. Change your mind and change the tool. This Charm lets
the Lunar produce a more complex form of self-hypnosis than its prerequisite, allowing him to treat any one
mundane object he is carrying as another kind of object, exceptional in quality. This Charm costs three motes,
plus two motes for every dot of Resources that the imagined object costs over the actual one. The object flows
like wax into its imagined shape while being used, but while at rest other characters can only spot a silvery
phantom shape with a difficulty 3 (Perception + Awareness) roll. This eliminates the penalty for making a
surprise attack in plain view – few expect their heads to be removed by a piece of jewelry.

The second purchase of Clay-Steel Confusion also enhances this Charm, allowing the Lunar to permanently
transform an object into a weird, stretched or squashed hybrid of its previous appearance and its new shape.

BUTTERFLY GENIUS COALESCENT


Cost:​ – ; ​Mins:​ Intelligence 2, Essence 2; ​Type:​ Permanent
Keywords:​ Warden
Duration:​ Permanent
Prerequisite Charms:​ Any Intelligence Excellency
Ten thousand possibilities present themselves, and the Silver Shadow flickers through each one, plagiarizing
countless might-have-been thoughts. The Lunar may invoke the benefits of this Charm on any purely mental
dramatic action, adding (Intelligence ​÷ 2) automatic successes at each interval, rounded down. This increases to
(Intelligence) if the action fundamentally deals with entities, objects or principles that would qualify as outsiders
– examples include diagnosing a Wyld-plague, designing necrotech, or planning against a demonic army.

However, actions enhanced in this way cannot benefit from any established plan or blueprint. Objects cannot be
used as components in existing mechanisms, tactics do not receive any bonus for being part of an overall
strategy, research cannot benefit from a well-organized library, etc. The chaos-genius of the Lunar’s plans
mandate otherwise-irrelevant flaws, requiring others to design around them, not vice-versa. A difficulty 3
(Intelligence + [lower of Occult or relevant Ability]) roll identifies​ the distinctive lunatic origin of such a design.

With Intelligence 3+, Essence 3+, the Lunar may use this Charm to enhance crafting rolls, adding the usual
successes. Moonsilver qualifies as an outsider-material for this purpose, but the Lunar gains a point of Limit
when she starts crafting an artifact in this way, her mind splintering slightly under the pressure.

INSANITY’S INADVERTENT INNOVATION


Cost:​ — ; ​Mins:​ Intelligence 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Butterfly Genius Coalescent
The minds of the witches have ever been at the cutting edge. Who exactly gets cut is a question only history can
answer. Whenever the Lunar successfully crafts or designs a mundane item with the help of this Charm’s
prerequisite, it is automatically rendered exceptional. She may also include any number of additional functions
in the item, allowing it to be used as another kind of mundane item with a Resources value no greater than itself.
These extra functions are clearly manifest in the object’s design, and can be switched between with a
miscellaneous action. Each such function costs one threshold success. Her player assigns these successes; while
the Lunar may aim for certain qualities, she cannot truly foresee the specific results of her mad genius.

With Intelligence 5+, the Lunar’s ability to produce bizarre objects expands, allowing her to blend the effects of
any number of thaumaturgical procedures that enhance or create items directly into her work. This costs
(difficulty + 1) threshold successes. These effects last for their usual duration or (Intelligence) weeks, whichever
would be longer. The “Talisman” procedure cannot be used in this way. The Lunar need not actually know these
rituals; instead, she stumbles upon certain emergent properties as she works. Crafting a ritually-imbued item
identical to one she created in the past year costs one Willpower and inflicts a point of Limit.

A second purchase at this level allows her to encode any thaumaturgical procedures into a created object at the
usual cost, turning it into a wondrous tool for that ritual. When used to perform these procedures, the object
replaces any necessary tools or ingredients (within reason – refining jade still requires raw jade). It can also
guide ignorant occultists through the procedure, allowing them to roll (Intelligence + Occult) at difficulty
(minimum degree) to intuit the procedure’s workings for that one use. This effect lasts (Intelligence) months.

MEDITATION CHARMS

STUDIES IN IGNORANCE
Cost:​ — ; ​Mins:​ Intelligence 2, Essence 1; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Any Intelligence Excellency
The babbling of the world can drown out the inner mind, but the opposite is also true. The Lunar may use her
Intelligence in place of her Integrity when calculating her Dodge MDV, her thoughts drifting down unrelated
avenues. As a result of this multitopic mentality, whenever the Lunar uses any of her Intelligence Excellencies,
she gains a temporary one-dot specialty in any purely intellectual area. This specialty stacks with any others she
may have in any Ability, up to the usual limit, and fades at the end of the action.

MIND-RIVER TRIBUTARY TECHNIQUE


Cost:​ 1m, 1wp; ​Mins:​ Intelligence 4, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Stackable
Duration:​ One mental project
Prerequisite Charms:​ Studies in Ignorance
The Lunar divides her thoughts, spreading them down different avenues of genius. This Charm enhances any
purely mental action, such as planning, designing, meditating, etc, allowing the Lunar to do so separately from
her main train of thought. The action proceeds normally, but has no impact on the Lunar’s own behaviour – she
can think other thoughts, perform other actions, and so on, at no penalty. She can enhance any necessary dice
rolls as normal, and is aware of the progress of this secondary thought-stream, which is uninterrupted by sleep,
and ignores penalties stemming from physical considerations like exhaustion.

The Lunar can maintain up to (Intelligence) separate thought-streams at once, each produced by a distinct
activation. Dedicating multiple thought-streams to the same mental action (including her own conscious mind)
provides no teamwork bonus; instead, it reduces the project’s duration by an equivalent factor.

MEMORY MANSION METHOD


Cost:​ 4m; ​Mins:​ Intelligence 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ One action
Prerequisite Charms:​ Any Intelligence Excellency
The corridors of the mind are scattered with the neglected relics of experiences. Witches explore this archaic
mind-manse like a dusty temple. This Charm plunges the Lunar into a meditative trance essentially identical to
sleep (though she may remain standing) for an action, during which she relives one full scene from her past.
This recollection is perfect, to the extent that the Lunar may derive training from it, or make Awareness or
Investigation rolls in order to notice details that she had not previously considered relevant – she can even use
Charms like Other Mimicking Thoughts to gain further insight into past situations. If any of the Lunar’s
intimacies are relevant to a relived scene, the recollection is treated as a scene spent reinforcing them.

If something happens that would normally wake the Lunar from sleep (such as a loud noise or a wound) she is
made subconsciously aware of it, and may choose to end the Charm early, recalling only scattered fragments of
the memory. If the Lunar recalls a memory which has been tampered with by anyone other than herself, that
influence becomes Obvious and she may freely reject it. This Charm can be used while inactive.

DREAMING HEART WORLD


Cost:​ 4m, 1wp (1m); ​Mins:​ Intelligence 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Intimacy-Anchored
Duration:​ Indefinite
Prerequisite Charms:​ Memory Mansion Method
The moon-witches explore worlds held within fleeting daydreams. The Lunar weaves a heart-world from one of
his intimacies, an imaginary space the same size as a sanctum with a rating of (Essence). This heart-world’s
nature is derived from the intimacy to which it is anchored – affection for a lover might produce a misted copy
of the fields where they first met, for example. The Lunar may mentally visit this heart-world while sleeping,
allowing him to lucidly dream and granting (Intelligence) automatic successes against any effect which would
influence his sleep. He may use this Charm’s prerequisite at no mote cost to examine memories relevant to the
intimacy, projecting them as phantoms into the heart-world. Even if he does not, he can treat such dreams as
scenes spent fortifying that intimacy, which grants him (Essence) bonus dice to regain Willpower.

Additionally, he may commit a single mote to another character by touching them. Such characters also visit his
heart-world when they sleep, with all the usual effects. Characters who simultaneously dream within the
heart-world may interact and communicate, though no physical effects of their visit persist after waking – even
death merely wakes them. A dreaming character may leave the heart-world by spending one Willpower, or
forcibly end the Lunar’s commitment by spending two.

MOONLIT GATE PRACTICE


Cost:​ — ; ​Mins:​ Intelligence 4, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Dreaming Heart World
The night holds a secret mirror up to the day, and opens paths to secret places and secret thoughts. The Lunar
renders his heart-world a real place, sculpting it into Elsewhere and representing its various features with manse
powers, purchased as though it were a Lunar manse with a rating of (Essence – 2). These features are sculpted
from dream-stuff, ignoring any normal requirements, and cannot include Drawbacks or the Geomantic Nexus
power. Things taken from the heart-world evaporate into moonlight and shadows outside it, and damage or
expended resources are restored every twelve hours. The Lunar designs the heart-world every time he creates it,
but it must always reflect the nature of the intimacy.

The Lunar creates an entrance to this heart-world by touching some form of entrance or passage and committing
two motes to it, creating a dream-door that opens when certain conditions are met, as set by the Lunar. He might
keep it constantly open, or only in response to a password, and so on. When open, it is Obvious, flickering with
his anima, but otherwise can be detected like a sanctum’s entrance. The Lunar may create multiple doors, but
none can be more than (Intelligence x 100) yards from any other, and the heart-world shifts to reflect minor
aspects of its “real world” surroundings.

Characters who visit the heart-world by dreaming cannot physically interact with those who are actually present.
Characters may leave through any dream-door, open or otherwise, though this causes dreamers to wake. The
Lunar cannot close a door if doing so would physically trap a character inside, nor end a heart-world while
anything real is inside it. Should she die, all such visitors are hurled out the nearest doors.

SIDEBAR: THE MIDNIGHT GARDEN


The detailed rules for manses and their powers can be found in Oadenol’s Codex (and Dreams of the First Age).
However, used with this document, manses aspected toward Lunar Essence favour the following powers: Living
Manse, Mutagenic, Hidden Passages, Veil of Shadow, Dynamic Architecture, Wyld Revocation, Alternate
Locations, Otherworld Gate, and Palace of Unreality.
PHILOSOPHER CHARMS

MIGRATING TONGUE PANGLOSSIA


Cost:​ 1wp; ​Mins:​ Intelligence 2, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Intelligence Excellency
Languages reflect the cultures to which they belong, but the Chosen of the Night change creeds like clothes.
This Charm grants the Lunar a full understanding of any language she has spent at least an hour listening to or
otherwise studying, but in turn removes her ability to speak another language she knows, chosen by her player.
All the Lunar’s senses tell her that she is speaking, hearing or reading the removed language rather than the new
one, with appropriate idioms and even accents dubbed in as necessary. By contrast, those speaking the language
she once knew seem to be using some unintelligible baragouin – a linguistically-inclined Exalt might
erroneously recognize this as another language she is aware of but cannot understand.

At Intelligence 4+, the time needed to adapt to a new tongue is reduced to (11 – Intelligence) minutes, and the
Lunar can spend an additional point of Willpower to use this Charm reflexively. She may perfectly dodge
mental influence conveyed in a language she would normally understand in this manner, by trading in her ability
to comprehend these suddenly-foreign temptations and threats.

OTHER MIMICKING THOUGHTS


Cost:​ 1m, 1wp (2m); ​Mins:​ Intelligence 2, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Illusion, Warden
Duration:​ Indefinite
Prerequisite Charms:​ None
Lunars become their enemies to better eradicate them. The Exalt chooses an outsider within (Essence) yards,
and immediately gains a secondary Motivation as an irresistible Illusion effect, which works in the same way as
a normal Motivation. This secondary Motivation is identical to the target’s own, shifting as necessary, and
vanishes once the Charm ends. More important is the insight it provides, granting her (Intelligence) successes to
any attempt to predict, mimic or decipher the target’s actions – which includes detecting surprise attacks. She
can also spend two motes whenever she encounters one of the target’s intimacies to immediately recognise that
fact and intuit the emotional context of that intimacy.

At Intelligence 3+, Essence 3+, this Charm can be used to target non-outsiders, losing the Warden keyword.
Used in this way, the Lunar retains a mundane positive intimacy toward the targeted Motivation when the
Charm ends, traces of the real lodged in her mind.

VIPER-IN-NEST STRATAGEM
Cost:​ 2m; ​Mins:​ Intelligence 4, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK, Emotion
Duration:​ Instant
Prerequisite Charms:​ Other Mimicking Thoughts
The foes of Creation find sympathy and destruction in the words of the witches. This Charm enhances mental
influence, increasing any MDV penalty inflicted by exploiting one of the target’s Virtues or intimacies by two,
provided the Lunar shares the exploited trait. Exploiting their Motivation in this way instead increases the
penalty by three. The Storyteller judges if a trait is similar enough to qualify – friendship and love, for instance,
are generally close enough for this Charm’s purposes.

If the Lunar is copying the target’s Motivation through Other Mimicking Thoughts, she may freely render the
enhanced influence unnatural. If the target does not resist the influence, they also treat it as a scene spent
building a trust-based intimacy toward the Lunar, as a separate Emotion effect costing one Willpower to resist.

FIRE-CIRCLING HEART TECHNIQUE


Cost:​ 2m; ​Mins:​ Intelligence 2, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Warden
Duration:​ Indefinite
Prerequisite Charms:​ Other Mimicking Thoughts
The Lunar binds her mind into a perfect silver spire, a mental bastion around which strangers and darkness can
but pointlessly prowl. While this Charm is active, she does not treat outsiders as people for the purposes of
Compassion. She cannot use it to help them, and need not roll it to harm them. She also modifies her stunts and
MDV as though she had a Motivation of “destroy outsiders”, and regains a single Compassion channel at the
end of any day she mostly spent harming or thwarting outsiders. If she wishes, she may restrict this Charm to
just a single kind of outsider – creatures of the Wyld, creatures of death, natives of Malfeas and so on. Her heart
is not hardened against characters she has a positive intimacy toward (or who belong to an organization she has
a positive intimacy toward).

With Intelligence 4+, Essence 3+, the Lunar may remove the Warden keyword from this Charm, allowing her to
use it in one of three other ways; she can instead harden her heart against the members of a single social group,
everyone except the members of a single social group, or all of her negative intimacies.

OUTSIDER-FEARING INSTRUCTION
Cost: ​5m [1m]; ​Mins: ​Intelligence 3, Essence 3; ​Type: ​Simple
Keywords:​ Combo-OK, Intimacy-Anchored, Shaping, Touch, Warden
Duration: ​One month
Prerequisite Charms: ​Fire-Circling Heart Technique
There are monsters in the wilderness, the Lunar Exalted not least among them. Others learn to fear that which
they do not know. The Lunar touches another character, granting them a temporary negative intimacy toward
outsiders (or one specific variety) and applying the Warden effects of Fire-Circling Heart Technique to them for
a month. Non-extras can reduce the Charm’s duration to one day by spending three Willpower over any length
of time. Non-mortals need spend only one Willpower, and can reject the effect outright by spending three.

The non-Warden versions of Fire-Circling Heart Technique can also be applied, but must latch on to
pre-existing intimacies rather than creating a new one. They require a negative intimacy toward the social group
being hardened against, a positive intimacy toward the social group not being hardened against, or a negative
intimacy of any kind, respectively.

A second purchase of this Charm at Essence 3+ allows the Lunar to extend its duration indefinitely. In addition,
the Lunar may use it to target an organization with a Size less than her Intelligence, though this triples both the
mote and commitment cost, and is a dramatic action requiring that she spend at least six hours mingling with the
group, teaching its members to fear the unknown and trust their comrades. Within a week the lesson spreads
throughout the whole organization, affecting all of its members. Non-extra members may reject the effect as
normal – or if they personally lack the relevant intimacy, at a cost of just one Willpower. If enough members do
so, it will force the leader to take action against the relevant intimacy or be deposed.
HARVEST CHARMS

BEAST-MIND TRANSFUSION
Cost: ​1m+, 1wp; ​Mins:​ Intelligence 3, Essence 2; ​Type:​ Simple (Dramatic Action)
Keywords:​ Combo-OK, Obvious, Shaping, Touch
Duration:​ Instant
Prerequisite Charms:​ None
The Night-Eyes seek spies and agents among the low beasts of Creation. This Charm can be used to target any
non-sapient mortal creature the Lunar is touching with a dramatic action of half-an-hour, infecting it with a
fragment of her own intellect. The target acquires human-level sapience, as well as the capacity for human
speech, albeit never as a “native” tongue – fangs and beaks lend themselves to unique accents. The Lunar gives
the creature a new Motivation, and constructs its personality and capabilities from copied scraps of her own –
she may increase any of its Virtue, Ability, or Mental or Social Attribute ratings she wishes at a cost of one mote
per dot, to a maximum of her own rating. She can also freely imbue the creature with any intimacies, specialties
or memories that she herself possesses. These changes settle in when it next sleeps - it awakens a changed beast.

The effects of this Charm are not strictly inheritable, though extensive use of this Charm within the same
population over several generations might eventually produce something like the ata-beasts of Halta. Familiars
cannot be targeted by this Charm without their master’s consent.

LOYAL ECHO TOYS


Cost:​ — ; ​Mins:​ Intelligence 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Beast-Mind Transfusion
Moonlit minds exist where they should not. This Charm enhances its prerequisite, allowing it to target any
non-intelligent object the Lunar owns, awakening its least god into a material intelligence. Its new Motivation
must make sense for the object’s basic nature, but otherwise it functions in the same way. The material
intelligence can communicate by manifesting a glowing representation of itself in silver anima-stuff, which can
speak in any language it knows, and has access to basic senses (as well as any appropriate to its nature).

The MI has no direct control over the object it inhabits, though it can inflict a -3 internal penalty on any rolls
using it, or grant any user temporary access to its Specialties and Ability ratings (the latter of which do not stack
with the wielder’s own). Objects that are not used for at least one day each month lose one dot in all their traits
save Virtues and Specialties, and erode all their intimacies by one scene. An object that loses an intimacy in this
fashion finds the memories associated with it become distorted, fragmented and unreliable. The object regains
its previous traits upon being used, at the same rate as they were lost, but memories are broken forever.

BLOOD LESSONS LEARNED


Cost:​ 3m (1wp); ​Mins:​ Intelligence 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Any Intelligence Excellency
The mind is the seat of the soul, and so a canny Lunar can find traces of it in the vital Essence of the body. The
Lunar can activate this Charm by tasting blood (or other physical essence), immediately rolling (Intelligence +
Investigation) as a special attempt to read the motives of the character the blood came from, at the time it was
shed. This relays the usual information, but does so faster, without requiring the target to be present. If the Lunar
consumes at least one health level’s worth of blood, she can spend a point of Willpower to acquire portions of
their memories - in addition to the information provided on the target’s mood and motives, she voyeuristically
recollects information equivalent to a normal Investigation roll with (Intelligence) successes, on a single topic
no broader than an intimacy (such as “family” or “work”).

FOREIGN MIND MNEMONICS


Cost:​ — ; ​Mins:​ Intelligence 4, Essence 3; ​Type:​ Permanent
Keywords:​ Training
Duration:​ Permanent
Prerequisite Charms:​ Blood Lessons Learned
A witch used to using her head becomes adept at exploiting someone else’s. Whenever the Lunar acquires
someone’s memories, she may instantly gain an intimacy based on these recollections. While this intimacy
exists, she adds (Intelligence) successes to any attempt to impersonate the character. Additionally, she may treat
stolen memories as teachers in any Ability, Specialty, Procedure, Spell, Charm, etc that the original character
possessed at a higher rating than her. The memories in question must be appropriate to the skills the Lunar is
training in. He may even learn any relevant Specialties instantly, as a Training effect.
SORCERY CHARMS

TERRESTRIAL CIRCLE SORCERY


Cost:​ — ; ​Mins:​ Intelligence 3, Essence 3; ​Type:​ Permanent
Keywords​: None
Duration:​ Permanent
Prerequisite Charms:​ None
Carrying out the Trials of Sorcery and making her Sacrifice, the Lunar permanently changes her own nature in
the name of power. Such is the way of her kind. She can now take Terrestrial Sorcery actions.

CELESTIAL CIRCLE SORCERY


Cost:​ — ; ​Mins:​ Intelligence 4, Essence 4; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Terrestrial Circle Sorcery
With a second Sacrifice, the Lunar’s mind opens ever-wider to the truth of the cosmos, as the fragile world
becomes more a plaything of her Essence and ego. She can now take Celestial Sorcery actions.

SHADOWLANDS CIRCLE NECROMANCY


Cost:​ — ; ​Mins:​ Intelligence 3, Essence 3; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ None
Delving deep into the secrets of stolen Necromancy, the Lunar takes the Trials of the dead, and allows a part of
herself to Wither to claim authority over a dying universe. She can now take Shadowlands Necromancy actions.

LABYRINTH CIRCLE NECROMANCY


Cost:​ — ; ​Mins:​ Intelligence 4, Essence 4; ​Type:​ Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Shadowlands Circle Necromancy
There are hidden secrets and terrifying truths that can be contained within a mind, and a Witch who seeks them
out must once again invert some aspect of what she was, poisoning love into hate or spoiling loyalty into
rebellion. She can now take Labyrinth Necromancy actions.

BIRTH-DEATH TAIJITU PRACTICE


Cost: —​ ; ​Mins​: Intelligence 3, Essence 3; ​Type:​ Permanent
Keywords: ​None
Duration: ​Permanent
Prerequisite Charms: ​Terrestrial Circle Sorcery and Shadowlands Circle Necromancy
Luna walks in many worlds, her half-moon face embracing both light and darkness as but two parts of a greater
whole. The Lunar may cast spells from any Circle of Sorcery known to her through the equivalent necromantic
initiation, and vice versa. They count as the other kind of spell for all purposes, including counter-magic. The
aesthetics of these spells warp appropriately; Sorcery is tainted by the Underworld’s dark beauty, while
Necromancy replaces deathly manifestations with shining witch-light.

At the Storyteller’s discretion, the spell’s actual effects may slightly change – necrotech constructs reanimated
through “Sorcery” are powered by living Essence (as described in ​Manual of Exalted Power: Abyssals​), for
example, while the necromantic answer to Infallible Messenger can contact the Underworld rather than Heaven.
Observers with Occult 1+ can recognise the nature and source of this taint with a reflexive (Wits + Occult) roll
at difficulty 4, or difficulty 2 if the spell belongs to the Sapphire or Onyx Circles.

THE ANTINOMIAN ABSORPTION


Cost:​ — ; ​Mins:​ Occult 5, Socialize 3, Essence 5; ​Type:​ Permanent
Keywords:​ Absorption
Duration:​ Permanent
Prerequisite Charms:​ Varies
Devised by the Eastern Witch, Raksi, the Antinomian Absorption is the result of parallel research into sorcery
and necromancy, examining the shared properties of the reality-languages of the demon-kings and their dead
siblings. Her ultimate conclusion was that Sorcery is, at its heart (beating or otherwise), a thing of contravention.
It is the imposition of will onto reality, brushing aside laws, rules, and pre-existing worlds, shattering the
boundaries between shape and chaos, life and death. Any Exalt can learn this Charm, though doing so requires
that they be initiated into both Sorcery and Necromancy, and know at least three spells from each. Lunars may
replace the Occult requirement with an Intelligence one.

A character may learn only one Absorption Charm. If they already know one, they may not learn another under
any circumstances. As an Absorption, this Charm offers characters a choice of special abilities, of which their
player picks two:

• ​Opposition sends ripples through the world, allowing an Antimonian willworker to recognize it. The sorcerer
may roll (Wits + Occult) whenever another character attempts to dispel one of his spells. The difficulty of this
roll is 3 normally, or 5 if he is in a different realm of existence to the spell being dispelled. If he succeeds, he
becomes aware of the countermagic attempt, though not whether it succeeded.

• ​The revulsion of the cosmos can be harnessed by a skilled Antimonian, like transgressive water turning a mill.
The sorcerer receives a discount on any spell he casts if he took a dramatic action immediately before the Shape
Sorcery action which non-trivially and continuously violated the laws of the local polity or the dominant
organization in that realm of existence. A thirty-minute dramatic action reduces the Willpower cost of the spell
by one, while a six-hour dramatic action reduces it by two and also lowers the mote cost by five, and an action
lasting two days completely eliminates the Willpower cost and offers a discount of twenty motes.

• ​Passion provokes change, the laws of the universe breaking against the sorcerer’s desires. The character may
use any intimacy he possesses as an arcane link to its subject, regardless of the type of arcane link a spell
normally requires. This cannot be used to cast magic that violates the nature of the intimacy.
 
 
 

WITS

WEAKNESS CHARMS

PREDATOR-SAGE DEDUCTION
Cost:​ 3m; ​Mins:​ Wits 2, Essence 1; ​Type: ​Reflexive
Keywords: ​Combo-OK
Duration:​ Indefinite
Prerequisite Charms:​ Any Wits Excellency
Picking the weaklings from the herd is a task for a swift mind. Whenever the Lunar makes a successful roll to
notice details about an individual, she also learns any of the target’s Attribute ratings that are lower than her
Wits. With at least three threshold successes, she also learns which of the target’s weaknesses they feel is most
debilitating. The Storyteller conveys this information as an Attribute, Ability or Virtue rating (e.g. “They have
Strength 1”), but the Lunar receives it as an observation of their target’s nature (“They are as weak as a child”),
and may treat it as a negative intimacy (if it is not already) for as long as the target believes in it.

HERD-DISSECTING ACUITY
Cost:​ 1m, 1wp; ​Mins: ​Wits 3, Essence 2; ​Type:​ Simple (Dramatic Action)
Keywords:​ Combo-OK
Duration:​ One hour
Prerequisite Charms: ​Predator-Sage Deduction
There is strength in numbers, and weakness in relying on that power. This Charm is a dramatic action lasting
one hour, which the Lunar spends examining an organization at work; one of its projects, a gathering of its
members, a region in which it holds sway, etc, before rolling (Wits + Bureaucracy). Success relays the ratings of
any of the target’s Assets that are lower than her Wits, as well as their basic nature; examining an army with
Competence 2 would tell the Lunar that they are reasonably capable at organized violence, not their specific
armaments or favoured tactics. With three threshold successes on this roll, she can also intuit the leader of the
organization, its current amount of uninvested Capital, and the general nature of projects it currently has Capital
invested in.

WORD-KNIFE DEBATE TACTIC


Cost:​ 2m; ​Mins:​ Wits 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Emotion, Social
Duration:​ Instant
Prerequisite Charms:​ Predator-Sage Deduction
A quicksilver mind turns loaded words into blades that cut away rational thought. This Charm supplements a
social attack against a single target which exploits an intimacy to create an emotional response, rendering it
unnatural mental influence and reducing the target’s MDVs by one for each time in this scene they have suffered
a social attack exploiting that same intimacy, including this time, maximum (Wits).

At Wits 3+, Essence 3+, the Lunar can repurchase this Charm, allowing it to supplement social attacks against
multiple targets, though only characters who possess the targeted intimacy suffer its effects.
CLEVERNESS BETRAYS
Cost:​ 1m; ​Mins: ​Wits 2, Essence 1; ​Type:​ Reexive (Step 2)
Keywords:​ Combo-OK, Social
Duration:​ Instant
Prerequisite Charms: ​Any Wits Excellency
The Lunar’s mind outpaces those who beseech and intimidate her. This Charm is activated in response to any
mental influence, removing the unexpected tag and allowing the Lunar to calculate her Parry MDV using her
Wits in place of the usual Attribute. In addition, she may perform a reflexive read motivation action on the
character who applied it, which benefits from (Wits) automatic successes if the specific subject of her scrutiny is
directly related to the context of the influence. This Charm can also be activated in response to a read motivation
action; in addition to the usual effects, this renders the attempt Obvious to her.

REMARK-TWISTING REBUKE
Cost:​ 3m; ​Mins: ​Wits 4, Essence 2; ​Type:​ Reexive (Step 9)
Keywords:​ Combo-OK, Counterattack, Social
Duration:​ Instant
Prerequisite Charms: ​Cleverness Betrays
Words slip into the Lunar’s mercury mind, re-emerging confused and poisonous. This Charm can be activated in
response to any non-unexpected mental influence that the Lunar applied her Parry MDV against, granting her a
social counterattack resolved in Step 9 of the original influence. This counterattack is incorporated into the stunt
for the original parry; more than a defence, the Lunar turns the ideas of those attempting to influence her upon
themselves.

There is an identical Solar Charm called Swift Reply, requiring Linguistics 5 and Sagacious Reading of Intent.
CORROSION CHARMS

CASCADING FAILURE THRUST


Cost:​ 3m (+5m, 1wp); ​Mins:​ Wits 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Touch
Duration:​ Varies
Prerequisite Charms:​ Any Wits Excellency
How fragile the tools of civilization are, when removing but one of its gears sends an engine into ruin? The
world is simpler, and more durable. It took complete treachery to lay it low. Touching an object and spending
three motes, the Lunar learns all of its most important structural weak spots, as well as the pool needed to
destroy it with a feat of strength. If this is lower than her ([Wits + Essence] x 2), she may immediately spend a
further five motes and a point of Willpower to introduce a cascading wave of failure, as everything that could go
wrong does. Over the next (15 – Wits) minutes, minimum 3, the object is destroyed.

The Lunar need not actually do anything to further the destruction, but must keep the motes committed for the
duration of the destruction. A minute-long (Dexterity + Craft) roll at difficulty (Lunar’s Essence) stops the
process and saves the object with no more than superficial damage.

At Wits 5+, this Charm can analyze and dismantle complete structures no larger than a palace or small village.
This takes (8 – Essence) hours, minimum three, and requires that the Lunar stay within (Wits x 5) yards of the
heart of the structure at all times. This is an Obvious, Shaping effect, causing silver light to glow from within
decaying material. The usual Craft roll can save the structure, but only by targeting individual object-scale
components.

FLEETING WORLD MANUFACTURE METHOD


Cost:​ 3m, 1wp; ​Mins​: Wits 4, Essence 3; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ Cascading Failure Thrust
Destruction leads to creation, forest fires encouraging new growth. This reversal is natural to a mercury mind.
This Charm enhances an action to repair, maintain or create an item with materials that were complete, usable
items in their own right; such as building a raft with wood taken from a hut, rather than using raw wooden
planks. Living creatures are considered to be complete items for this purpose. The project is accelerated by a
factor of (Wits + 1). This is doubled if the original value of the “raw” materials was greater than the value of the
item being created. Artifacts are considered to have a greater value than any mundane object.

If the project is carried out entirely in a demesne, the Lunar may incorporate an act of geomantic sabotage into
her crafting stunt, such as quenching a daiklave in sacred fontal waters. This reduces the demesne’s rating by
one dot at the climax of the creation, which counts as materials as valuable as an artifact with the same rating as
the demesne, and remove the need for a single exotic ingredient. This can also be performed in a manse, which
increases the effective value of the sabotage by one, but has the usual consequences of power failure.

WORST MOMENT WEAKNESS


Cost:​ 2m; ​Mins:​ Wits 4, Essence 3; ​Type:​ Reflexive (Step 10)
Keywords:​ Combo-OK, Crippling-Anchored, Obvious, Stackable
Duration:​ Instant
Prerequisite Charms:​ Any Wits Excellency
Defeat can be more devastating than death. The Lunar can activate this Charm in Step 10 of any physical attack
she makes that would inflict damage on its target. The damage is cancelled as the wound immediately seals into
a silvery scar, a magical Crippling effect that leaves the target with a clear understanding that they have not
escaped their pain; it is merely lying in wait. The Lunar specifies a single instance under which the victim’s
doom will come into effect, which can be as broad or specific as she likes. The next non-reflexive roll they make
under those conditions suffers an external penalty equal to the health levels of damage the original attack would
have inflicted, which manifests as a brief and Obvious haze of bad luck and biting curse-things. The death of the
Lunar frees all so marked individuals from their bonds, just as though the scar had been healed.

BLOOD-CURDLING RIPPLE STRIKE


Cost: ​2m; ​Mins:​ Wits 2, Essence 2; ​Type: ​Supplemental
Keywords:​ Combo-OK, Poison, Warden
Duration:​ Instant
Prerequisite Charms:​ Any Wits Excellency
Luna is the subtle defender of Creation, seeking the best place to slip in her silver knives. This Charm enhances
a physical attack. If it causes even one level of damage, the wound has unnaturally severe consequences, the
victim’s health worsening by the moment as veins tangle, infections accelerate, and blood clots oddly. This is
treated as a magical poison (Damage 4L/action, Toxicity 3, Tolerance —, Penalty -2). The Lunar can increase
its damage and penalty by two against outsiders as an Obvious effect, their unreal anatomies open to more lurid
and horrific cascade effects.

QUICK-AND-QUIET CARESS
Cost: ​— ; ​Mins:​ Wits 4, Essence 3; ​Type: ​Permanent
Keywords:​ None
Duration:​ Permanent
Prerequisite Charms:​ Blood-Curdling Ripple Strike
Alien princes choke on their own insides, laid low not by blades but the humblest of Creation’s killers. This
Charm allows the Lunar to make its prerequisite’s domino-effect murder even more subtle, increasing the
difficulty to diagnose the Poison – or identify its effects post-mortem – by (Essence), and allowing her to forgo
its penalty to render it painless, so that victims cannot feel it clogging their insides. Additionally, she can choose
to have the poison inflict a curious shut-down effect that eventually sends the victim slipping into slumber;
damage caused by this version of the Poison is bashing, and never converts into lethal.

With Wits 5+, she can activate Blood-Curdling Ripple Strike as a Simple Charm with the Touch keyword to
apply the Poison without actually causing any damage.
ODYSSEY CHARMS

WITCHING HOUR STRIDE


Cost​: 5m, 1wp; ​Mins​: Wits 3, Essence 2; ​Type​: Supplemental
Keywords​: Combo-OK, Warden
Duration​: One journey
Prerequisite Charms​: Any Wits Excellency
What terrors slip through the night, too fast to track, too nimble to stop? This Charm enhances dramatic
movement, multiplying the Lunar’s long-term speed by (Wits + Essence) and negating reductions in travel speed
applied by the environment through which she passes. When enhancing a journey that almost exclusively takes
place at night or outside Creation (including the bordermarches and deeper Wyld), the modifier increases to
([Wits + Essence] x 5). If the Lunar’s mode of transport (whether a vehicle, mount or her own self) is not an
outsider, this Charm’s modifier is halved.

A second purchase allows the Lunar to accelerate the journey of those accompanying her by spending a further
three motes per dot of additional Magnitude, maximum (Wits - 1). Non-outsider companions slow her passage
in the same way as a mode of transport.

UNSEEN BORDER EXPEDITION


Cost​: — ; ​Mins​: Wits 5, Essence 3; ​Type​: Permanent
Keywords​: None
Duration​: Permanent
Prerequisite Charms​: Witching Hour Stride
The Lunar Exalted slither through the night, exploiting every blindspot, including those that shouldn’t exist. It
becomes impossible to track the Exalt or anyone accompanying her over distances where this Charm’s
prerequisite increased their dramatic travel speed by more than (Wits + Essence). Perfect tracking effects
produce a roll-off.

STOLEN URGENCY CURSE


Cost​: 2m; ​Mins​: Wits 3, Essence 2; ​Type​: Supplemental
Keywords​: Combo-OK, Crippling
Duration​: Instant
Prerequisite Charms​: Any Wits Excellency
How joyful a journey is, when made at another’s expense? This Charm enhances any physical attack, applying a
strange Crippling effect to its target if it inflicts even one level of damage. This effect lasts until all the damage
inflicted by the attack is healed (or repaired), and halves the victim’s dramatic travel speed, as well as the
interval for fatigue increase or necessary repair. This applies even if they are not moving under their own power;
minor fevers and distractions slow their mounts, unexplainable breakdowns plague their vehicles, and so on. If
they are but one of many passengers, the slow-down is reduced by a factor of (Magnitude of passengers ​÷ ​2).
With Wits 4+, the Lunar may commit the motes spent on this Charm until the Crippling effect is healed. While
this lasts, she may make any other method of transport (including a character) the beneficiary of the stolen haste
by touching them. Their dramatic travel speed is increased by the amount the original victim’s pace is currently
being reduced. This increase is based on their potential maximum travel speed; an unmounted human provides
the same speed whether he is currently sleeping in a tangled jungle or a sprinting across an open plain. Stolen
speed can only be handed out to one transport at a time, and a given transport cannot benefit from more than one
instance of this Charm at once.

NIGHT-TRAPPER’S BAFFLING SNARE


Cost:​ 5m (1m); ​Mins:​ Wits 3, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ Instant
Prerequisite Charms:​ None
The edges of the world were a terrible trap that the Silver Pact built for the dragons of the Shogunate. A pity that
it was sprung from the outside, and so consumed many of its makers. This Charm supplements an action to
construct a trap (​Scroll of Kings​, pp. 153), speeding it by a factor of (Wits). Traps constructed in this way have
a strangely unreal appearance, like shapes in evening fog, and so the difficulty to detect them is increased by
two, but they degrade (Wits) times faster. The Lunar may commit a single mote to add any physical restrictions
she likes to the trigger of a trap constructed in this way, even ones that make no logical sense – that stake trap
might only be activated if stepped on by a red-headed woman, or while it is night, or both. This mote decommits
itself when the trap stops being functional for whatever reason.

At Essence 3+, the Lunar may build her traps to vanish without a trace after a set amount of time or a set number
of victims have triggered them. Further, she may build her traps with no regard for environmental concerns as a
Shaping effect – pitfalls in solid bedrock or snaglines that dangle from nothing. Such traps are as much shadow
and moonlight as they are physical, and as such are Obviously supernatural once detected. One such impossible
trap may not be built directly into or on top of another.

HUNTER-AS-BAIT GAMBIT
Cost:​ 0m; ​Mins:​ Wits 4, Essence 3; ​Type:​ Simple
Keywords:​ Combo-OK, Overdrive
Duration:​ One scene
Prerequisite Charms:​ Night-Trapper’s Baffling Snare
The witch is well-acquainted with the gnashing teeth of the night, and slips through such hazards like a greased
eel – her opponents are less fortunate. While active, this Charm provides the Lunar with an empty ten-mote
Overdrive pool. He adds one offensive mote to this pool whenever one of his enemies in the scene is harmed by
a trap or environmental hazard, or fails an action that was impeded by an environmental penalty. Such hazards
must genuinely stem from the battle’s surroundings - active assaults that are simply modelled as hazards (such
as anima flux or steam-cannon fire) do not qualify. Whenever the Lunar suffers in the same fashion, he loses
one offensive mote. He can only gain and lose offensive motes from this Charm once per action, each. If the
Lunar set up the danger in question (whether by scattering caltrops or asking a rain god for a favour), these gains
and losses are increased to three motes.
 

RUMOUR CHARMS

HEART-SHATTER ALLUSION TECHNIQUE


Cost:​ 4m; ​Mins:​ Wits 3, Essence 2; ​Type:​ Reflexive
Keywords:​ Combo-OK, Action-Only, Social
Duration:​ Instant
Prerequisite Charms:​ Any Wits Excellency
Butterflies can sink ships, and a handful of words can crumble empires. This Charm is a reflexive social attack,
made with a single casual comment. If it does not exploit at least one intimacy (or the Motivation) of its target,
they automatically dodge it, shrugging it off as a minor aside. Even if it does, they receive +2 to their DMDV
simply because of its fleeting nature, a bonus that stacks every time they suffer another social attack produced
by this Charm in the scene. Otherwise, the attack is resolved normally.

DISTORTED WORDS INFIDELITY


Cost​: 2m, 1wp; ​Mins​: Wits 4, Essence 2; ​Type​: Simple (6 long ticks)
Keywords​: Combo-OK, Illusion, Social
Duration​: Instant
Prerequisite Charms​: Heart-Shatter Allusion Technique
Hushed words and booming speeches find sentiment slipped into their cracks. This Charm is a social attack
directed at a single target, using Wits in place of the normal social Attribute. No actual communication takes
place; instead, the Lunar chooses another character currently interacting with her target. Her social attack latches
onto their relationship like a parasite, and so the target hears whatever the Lunar wished to communicate,
filtered through the actual interaction. This can permit social attacks against characters who do not speak the
Lunar’s language. The attack roll suffers a -2 external penalty if the hijacked interaction is not social in nature.

This is an unnatural Illusion effect costing three points of Willpower to resist for the scene, a cost reduced to
two if the social attack runs directly counter to the actual nature of the interaction. Other characters perceive
events proceeding as normal. While this Charm runs its course, the target automatically dodges any actual social
attack made by the character the false communication is tied to, as their words are repurposed by the Lunar.

A second purchase at Essence 3+ allows the Lunar to make Performance-based social attacks. Whether she does
or not, the Illusion spreads to all characters capable of hearing the false communication. Even the supposed
speaker becomes convinced they blurted nonsense without cause (they need spend only one Willpower to resist).
Additionally, she can choose to root her social attack with no particular character, making it a clearly unnatural
and directionless whisper in any language she knows.

CREEPING INSINUATION METHOD


Cost:​ 3m; ​Mins:​ Wits 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK, Social
Duration:​ Instant
Prerequisite Charms:​ Any Wits Excellency
Doubt comes in with tricky fingers and fickle tongues, cooling the heart like a cold wind. This Charm enhances
a social attack the Lunar makes against another character that exploits one of their intimacies. If the social attack
is successful, it has no immediate effect, instead worming its way into the target’s subconscious. The first time
in any subsequent day that the intimacy becomes relevant to the target, they suffer the full effects of that social
attack as a sudden emotional surge. This unnatural influence can be resisted at a cost of one Willpower, but it
continues every day until the target has suffered or resisted it (Wits) times, or loses the intimacy.

WORLD’S VOICE SUSPICION


Cost:​ 4m; ​Mins:​ Wits 2, Essence 2; ​Type:​ Supplemental
Keywords:​ Combo-OK
Duration:​ One investigation
Prerequisite Charms:​ Any Wits Excellency
Most have not the wit to gather the gossip of trees or the rumours spread by graffiti. This Charm enhances any
attempt to gather information known to the general population of a social group, allowing the Exalt to do so
simply by spending time in a region inhabited by that group. It has the normal difficulty, but does not require
interaction with conventional sources and is sped by a factor of (Wits) as the Lunar subconsciously interprets
dozens of tiny signs. This also provides her with up to (Wits) pieces of regional information that are not directly
relevant to her investigation, chosen by the Storyteller to represent the white noise of the universe.

With Wits 4+, the Lunar can spend a point of Willpower and waive the acceleration of her investigation to
acquire information relevant to the social group that is actively concealed from the general population by a
subset of its members no smaller than Magnitude (8 – Wits), minimum two. This cannot yield information that
would require interrogating a specific character – a Lunar might learn that the merchant prince Yarka Xinzio
keeps his greatest treasures locked in a mystical strongbox, but its combination remains hidden in his brain.

FOREIGN WHISPER GAMES


Cost: ​4m, 1wp; ​Mins:​ Wits 3, Essence 2; ​Type:​ Simple
Keywords:​ Combo-OK, Illusion
Duration:​ Instant
Prerequisite Charms:​ World’s Voice Suspicion
The Silver Shadow poisons the world with half-truths, which wind around conversation and culture like choking
ivy. The Lunar uses this Charm to infect any social group with a rumour of her choice. Communicating some
whispered or mimed gossip to a member of the group, the Lunar rolls (Wits + Socialize) at a difficulty of
(group’s Size + 1). If she succeeds, the rumour latches on, spreading at a rate of one dot of Reach every two
weeks. Once the rumour has spread completely through the group’s Reach, it tightens its grip, becoming a full
intimacy. Its specific context is chosen by the player of the group’s leader, but its presence indicates that the
rumour in question is still clinging on like silvery ivy. If the rumour relates to one of the group’s pre-existing
intimacies, the rate of its initial spread is doubled, and the difficulty to remove it with a Shift Policy action is
doubled. Organizations can have only one rumour-intimacy at once; new gossip displaces the old.

While the intimacy exists, all members of that group receive +3 Parry MDV against mental influence that does
not in some way involve the rumour, provided their reply is aimed at turning the conversation to the rumour –
disputing, spreading, discussing or elaborating on it. They suffer a -3 penalty to their MDV against the Lunar’s
mental influence, provided it is supported by or elaborates on the rumour in question.

GRAPEVINE BEARS FRUIT


Cost:​ — (+6m, +1wp); ​Mins:​ Wits 4, Essence 3; ​Type:​ Permanent
Keywords:​ Shaping
Duration:​ Permanent
Prerequisite Charms: ​Foreign Whisper Games
This is the Time of Tumult, and much which was once thought hearsay has blossomed into terrible truth, a
strangling flower watered by the blood of ages long-past. If the rumour produced by this Charm’s prerequisite
could be embodied by an instance of Ally, Backing, Contacts, Cult, Followers, Influence, Mentor or Resources
within the Reach of the target group, the Lunar may cause it to spontaneously manifest as an actual Background
with a rating no greater than (group’s Size ​÷ ​2) by spending an additional six motes and one Willpower upon
activation. A rumour that evil demon-worshippers have infiltrated Lookshy could result in an actual Cult
forming, for example. This manifestation starts once the intimacy toward the rumour has formed, after an
amount of time determined by how unlikely the manifestation is; phenomena that would be likely even without
the Lunar’s influence appear after just a week, while those that are unlikely but possible take a month, and those
that seem totally unbelievable take a full season, producing notably Wyld omens in doing so.
These manifestations are formed from real things by the constricting force of the Lunar’s rumour; a series of
coincidental meetings would result in the formation of a rumoured web of Contacts, for example. If this would
affect a specific non- extra character (such as a rumour that the Badger Avatar is searching for a pupil to create a
Mentor Background), that character may subconsciously reject their involvement by spending one point of
Willpower. Once the manifestation has appeared, the rumour loses its sheathe of mystery to become merely
mundane news, removing the intimacy toward it.

MUTATIONS

Mutations model a characters’ inhuman aspects, ranging from natural traits like a dog’s fur or raiton’s wings to
the deformities inflicted by the Wyld.​ They are not outright supernatural features; gods lack conventional
biology, and need no mutation to represent their subsistence on prayer. ​They are divided like Attributes;
physical mutations include acid spit or wings, while social mutations encompass traits like hypnotic plumage or
a booming voice, and mental mutations represent conditions like hallucinations or inhuman reflexes.

All mutations have an assigned value in “mutation points”, ranging between one and six and representing their
overall power. This value helps distinguish between different levels of severity in effects that apply mutations. It
also determines the experience cost of acquiring positive mutations – permanent mutations must be paid for, at a
cost of 2xp per point (bought at character creation, two bonus points grants three mutation points). If they are
later removed, the character is refunded their xp cost. ​Where other texts refer to poxes, afflictions, blights and
abominations, they are referring to one, two, four and six-point mutations, respectively.

Temporary mutations do not cost xp, but by default characters cannot bear more than (Willpower + Essence)
points of temporary positive mutations at once.​ Negative mutations have a negative points value, which (rather
than granting xp) they apply as a “discount” against other, positive mutations.​ Where other texts mention
deficiencies, debilities and deformities, they mean one, two and four-point negative mutations, respectively.
“Derangements” refers to negative mutations that represent some kind of madness, such as an addiction.

Mutations are intended to be roughly as powerful as specialties; the fact that each mutation point costs 1xp less
than a single specialty dot is balanced out by their visible nature, their reduced malleability, and their inherent
limitations – a mutation is unlikely to directly benefit a character’s swordplay or map-reading, for example.

Very few mutations simply add dice to a pool, but these do not count as dice added by Charms. Similarly, if a
mutation should grant dots in a trait, its unmutated rating is still used to determine Charm requirements, dice
caps, training costs, and so on. As with most effects in Exalted, multipliers from mutations stack additively.

Mutations with no effect have no associated xp cost. This applies both to explicitly cosmetic mutations, and to
those that are obviated by other effects; a character who already doesn’t need to sleep and acquires the Sleepless
mutation does not need to spend xp on it, while a negative mutation that does nothing but penalize an already
empty dice pool does not provide “free” mutation points.

Mutations visibly manifest in the character’s form, by default. However, they have no specific appearance;
improved vision​ can express itself through overlarge eyes, slit pupils, eyestalks, compound eyes, or anything
else that the Storyteller judges appropriate to its actual effects. This system only represents effects; it does not
imply a commonality between diverse traits. Players should feel free to give mutations more suitable names than
the generic ones used. The difficulty to hide or disguise a mutation is generally equal to its point value.

Those mutations described as “natural” represent some aspect of the character’s species. It is normal for them,
not an external alteration – striking one of the djala with Order-Affirming Blow will not cause them to grow in
size, any more than it would cause a cat to lose its tail. It can also refer to mutations that are not really such;
derangements caused by trauma rather than the Wyld, or ambidexterity earned through practice.

Exaltation was intended for humanity, not its (potentially demon-tainted) offshoots, and so the Second Breath
can potentially remove any mutations borne by a new Exalt, even natural ones. Negative mutations are the ones
most commonly burned out in this fashion, but a player who wishes to have their Exalt come from a mutant tribe
with less need for food does not need to take (and pay for) the Small Appetite mutation like his kin.

The mutations presented in this section are heavily customisable, but not a comprehensive list. The Storyteller is
encouraged to create new effects as necessary, comparing existing mutations to cost them appropriately. ​Some
magic exists that grants enlightened Essence or status as a creature of darkness. Though not listed here, these
conditions are considered a six-point positive and four-point negative mutation, respectively.

HOW DO MUTATIONS WORK?

All mutations are presented using this format:


Mutation Name (Cost): Keywords

The cost listed is the mutation’s point value. Some mutations have multiple costs, with varying effects. ​Any
listed keywords are those​ relevant to the mutation’s effects (​Exalted​, pp. 183). Along with normal keywords
such as Shaping or Sickness, there are a number of keywords exclusive to mutations:

Appendage​: This mutation takes the form of one or more external body-parts, which can be disabled by
Crippling effects in the same way as a limb, depriving the creature of its effects until it is healed. Multiple
Appendage mutations can be consolidated into the same limb or organ, at the Storyteller’s discretion.

Devolve (Mutation)​: This mutation is a Negative mutation. If it is exists alongside the listed mutation, it has
none of its normal effects. Instead, the listed mutation is removed (or if possible, appropriately reduced).

Internal:​ This mutation is not expressed in the character’s appearance. It cannot be detected without an in-depth
medical analysis or appropriate magic. Appendage mutations cannot be Internal.

Negative:​ This mutation applies a penalty of some sort, rather than a bonus. As such, it does not cost experience
as a permanent mutation; instead, it provides “free” mutation points equal to its own cost, which are spent
normally. Negative mutations cannot normally be converted into xp like removed positive mutations.

Requires (Mutation)​: This mutation requires the mutation listed in the brackets as a prerequisite. Effects that
would apply it must first apply the listed mutation, at the usual cost.

Thereafter follows a description of the mutation’s specific effects.​ Some mutations refer to the value “M”, which
is equal to that mutation’s point value (whether positive or negative). In the case of a​ Natural Weapon that cost
two mutation points, M would be two. ​As stated, one mutation point is roughly as useful as a specialty. Rather
than list countless mutations that directly correspond to specialties, a general template is provided:

Adaptation​ (1-3)
The creature adds (M) dice to any roll based on (area of activity no broader than a specialty).

Dice added by such mutations count as specialty dice, and so cannot stack higher than three in a single roll.
However, they are tied to specific Attributes rather than Abilities, and as ever, they must represent some
biological trait; a mutation cannot directly aid someone’s bladework, for instance, or their skill at Gateway.

Negative mutations can be generated in a similar fashion, though the Storyteller should consider that specialty
bonuses must be sought out, while specialty penalties can be simply avoided – therefore, such negative
mutations should levy greater penalties, have broader contexts, or else provide reduced mutation points.

Further examples include:

Hardy​ (1-3)
The creature adds (M) dice to any Stamina roll to resist disease.

Camouflage​ (1-3)
Different versions of this mutation represent different environments, which the creature adds (M) dice to any
Dexterity roll to conceal itself within, making use of patterned skin or strange fur.

Steady ​(1-3)
The creature adds (M) dice to Dexterity rolls to keep its footing, whether from knockback or unstable terrain.

Native​ (1-3)
Different versions of this mutation represent different environments, allowing the creature to add (M) dice on
Intelligence rolls to forage or find shelter in that environment, whether the desert, jungle, tundra, or mountains.

PHYSICAL MUTATIONS

STRENGTH

Deadly ​(2)
Through claws, fangs, horns, or razor-spines, the creature can deal Lethal damage with one of its natural attacks.
If it would already be made Lethal by another effect (such as a Charm), it instead has its Damage increased by 2.

Penetrating Strike ​(2)


The creature has a crushing pincer or corrosive saliva, granting one of its natural attacks the Thrust tag.

Natural Weapon​ (1-6)


Sword-like fangs or oversized arms increase one of the creature’s natural attacks’ Damage trait by (M).

Natural Missile​ (1-6)


The creature spits acid, flings bone quills, or breathes fire. One of the creature’s natural attacks gains a Range
trait of (M x10), allowing it to be used at a distance with Archery, or Thrown if within 20 yards.

Toxin ​(1-6): Poison


One of the creature’s natural attacks inflicts a single dose of poison every time it successfully causes a level of
damage, with the following traits: Damage (M)L/action, Toxicity (M ÷ 2), Tolerance —, Penalty -(M ÷ 2),
rounded up. The player may voluntarily weaken certain aspects of the venom while choosing how this mutation
manifests.

Expanded Offense​ (2): Requires (Special)


A different version of this mutation exists for every other mutation that enhances a natural attack, such as
Natural Weapon or Toxin. It applies the relevant mutation’s effects to the creature’s other natural attacks.

SIDEBAR: RED IN TOOTH AND CLAW


Natural attacks are “weapons” that are part of a character’s body; fists, claws, feet, tentacles, etc. They are
signified by the N tag, and function as described in ​Exalted​ (pp. 373); a character cannot be disarmed of their
natural attacks, they use Martial Arts, and cannot be used to parry lethal or ranged attacks without a stunt. The
three default kinds of natural attack are punch, kick and grapple – these first two names might be inappropriate
to ​certain body-types, but generally represent light and strong attacks, respectively.

Hazardous​ (1-6)
Crackling with energy or wreathed in biting flies, the creature constitutes an environmental hazard, with the
following traits: Damage (M)B/action, Trauma (M ÷ 2), rounded up. The creature’s player may voluntarily
weaken aspects of the hazard while choosing how this mutation manifests, or convert it to lethal by halving its
damage. This hazard does not extend beyond the creature’s actual body, though it might provoke additional
hazards (such as a fiery body igniting flammable substances) at the Storyteller’s discretion.

Danger Zone​ (1-3): Requires (Hazardous)


The described hazard extends out from the creature to a radius of (M) yards, the creature at its centre.

Bodily Retaliation​ (2-4): Counterattack


Whether it has acidic blood or defensive spikes, attacking the creature is a bad idea. Whenever the creature
suffers a health level of damage from a close-range attack, it may target its attacker with a Step 9 counterattack.
This counterattack is lethal, and uses a pool of (Stamina + levels of damage suffered), with lethal or aggravated
levels counted twice. The four point version of this mutation targets all characters within close-combat range.

Large​ (1-6)
Creatures are, by default, considered to be roughly the size of a human being. With this mutation, they are
instead a larger size. The creature's Strength increases by (M) for the purposes of inflicting damage, performing
feats of strength, and gaining control of clinches. Its base Move distance increases by (M ÷ 2) yards, rounded
down, and it gains (M) additional -2 health levels. However, its Dodge and Stealth pools suffer a –(M) internal
penalty, as do rolls to engage in fine manipulation of notably smaller-scale objects. The one-point version of this
mutation describes creatures about the size of a horse or lion, or a very large human being. Three point covers
creatures roughly the size of a bear or rhinoceros, and six points is for creatures about as big as an elephant.

Giant​ (4): Requires Large 6


This mutation stacks its cost onto Large for the purposes of (M), and renders the creature as big as a yeddim or
tyrant lizard. Larger creatures are not generally represented through mutations, instead being structure-scale.

Small​ (1-6): Devolve (Large or Giant)


This mutation indicates a creature smaller than normal. Its Strength decreases by (M) for the purposes of
inflicting damage, feats of strength, and controlling a clinch. Its base Move distance decreases by (M ÷ 2) yards,
minimum one. It also loses (M) health levels (chosen by its player), which cannot reduce it below one health
level. However, it adds (M) dice to any Stealth or Dodge pools, rounded down. The one-point version of this
mutation covers creatures about as large as a child or dog. The three-point version covers creatures roughly the
size of an infant or housecat. The six-point version is for creatures about as small as a mouse. Creatures smaller
than this are mechanically negligible unless acting as a swarm, which is modelled as an environmental hazard.
DEXTERITY

Many Hands​ (1-6): Appendage


Extra arms, flailing tentacles, or prehensile hair increase the rate of all the creature’s natural attacks by (M ÷ 2)
rounded down, maximum 5, and allows it to hold or manipulate (M) additional things at once – though it still
suffers normal multiple action penalties for doing so. The two-point version can represent omnidexterity, which
halves its cost but slows the creature while they are using it, as though the limb in use had been crippled.

No Thumbs​ (2-6): Devolves (Many Hands)


Paws or hooves make a poor substitute for fingers. The creature cannot engage in fine manipulation of any kind;
it cannot use its hands to pick objects up, wield weapons, turn doorknobs, etc. It can make use of its mouth, but
suffers a -4 internal penalty to do anything more complex than holding a suitably sized object. The two-point
version of this mutation instead removes or cripples only most of its manipulating ability, allowing it to hold or
manipulate only one thing at a time, and forbidding actions that would normally require two hands.

Ambidextrous​ (1): Internal


The creature ignores off-hand penalties. This can be developed as a “natural” trait through one month’s training.

Extended Reach​ (2-6)


Serpentine limbs or telescoping joints extend the creature’s effective reach by a number of yards equal to its
(approximate) height. Therefore, a human of average height would gain two yards of reach, allowing it to
interact with things further away. Enemies can target these limbs even if the creature is out of range, as a called
shot with a -2 penalty. The four and six-point versions of this mutation double and triple its effects, respectively.

Swift​ (1-6)
Different versions of this mutation exist for each type of natural movement - walking, swimming, flying,
climbing, jumping, etc. The relevant Attribute is increased by (M) for the purposes of calculating movement
speed. In the case of jumping or climbing, this mutation increases the distance the creature must fall before
taking damage by (M x 2) yards. Other types of movement increase the creature’s long-distance dramatic travel
speed of that type by one level (e.g. from “Foot” to “Drawn Carriage”) for every two points spent.

Sluggish​ (1-6): Devolve (Swift)


Different versions of this mutation exist for each type of natural movement - walking, swimming, flying,
climbing, jumping, etc. The relevant Attribute is decreased by (M) for the purposes of calculating movement
speed. In the case of jumping or climbing, this mutation reduces the distance the creature must fall before taking
damage by (M x 2) yards. Other types of movement decrease the creature’s long-distance dramatic travel speed
of that type by one level (e.g. from “Foot” to “Drawn Carriage”) for every two points spent.

Glider​ (4)
The creature does not take damage from falling, unless deliberately forced to the ground by a Knockdown effect
or similar. When falling (or jumping), it may land anywhere within (Dexterity x 2) yards of its normal landing
point. For simplicity’s sake, characters and objects are typically considered to fall at 25 yards per tick; fast
enough that most falls are resolved on the tick they occur, but slow enough that an epic tumble can be resolved
more dramatically. A creature with Glider can choose to slow their fall, to a minimum of five yards per tick.

Flier​ (1-4): Requires (Glider), Appendage


The creature can take Move or Dash actions in three dimensions, allowing it to move into the air on wings or
natural gasbags. It does not have to fall unless it is forced to by a Knockdown effect or similar. Note that the
creature is considered to be constantly exerting itself while flying; it is never “at rest” in the sky. The one-point
version of this mutation simply allows the creature to float; it is prevented from moving more than (Dexterity)
yards from any solid, continuous surface, but is no longer considered to be exerting itself while in the air.

Aquatic​ (2-4)
The creature is at home in the water, adding one automatic success to all attempts to swim (or Athletics rolls to
take actions underwater), making botches impossible without an external penalty. Four points removes the need
to roll for anything but turbulent water, and allows the creature to use its full movement rates when swimming.

Wall-Crawler ​(2-6)
The creature adds one automatic success to all attempts to climb, making botches impossible without an external
penalty. The four-point version of this mutation removes the need to roll for anything but sheer or unstable
surfaces, and allows the creature to use its full movement rates when climbing. Six points allows the creature to
freely climb and hang from any non-frictionless surface, including ceilings.

Burrower​ (2-6)
Spade-claws or a worming movement allow the creature to "swim" through sand or soil as though it were water.
The four-point version of this mutation adds one automatic success to all attempts to dig (or Athletics rolls to
take actions underground), making botches impossible without an external penalty. Six points removes the need
to roll for anything but quaking ground, and allows the creature to use its full movement rates.

Creeper ​(1-6)
The creature can squeeze through impossibly small spaces, allowing it to fit through gaps or into spaces up to
(M x 2) times smaller than itself with a successful (Dexterity + Athletics) roll.

Natural Tool ​(1)


The creature uses wood-sawing jaws for carpentry or rock-dissolving spit to engage in earthworks. Different
versions of this mutation represent different tools, incorporating them into the creature’s anatomy. These do not
offer any dice bonus, but instead allow the creature to perform work that would normally require that tool.
STAMINA

Regeneration​ (2)
The creature can heal entirely amputated body-parts without any medical care, as though each amputation was a
single -4 health level filled with aggravated damage.

Sour Flesh ​(3-6): Negative


Any attempt to close or treat any of the creature’s wounds suffers a -1 external penalty, and the base amount of
time necessary to heal its wounds doubles. The six-point version of this mutation renders it completely unable to
heal naturally without constant direct medical attention.

Tough​ (1-6)
Scales, fur, thick skin, a leathery hide, or a tough carapace increase the creature’s natural soak by (M)L/B.

Natural Plating​: Requires (Tough 2)


The creature's hide is supremely thick. The two-point version of this mutation provides the creature with armour
that provides 3L/B soak, but inflicts a -1 mobility penalty. The four and six-point versions double and triple
these effects, respectively. This armour is fused with the creature's body; it cannot be removed non-fatally.

Thin-skinned​ (1-6): Devolve (Tough)


Peeling skin, a soft hide, or raw flesh offer little protection. The creature’s natural soak decreases by (M)L/B.

Fragile ​(3-6): Negative


The creature’s bones splinter easily, or its flesh splits like a peach. Whenever it suffers levels of bashing
damage, half this damage (rounded up) is converted directly into lethal damage in Step 10 (this can lead to
disabling injuries). Six points instead converts all bashing damage the creature suffers.

Vulnerability​ (4): Negative


Whenever the creature suffers damage from a specific source, it is converted to aggravated in Step 7. Narrow
vulnerabilities, such as silver, iron, rowan wood or salt, are a two-point mutation. Broader vulnerabilities, such
as fire, ice, wood or stone, are a four-point mutation. A called shot to a specific part of the body at a -2 penalty
qualifies as a broad vulnerability, for this purpose.

Blade Proof​ (1-5)


The creature’s durability, shield-like protrusions or misdirecting membrane allows it to parry lethal attacks
barehanded without a stunt. The three-point version of this mutation also increases the Defense value of its
natural attacks by one, and five points increases it by two.

Painless​ (2-6)
The creature is more inured to pain than most, ignoring -1 wound penalties from bashing damage. The
four-point version of this mutation allows it to ignore -2 penalties, and six points reduces -4 penalties to -2.

Inexhaustible​ (2-6)
The intervals at which creature’s fatigue penalty rises (​Exalted​, pp. 130) are increased by a factor of (M), as are
the intervals between fatigue rolls for armour. At six points, this mutation eliminates mundane fatigue.

Sprinter​ (2-6): Devolve (Inexhaustible)


The intervals at which creature’s fatigue penalty rises reduce by a factor of (M), as do the intervals between
fatigue rolls for armour. At six points, this also applies to the exertion necessary to acquire penalties at all..

Immunity​ (1-6): Internal


Different versions of this mutation render the creature completely immune to a specific disease or poison with a
Morbidity or Toxicity no greater than (M + 2). Poisons with the L tag increase their effective Toxicity by two,
while those with the M tag decrease it by two.

Carrier ​(0): Requires (Immunity), Internal


The creature only avoids the symptoms of the disease it is immune to; it can still catch it. Though it is
unharmed, others can still be infected by the disease. Another version lacks the Internal keyword, causing the
creature to display the cosmetic symptoms of the illness; it is Negative, and “costs” one point.

Strange Breath​ (2)


Different versions of this mutation allow the creature to breathe something other than air, so that it can ignore
any suffocation or environmental harm that would normally come from inhaling that substance. Perhaps it
amphibiously breathes water, or smoke and poison, or even dirt through strange grinding lungs.

Air Drowner​ (3-6): Negative


The creature cannot breathe air, and suffocates if it attempts to do so (​Exalted​, pp. 130). These suffocation
intervals take one hour, but the four, five and six-point versions decrease their length to ten minutes, one minute,
and 30 seconds, respectively. Obviously, the creature should also have some form of Strange Breath.

Slender ​(1-4)
The creature requires 25% less food and water in each “full meal” than normal for its size, and its deprivation
penalties gain an increased interval of two days. Two points reduces its dietary needs by 50%, while three points
version them by 75%, and four points leaves it needing only 10% of the normal sustenance.

Greedy ​(1-4): Devolve (Slender)


The creature requires 25% less food and water in each “full meal” than normal for its size, and its deprivation
penalties gain an increased interval of two days. The two, three and four point versions of this mutation increase
its dietary needs by 50%, 75% and 100%, respectively.

Broad Diet​ (1-3)


Each version of this mutation allows the creature to digest a normally-inedible physical substance, like rocks,
metal, wood, or glass. It is immune to harm from ingesting this substance. Three points allows more ethereal
substances, allowing the creature to consume some kind of energy, such as light, noise, heat, or prayer.

Picky​ (1-3): Negative


This mutation indicates a non-omnivorous creature. At one point, their diet is broad enough that qualify as
essentially carnivorous or herbivorous. Two points narrows their diet to one type of food, such as insects, fish,
birds, leaves, or fruits. Three points renders them unable to digest anything but a rarity, like demonflesh.

Provider​ (2-6)
The creature can produce one kind of food without harming itself, providing roughly enough raw nutrition for
(M ÷ 2) meals each week, rounded down. Alternatively, it can produce an inedible substance of approximately
equal value, such as wool or silk, though this often occurs over a longer time-frame. Deprived creatures apply
their highest deprivation penalty across the week to the effective M value of this mutation.

Allergy​ (1-5): Negative


Each version of this mutation represents an allergy to an otherwise harmless and relatively common substance,
like thick pollen, sunlight, or nuts. It is treated as a poison when inhaled or consumed: (M x2)B/action, Toxicity
(M), Penalty -(M). Less physical “substances” are instead treated as hazards: (M)B/minute, Trauma (M).

Sensitivity​ (2): Negative


Different versions of this mutation represent different climates or conditions, such as cold, hot, moist, or dry. In
the chosen climate, the creature suffers a -1 internal penalty to all non-reflexive dice pools.
SOCIAL MUTATIONS

CHARISMA

Beast-tongue​ (0): Internal


Each version of this mutation represents a single “language” shared by creatures of the same species, with
different breeds acting as regional dialects. This language is an instinctual mixture of scents, sounds and
body-language, and cannot be written. It reduces the creature’s effective Intelligence by one for the purposes of
communicating higher concepts, and prevents them from learning any other language. A two-point version of
this mutation is borne by the ata-beasts of Halta, which removes this last restriction.

Mute​ (2): Negative


The creature is incapable of speaking any language, forced to use non-verbal means of communication. Another
version of this mutation instead cripples its ability to produce non-verbal messages. At four points, it renders
both impossible. This mutation is not compatible with Beast-tongue.

Howler ​(2-5)
The creature’s voice booms through mundane barriers and is audible up to a range of (M x 1000) yards.

Pack Instincts​ (1): Internal


The creature is linked to a single group. This pack’s makeup may change over time, but all of its members must
have this mutation. The difficulty for any packmate to launch a co-ordinated attack (​Exalted​, p. 144) is reduced
by (War), provided all of the attackers are packmates (this benefit is halved, if only the majority are). The
co-operation bonus the creature can benefit from is increased by the relevant Ability in the same way.

Colony ​(2): Requires (Pack Instincts)


This mutation allows the creature to silently communicate with all of its packmates within (Charisma) yards, as
though talking. It can do so with any language it knows, and its voice is not disguised when doing so.
MANIPULATION

Bluffer​ (2-5)
Each version of this mutation represents some kind of false capability advertised by the creature’s shape; decoy
eyes, fur that suggests muscles, “toxic” markings, and so on. Observers who do not know otherwise are totally
convinced, unless they achieve at least (M + 1) threshold successes on a roll to detect sensory details.

False Tears​ (2-5)


Each version of this mutation represents a different mundane Crippling or Sickness effect, such as amputation,
wound penalties, old age, etc, which the creature can falsely appear to suffer. This lie can be adopted or dropped
once per action, reflexively. Observers who do not know of this capability through Lore or Survival are
convinced unless they achieve at least (M + 1) threshold successes on a roll to detect sensory details.

Hypnotic​ (3-6): Compulsion, Obvious


The creature may pay a point of Willpower (or three motes) whenever it makes a social attack against a single
target, producing an Obvious display; perhaps its eyes glow oddly, or it emits a sweet scent. The target can
avoid the display if they are wary of it, though this generally applies a -4 internal penalty to any Perception rolls
based on the relevant sense for that action. If they do not, they treat the social attack as unnatural mental
influence. The six-point version of this mutation can affect multiple targets.

Disturbing​ (4-5): Obvious, Sickness or Emotion


Anyone attacking the creature in close combat suffers a -1 external penalty on attack rolls against it. If this is
due to a chilling cry or seductive aura, it is an Emotion effect ignored by characters with a Dodge MDV of 8+. If
it stems from a disgusting stench or narcotic spores, it is a Sickness effect ignored by those with a (Stamina +
Resistance) pool of 8+. Either way, it can be ignored for a scene by spending two points of Willpower. The
five-point version of this mutation affects attacks made at any range.
APPEARANCE

Cosmetic​ (0)
Each version of this mutation represents a different trait with no mechanical impact. It might include
oddly-coloured skin, baldness, or strange smelling blood. Such oddities are fairly widespread outside the
Blessed Isle; shades of blue hair are common in the West, for example. The Storyteller should use their
discretion when determining how many cosmetic mutations can be applied at once, as the lack of cost is not
intended to permit mutating magic to inflict an infinite quantity of mechanically-null weirdness with each
application.

Shifting​ (1)
This works like the Cosmetic mutation, except that one aspect of the odd traits it represents (most commonly
colour or texture) can be altered with a miscellaneous action. This can form the basis of a tribal tongue.

Luminescent ​(1-2)
The creature (or one specific part of it) glows, projecting light with the same intensity as a torch. The two-point
version of this mutation allows the natural lighting to be turned on or off reflexively, once per action.

Skulker​ (3-6)
The creature has chameleonic skin or some other camouflage, letting it make rolls to hide in places without the
cover or obstructions that normally make stealth possible. Six points renders the creature actually invisible,
imposing the usual -2 external penalty on attempts to notice or interact with it that rely mostly on sight.

Appendage​ (1): Negative


This mutation alters any number of other mutations the creature possesses, consolidating them into a single
Appendage (or pair of). It cannot be applied to Negative or Internal mutations.

Internal​ (Varies): Internal


This alters another mutation the creature possesses, at a cost equal to half its own cost, making it Internal.

Deformity​ (1): Devolves (Internal)


This mutation alters one other mutation the creature possesses, removing the Internal keyword.

Alternate Form​ (2)


Any number of other mutations the creature possesses are grouped into a single set, which must have an overall
positive cost. These mutations normally have no effect, and are Internal. The set can be manifested or re-hidden,
in its entirety, with an unflurryable miscellaneous action costing one Willpower or three motes.

Involuntary Transformation​ (0)


This is identical to Alternate Form, except that the creature has no control over when its mutations manifest;
instead, they do so upon encountering a specific external trigger, at no cost, and fade at the end of the scene or
when it is no longer present, whichever is longer.
MENTAL MUTATIONS

PERCEPTION

Acute Sense​ (2-6)


Different versions of this mutation represent different senses, allowing the creature to pick up details too faint
for normal senses to detect, as described in Keen (Sense) Technique (​Exalted​, pp. 226). The three-point version
of this mutation affects touch, four points affects taste and smell, five points affects hearing, and six affects
sight.

Poor Sense ​(1-4): Devolve (Acute Sense)


Different versions of this mutation represent different senses, applying a -4 internal penalty to rolls that entirely
rely on that sense - those that simply benefit from it instead suffer a -2 internal penalty. The one-point version of
this mutation affects taste and smell, three points affects hearing, and four points affects sight.

Senseless​ (2): Negative, Requires (Poor Sense)


This mutation aggravates its prerequisite, outright preventing the creature from making rolls that entirely rely on
that sense, and applying a -4 internal penalty to rolls that normally benefit from it.

Night Vision ​(2)


For the purposes of determining visibility (​Exalted​, pp. 135), the creature treats “No Moon” as “Full Moon”,
treats “Full Moon” as “Day”, and treats “City or Forest” as “Grass or Leafless Forest”.

Sonar​ (2)
The creature can use its hearing in place of sight, reducing any penalties for blindness or darkness to a -1
internal penalty. This form of sight lacks colour, and is affected by penalties that would inhibit the creature’s
hearing; a deafening sound would have the same effect as blinding light, for example.

Heat Vision ​(2-4)


The creature can visibly perceive heat, treating heat sources as lights (which may blind it as normal) and cold
areas as darkness. The two-point version replaces normal sight, removing the ability to see things not based on
heat (such as colour) while four points supplements it. Other exotic senses exist along similar lines.

Empathic​ (2)
Each version of this mutation allows the creature to use one of its senses to detect a single kind of emotion, such
as fear, anger, lust, or joy. This information is conveyed through a standard roll to detect sensory information.

Spirit Sense​ (2-6)


Whether god-watching cat eyes or witch-hound noses, the creature can use one sense to detect one kind of
immaterial being, at -1 internal penalty. Four points allows the creature to apply all of its senses to that variety
of being, or one sense to all beings. Six points allows the creature to detect immaterial beings with every sense.

Chakra Sense​ (2-6)


This mutation works in the same way as Spirit Sense, except that it applies to supernatural effects – Charms,
Spells, and so on – rather than immaterial beings. A creature with corresponding versions of both mutations
reduces their total cost by two, though doing so renders them an Obvious magical effect in themselves.

Hallucinations​ (1-3): Illusion, Internal, Negative


Different versions of this mutation represent different things the creature’s senses are mistaken about; replacing
one colour with another, hearing an imaginary friend, etc. Rolls to interact with situations altered by this Illusion
suffer an internal penalty ranging from -1 to -4, depending on how different the truth is. A creature who knows
that what they perceive is not real can ignore this mutation for a scene by spending two points of Willpower. If
the creature’s hallucination is actively harmful to its well-being, this mutation costs three points.
INTELLIGENCE

Delusion​ (1-3): Illusion, Internal, Negative


Different versions of this mutation represent different untrue things the creature is convinced of; it is made of
glass, the Guild is run by the god of sloths, etc. This is no mere misconception; unless rejected for a day by
spending two Willpower, the creature ignores, denies, or explains away any evidence to the contrary. If the
creature’s delusion would be actively harmful to its well-being, this mutation costs three points.

Addiction​ (1-3): Compulsion, Internal, Negative


Different versions of this mutation represent different things the creature is addicted to; substances, characters,
activities, etc. When presented with an opportunity to indulge, it must succeed on a Temperance roll to avoid
doing so as much as possible for the rest of the scene. If it fails, it may still suppress the Compulsion at the cost
of one point of Willpower. The creature will prevent others from deterring it, but may still take other actions. If
the creature’s addiction would be actively harmful to its well-being, this mutation costs three points.

Obsession​ (1): Compulsion, Internal, Negative, Requires (Addiction)


This mutation aggravates Addiction, applying an internal penalty to the Temperance roll equal to the number of
days since the creature last indulged. If this penalty exceeds the creature’s Temperance, it must actively seek out
opportunities to indulge, a Compulsion it can suppress for a day by spending one Willpower. The creature can
reset the penalty by suffering a scene of temporary insanity mimicking the effects of a partially-controlled
Virtue Flaw appropriate to the situation, such as Berserk Anger or Slothful Apathy.

Detachment ​(1): Internal, Negative


The creature doubles the number of scenes necessary to build intimacies toward actual people, and halves the
scenes needed to lose them. Another version of this mutation affects intimacies toward abstract concepts.

Split Personality​ (3-5): Internal, Negative


The creature has an additional personality, with distinct intimacies and Motivation. It also its own Virtues, but
their total dots cannot exceed those of the main personality. Each personality retains the memories of the others,
and must be assigned a distinct trigger allowing it to take control, such as nightfall, a common word, or head
trauma. Four points grants more than one additional personality, and this mutation’s cost can be increased by
one to prevent the split identities from accessing each other’s memories.

Machine Mind​ (4): Internal


The creature lacks intimacies or Virtues; it has no Virtue channels, and fails all Virtue rolls unless they support
its Motivation, in which case it automatically succeeds (with an effective rating of 1 and 5, respectively). It does
not regain Willpower from sleep, but regains one point every hour it spends working toward its Motivation. It
cannot take any actions that do not directly further its Motivation; contrary mental influence is an unacceptable
order. Heroic characters cannot possess this mutation; it models the consequences of a removed soul.

Fleeting Memory​ (2-6): Internal, Negative


Each week, the creature loses any memories not necessary to justify its Motivation, intimacies, and Abilities. It
must roll (Intelligence + Investigation) to remember such lost events, suffering a -1 internal penalty for each
week that has passed since it was relevant. For every week that an intimacy has not been relevant, it erodes by
one scene. At four points, this mutation’s interval is one day. Six points reduces it to a scene.
WITS

Hyper-Awareness​ (2)
Radial ears or extra eyes mean the creature is always considered wary for surprise attacks (​Exalted​, pp. 155).

Sleepless ​(3-5)
The creature is unable to sleep (and so cannot regain Willpower by sleeping), but suffers no penalties for sleep
deprivation. Five points allows the creature to sleep, but applies a -3 penalty to its roll to regain Willpower.

Narcoleptic ​(1): Devolve (Sleepless), Internal


The creature must roll to avoid falling asleep whenever they are at rest, or at ease with nothing else to do. This
roll is difficulty 1, and success or failure keeping the creature awake or asleep for at least an hour.

Emotionless​ (4): Internal


The creature cannot feel emotion, and so is immune to natural Emotion effects at adds +3 to their Dodge MDV
against unnatural ones. They cannot naturally retain intimacies with an emotional context, and suffer a -2
internal penalty on social actions with an emotional component.

Mood Swings​ (1-3): Devolve (Emotionless), Internal


The creature suffers from a -2 Dodge MDV penalty against Emotion effects, and always feels a strong Emotion
of some variety, chosen by the player as appropriate to the scene. It can spend one Willpower to suppress this.
This mutation can apply to only to a single Emotion, which reduces its cost by one. It can also apply only when
in the presence of a specific thing, which also reduces its cost by one.

Weak Humours ​(2): Internal, Negative


Each version of this mutation affects a different Virtue, reducing its effective rating by two for the purposes of
calculating MDVs or the dice granted by channels.

Strong Humours ​(2): Internal, Negative


Each version of this mutation affects a different Virtue, forcing the creature to roll it when acting in a contrary
manner, just as though it were rated 3+. If the Virtue is rated 3+, such rolls automatically succeed. The Virtue’s
actual rating is unaffected.

Cursed Madness​ (3-4): Internal, Negative


The first time in a scene that they encounter a specific trigger; a colour, phrase, sensation, etc – the creature is
sent into a controlled Virtue Flaw (​Exalted​, pp.103) appropriate to its current Emotion. This state lasts until the
end of the scene unless the creature spends two Willpower. Applied to an Exalted character, this mutation is
worth three points, and instead provides another trigger for the Exalt to gain a single point of Limit per scene.
STORYTELLING

This section is intended (along with the Storytelling section of the core book) to address a basic question – what
do I do with these new Lunars? Sure, the mechanics presented above may be a bit tighter than those presented in
Manual of Exalted Power: Lunars​, but that was hardly the most pressing issue facing that book. How do I run
a game for a Circle of Terrifying Argent Witches, or use them in one of my games – as a player or a Storyteller?

Above the specific advice given here, remember the basics of playing an Exalted game:

Communicate. As a Storyteller, make sure your players know what sort of game you’re expecting to run. As a
player, be certain your Storyteller is aware of what you want to do. As much as possible, these should overlap.
If you’re getting bored or uncomfortable, it’s best to relay that outside the game and come to a consensus, rather
than trying to change the path it’s taking “from within”. If other players are having fun with whatever’s going
on, make sure they understand why you’re not, rather than engaging in passive-aggressive in-game behaviour.

Don’t plan, steer. The sheer power possessed by the Exalted makes it extremely difficult to force them to stick
on any one path – and rather obvious when a Storyteller tries to. Rather than trying to railroad players onto a
particular plot, it’s more useful to prepare the most relevant plot-elements and let them interact with them as
they will. Sometimes you’ll be able to anticipate the general strokes (out-of-character communication, as with
all things, is very helpful here), but a Circle of Lunars is a power that can topple divine kingdoms; most of the
time, you shouldn’t even bother trying to squeeze them down one particular sequence of events.

Nothing is set in stone. Perhaps you want all Lunars to be bonded to a Solar, or freely start play with the totem
described by Totemic Self Announcement? Maybe in your game Luna betrayed the gods, leaving her children to
defend Creation against the depredations of her raksha armies? You might decide that Ma-Ha-Suchi suits your
game better as a terrible man-beast barbarian warlord, or replace the Scarlet Empress with a Silver Emperor.
Everything presented here, from mechanics to setting elements, is a guideline and statement of intent. If you
don’t like it, change it. There’s nothing more important than you (in the plural sense) having fun at your table.

This document alone barely missed out on having an optional set of Wyld Taint rules. Ideas are ​flexible​.

IN THE NAME OF THE MOON

“In this place I am a barbarian, because men do not understand me.”


- ​Ovid

Thousands of years ago, wicked spirits tried to trick the gods out of their power. Most were cast into Hell for
their affront, but a few, those cunning enough to steal a fragment of the Celestines’ might, managed to flee
Heaven’s wrath into the terrestrial realm. In order to hide from the punishment of the Most High, these
Anathema stole the bodies of strong mortals, wielding their pilfered power in the guise of a divine gift. The gods
are not permitted to interfere in the affairs of mortals, and so their reign of terror was resolved only when the
Elemental Dragons descended to set things to rights. They enlightened virtuous mortal souls to become the
Exalted, who forever since have kept the demons from seizing the world they covet.

This has been the narrative of the Immaculate Cult for millennia, the lens through which the civilized world sees
the Lunar Exalted. The lie is retold even in parts of the Outer Threshold, though here it is mistranslated or
distorted. In some tellings, the Anathema were themselves gods who warred with the Golden City and tried to
armour themselves in human spirit, or mortals who tricked a greedy Heaven into giving power to humanity.

Whatever the case, the shining mark of Luna is viewed with terror throughout much of Creation. Her favoured
champions are hounded from places that were once their homes, feared by those who were once close family.
Solars, at least, benefit from a might that is purely superhuman; their own skills, exaggerated and enabled by the
incredible Essence of the Sun. Lunar power is clearly inhuman, centred around transformations that a human
could never perform – even the most loyal ally, who’d brush off claims that their friend had become a monster,
might suffer a start the first time they see them twist out of a dog’s skin.

No-one exists in a vacuum. Everyone came from somewhere. The character creation system represents young
Exalts, but a history is no less important for not spanning centuries. Where did you come from? How did you
escape from (or react to) the terror of your peers? Or did you not have to face it at all, born into a land distant
from the Realm but beset with its own problems? How do you now relate to that place – have you abandoned it
entirely, returned in a false face, or will your homecoming be at the head of a vast mutant army?

Luna’s touch comes upon those who change themselves – how did you earn her attention? Did you break some
senseless taboo, betray a personal and deep conviction, achieve enlightenment in dire straits? Do you regret your
actions, or did they provoke deeper changes, prompt a rethink of your entire life?

As one of a bare few hundred Lunars in all the realms of existence, you represent a powerful ally and dangerous
foe. How have others responded? Did the local medicine man fear his diminishing influence and call elemental
servants to destroy you? Has a young Solar sought to have you join his burgeoning kingdom? Do the raksha spit
when they say your name, or tell stories that are only half-mocking? Have you wandered into one of the
byzantine agendas of the Sidereal Exalted? Are your ancestors crying for liberation from dark knights of death?

Though stretched thin in many ways, the Wyld Hunt will respond to reliable reports of silver flares within the
Inner Threshold, and remain deadly to young Lunars. Without outside aid or a great deal of luck, most will be
forced to flee the wrath of the Scarlet Empire, driven to the edges of the world. Those Chosen from “barbarian”
peoples are more likely by far to survive, just by merit of being outside of the Realm’s immediate sphere of
influence – their native land too distant or barren or hostile to bother claiming.

You make a natural ally (or enemy, considering how Warden magic works) for your fellow Lunars, regardless
of their age or true agenda. Wise to the thoughts of Luna’s new children, they are the most likely to offer you
help in escape or revenge, anticipating future repayment or friendship.

No matter what kind of character you create, they are part of a greater world, one which affects and will be
affected by them. Defining your character’s history can offer new insights into their nature, their past can
influence their future, and (of course) it makes the Storyteller’s job a lot easier.

As an aside, all Lunars have three Favoured Abilities, the same number as un-Exalted heroic mortals – we
would be remiss in giving advice if we didn’t honestly note that Martial Arts and Occult are the no-brainer
choices here, tied as they are to the cost of learning Styles (as well as the bare-knuckle brawling well-supported
by Lunar Charms) and Sorcery, Necromancy and thaumaturgy, respectively.

GOOD IN LIFE

“The warm intimacies of small, kindly things, the sentiments and delicious trivialities that make up so much of
civilized men's lives were meaningless to him. A wolf was no less a wolf because a whim of chance caused him
to run with the watch-dogs.”
– ​Robert E. Howard

It’s sometimes said that each of the Exalted have a genre of story that they’re particularly suited to. Lunars, in
this model, are best suited to the barbarian adventures of savage fantasy, where fierce heroes wander through
exotic lands, fighting for their lives and hunting fantastic beasts for marvellous treasure, earning the acclaim and
envy of their heathen peers.

Homer’s Odyssey and the Norse sagas of the Edda are early examples, succeeded most obviously by the pulp
fiction that detailed the adventures of Jirel of Joiry or Conan the Barbarian, and the many they inspired. Such
stories are not confined to the exotic reaches of fantastic or pseudo-historical lands - the tales of Barsoom take
place on an imagined Mars, while the graphic novel Prophet is set in a far-distant future, but both are great
examples of this sort of fantasy. In those cases where nomadic violence is less appropriate, other kinds of weird
fiction rear their heads, often having been published right alongside Conan and his kin.
Lunars can make use of any of the four models of game presented in the Exalted Storytelling section. No matter
which they use, however, elements of the Outlander style are bound to creep in – if only because Lunars are
themselves examples of the fantastic spirit-creatures that characterize that kind of game. The smaller scope of
their powers encourages a more personal game – even if a Lunar leads an army, she is better suited to a scene
where she meets the enemy general in the form of a great terror-beast than a scene of charging her entire
legion’s spirits with the fire of valour. Lunars can engage in politicking, but will get more out of a focus on
one-to-one scheming than the vast clash of bureaucracies and ideals.

The three main angles for a uniquely Lunar game are “Silver Pact”, “Thousand Streams”, and “Goblin
Kingdoms”. These could be summarized as “fuck the world”, “claim the world” and “I’ll make my own world,
with Gateway and raksha” respectively.

In the first kind of game, the Circle works for one of the wicked old men (or women, or other) of the Silver Pact.
This might be one of the few surviving First Age Lunars, or one of its loyalists from the Shogunate-era. Both
predate the Realm, and are unimaginably old compared to children of the Age of Sorrows. Their grudges are
ancient and bitter, their experience unmatched, their resources deep, and they are in need of agents.

The characters might be their enthusiastic protégés, wholehearted believers in their vision of the future (whether
that’s a Silver Deliberative or a pile of ashes where humanity can only dance and kill and revel). Whether this
attitude can endure the atrocities their master will undoubtedly have them engage in for the good of the world is
up to each Exalt. Alternatively, their relationship might be rather more mercenary. Perhaps the Old One in
question has something they can hold over the character’s head, or is offering them aid in their own endeavours.

Thousand Streams games are a more classic “savage fantasy” game. There is no looming monster whispering its
agenda into your ear – instead, the young Lunars pursue their own goals, free of interference and largely without
outside aid. Such stories might be wandering, half-connected adventures across Creation, or all take place in a
single city or small country. If the game takes place in the Inner Threshold – or even the Blessed Isle –
characters will need to hide their true nature from those they meet, which can provide great opportunities for
amusement or tension.

The only regular contact with other Lunars such a Circle is likely to have is through the semi-formal network of
favours and reputation-trading referred to elsewhere in this document as Guanxi. This is a plot-hook in itself;
isolated as they are in a world that hates and fears them, a Circle in need of aid or information might well turn to
sources better left alone, or at the very least ones that will demand interesting recompense.

Games based around Goblin Kingdoms are a different animal entirely. Some may involve working directly on
behalf of one of the Raksharaja of the Shogunate, but that is essentially a Silver Pact game that centres around
the Wyld rather than the Realm. Instead, the main focus of a Goblin Kingdoms game is the Circle dominating
and taming a region of the wild (and Wyld) lands of Creation, carving an odd niche in the world.

In the course of their story, the Exalts might joust with raksha, tame weird beasts and strange lands, and gather
lost tribes and petty spirits. They’ll excavate forgotten pillars of ancient times, exploit unnatural and marvellous
resources, and establish themselves as the demigod masters of the world’s edge. When they call on their fellow
border-princes for aid, they do so in honest trade, as one ruler to another. In this sort of game, their challenges
stem from the places where their environment and ambition clash – and often come straight to them.

THE LIGHT FANTASTIC

“If you could only see the beast you've made of me


I held it in but now it seems you've set it running free
Screaming in the dark, I howl when we're apart
drag my teeth across your chest to taste your beating heart”
– ​Florence + The Machine
The Lunars are not the only Chosen. Whether you’re running a mixed Circle or working out how to incorporate
another Exalt type into your game, it is useful to consider how the rest of the Exalted Host relates to the Silver
Heroes, in this day and dying age.

SOLAR
As the Sun once more turns his eyes to Creation, the ancients of the Silver Pact are faced with the return of those
they claim to have spent thousands of years and millions of lives avenging. Few of them seem particularly
happy with the idea. Younger Lunars, those who believe the stories of a golden time when want had been cast
out of the all-kingdom’s gates, are excited by the prospect of allying with a sun-king. Others are more wary, and
see only a power that could bring Creation to heel, or tip it the last few inches over the edge on which they
balance.

As much as the world-view of a newly Exalted Solar may have changed, there are few places in Creation that do
not fear the Lunar Exalted as a matter of doctrine or common sense alike. Though memories of a distant time
when Day and Night walked hand in hand may bubble to the surface of a Lawgiver’s mind, a
soldier-turned-Solar will likely not be concerned with whether the slinking stranger who murdered his liege was
an assassin-sorcerer, a fae murderess, or one of Luna’s Chosen – only that they are brought to justice.

Those Border-Wardens who actually meet the Solars may find their minds changing, one way or another, for
though actual memories of past lives are extremely rare amongst Lunars, they retain the strongest gut emotional
reaction to those places and people they once knew. Butterflies surge in the stomach of a Lunar who meets a
lover separated by multiple incarnations, and greetings turn sour in the mouth of one who stumbles across his
killer. The Chosen of the Sun provoke a particularly powerful response – perhaps it always been thus, a mark of
their patrons’ close links, or perhaps it is a result of the Usurpation’s trauma, reaching across ages.

TERRESTRIAL
The conflict between the Dragon-blooded and the Moonmad has since time immemorial been one of order and
chaos, civilization and barbarism, faith and heresy, unity and madness. The Lunars are Anathema to the Realm,
in every sense of the word, and their relationship with other dragon-states is little better. One might be forgiven
for thinking that they are natural enemies, but it was not always so. In the Primordial War, the Lunars were the
outriders and special forces of the jade-clad hammer that was the Terrestrial Host. Granted, rebuilding this time
would require overturning endless years of hatred and setting aside deaths uncounted, but it is surely possible,
somehow. There are Lunars and Terrestrials who have set aside their differences, after all, whether Outcastes
who work alongside Border-Wardens as a matter of routine, or dragons who ally with beasts in the face of a
greater threat. At the extreme end, Tepet Li secretly lies with a former subordinate who felt Luna’s touch out on
campaign, and the Red Crescent is known to occasionally aid the Ragara family who disowned her.

Of course, some Lunars attempt to force the issue, thinking to breed armies of Dragon-blooded in their secret
dens, utterly loyal and unspoiled by the Realm’s dogma. Such projects fail, so far without exception. The Realm
and Lookshy and other Terrestrial polities plunge vast resources and massive family trees into breeding Exalted,
and even they are arguably fighting a losing battle against blood impurity. One Lunar with a few degenerate
Outcastes faces insurmountable odds in their generative programs. More importantly, the Exalted were not
created to be slaves, and it seems absurd to believe that a lone trickster or moon-witch could chain the
Dragon-blooded where the united charisma of the entire Deliberative failed.

SIDEREAL
The Fivefold Fellowship orchestrated the Moonlit Host’s banishment from the world, planned and led the
murder of everyone they knew and loved, and recast them as demons even as they faded into the background to
play puppeteer. You might say there’s some bad blood, there.

Perhaps the Sidereals regarded it as a bitter necessity to the removal of the Solars, but the Silver Pact answered
their treachery with the war of Heaven’s Reach. There are pantheons who still remember the vicious
scorched-sacred-ground strategies of Tammuz, and more than a few Sidereals recall their last lives being lured
out and murdered by shifting killers. Even the youngest Chosen learn to be wary; Lunars discover that Sidereals
are the ones who secretly direct the world that calls them Anathema, and Sidereals know Lunars as the bitter
saboteurs who can match their martial arts with deadly strength and speed.
That said, there is nothing that inherently dictates the two must be enemies. In times long, long past, they fought
alongside each other, and in the millennia since there have been Viziers who built a working relationship with
one or more Lunars, who can go where they do not and do things they are forbidden to. Some among the Gold
Faction court younger Lunars, hoping to see the Exalted Host united once more, while others fear the influence
of these mercurial Chosen on their delicate project. The Bronze Faction seems fundamentally opposed to Lunar
survival, but the Vision of Bronze does not actually forbid Lunar influence; the younger among that Faction will
sometimes curse the stupidity of tarring the Lunars as Anathema, certain that, given time and effort, they could
have incorporated them into Terrestrial dominance and made the world stronger for it. Their elders remember
that the Solars could barely keep the Chosen of Luna in check, and are silent. There is no “Silver Faction”, for
there was never a Vision of Silver. The Lunars escape such binary definition.

ABYSSAL
Shadows stir in dark lands, screaming vengeance embodied, and the tigers of night laugh into their stripes. The
Lunars thrive in places of death as easily as life, and many have encountered the Deathlords, those strangely
powerful ghosts whose mad passions shake the Underworld, and as of late have begun to extend to Creation.
They are less well-acquainted with the Abyssal Exalted, but as the bodycount of the Neverborn’s designs rises,
they are sure to collide. Of course, this need not be a clash. Though they couch it in sweeter terms, the goals of
the Silver Pact and the Deathlords are not so far removed – at least, not until the very finish line – and a Lunar
who sought to tear down the Realm would find eager allies in the shadowlands.

The Chosen of Darkness are arguably more natural partners to the Chosen of Night than the Solars, enablers
rather than counterparts; a Lunar-Abyssal duo might each serve as the devil on the other’s shoulder.
Alternatively, a Lunar could act as a much-needed companion to a tormented deathknight, an advocate who
understands struggling to handle the monstrous power within. Moreover, the Abyssals are corrupted Solars, and
might still stir that same pang of recognition, the joy of a friendship rediscovered or nemesis confronted after
lives apart – something that the Deathlords can hardly be unaware of. Those deathknights who lead Lunars to
embrace their weapon-nature will have bought Creation a dreadful enemy, while those who earn the loyalty of a
moonlit hero will have gained a powerful friend, who will stand beside them even as the world recoils in horror.

INFERNAL
The Green Sun Princes may have infinitely more slack on their leash than the Abyssal Exalted, but they are still
subject to the wills of inhuman evils, and their potential relationship with Lunars run a similar spectrum. The
Lunars walk in every world, and Infernals can become worlds unto themselves. Infernals find their humanity
drifting loose as alien power swells their soul, but every Lunar can shuck their human shape from the moment of
their Second Breath. A principled Lunar might anchor an Infernal to sanity and morality, reaching through the
madness they know so well to touch a cracked and warped heart. One less invested in Creation’s well-being
might simply come along for the ride, dancing with a titan-lover as Luna does with Gaia.

ALCHEMICAL
Should the inhabitants of Autocthonia return to Creation, they will inevitably come into contact with the Lunar
Exalted. For all their strangeness, the Alchemical Exalted are not Outsiders. The Nations might do far worse
than come to mutual agreements with the lord of a goblin kingdom, trading steel tools and lost technology for
the strange things of the Old World and beyond. Then again, pillaging locust-men might find hunters wearing
the faces of their scouts returning with knives in hand. And of course, Autocthonia is a world of countless
taboos and a population constrained by faith and dogma. Rules were made to be broken. Should the Seal of
Eight Divinities be opened, Argent Exaltations will seek out the inhabitants of the Octet too, and precious few of
these Vermin Lords will be in the mould of the Chosen known to the Nations.

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