Professional Documents
Culture Documents
Hugh Greene
Discordians
by Hugh Greene
Advice, inspiration, and detailed review: Richard Greene
Support and random ideas: Susan Dickson
Review comments: John H Marshall, Elizabeth Corbett
Release 1.0a1. Source available from
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Copyright 2009-2013 ... Kopyleft!
github
at
https://github.com/HughG/Discordians.
Built
from
This is an alpha release of The Manual of Exalted ProwessDiscordians. I, Hugh Greene, the original author, hereby disclaim all copyright over it. That
said, it is a derived work based on the Exalted intellectual property of White Wolf, so their lawyers are likely to come after you if you try to make money from
this. (Their website used to contain a specific license for derived works, and I would reference it, but I can't find it now.)
Anyone in White Wolf is, as far as I'm concerned, welcome to make money from this. However, the tool-chain I used to produce the PDF version makes
use of the OFFO Hyphenation Library (offo.sourceforge.net), which does not allow commercial use by default. I expect that another hyphenation source could
be used with FOP, or a commercial license agreed with the OFFO authors, but I don't know.
Table of Contents
Introduction
12
17
38
128
133
136
138
Discordians
Introduction
I tell you, one must still have chaos in one
to give birth to a dancing star!
Nietzsche
Theres nothing Nietzsche couldnt teach ya
bout the raising of the wrist.
Lexicon
Bruce
You hold in your hands one of the Great Books of ancient
mythic para-history fnord. This document describes the background, powers and context of the Exalted of Eris, goddess of
discord. They have appeared in Creation and other realms in
the most recent centuries of the Time of Tumult, and the few
existing powers who have pieced together some evidence about
them cant quite work out what theyre up to. Perhaps you can
[TODO]
Apple Corps
cabal
Children of Eris
Discordians
Eris
Hodge
Limbo
Numerology
pineal gland
Podge
Sacred Chao
Suggested Resources
Fiction
Principia Discordia, Malacylpse the Younger
The book that started it all, containing the ever-evolving
One True Source of Discordianism.
The Illuminatus! Trilogy, Robert Shea and Robert Anton
Wilson
This epic, meandering and confusing tale of counter-conspiracies within conspiracies is ultimately driven by a deep-cover Discordian, and Eris plays a brief but large (50-foot tall) part.
Iron Council, China Miville
The lyrical prose of this book leads the reader on ways
which make the transition into the Wyld (in the form of the
cacotopic stain) less jarring than it might normally seem. It
also ends with an example of how a person can exert magical
control over the world, after having understood how to submit
themselves to its inherent patterns.
The Telling, Ursula K. Le Guin
A society which takes mystery as part of everyday life, and
so is not confused by it. The two who are one understand the
five. Everyone has their own offshoots of the tale of the world,
and so the truth has many leaves. As one branch ends, so its
telling begins.
Comics
The Invisibles, Grant Morrison
This series touches on many Discordian themes in a more
mystical (and disturbing) way than Illuminatus, and shows
Introduction
Movies
Southland Tales, Richard Kelly
This is what Discordians might get up to in an Exalted Modern setting: confusing people and pushing them into
a number of overlapping conspiracies and plots, which dont
quite make sense but somehow manage to achieve a mixture of
destruction and enlightenment, possibly as much by luck as by
design.
Poetry
Rumi
The sufi mystic talks of finding a higher power, and a higher self, in everyday moments. Ive no idea if its true but its full
of lovely confusion. Whoever Brought Me Here Will Have
To Take Me Home, a translation by Coleman Barks, is a good
taster.
Bibliography
Books
The Books of Sorcery, Vol. IIThe White Treatise, Carricker, Laurenson, Schaefer, Shampel, and Sheppard. White
Wolf Publishing Inc. 2007. ISBN 1-58846-692-1.
The classic tome of Sorcery.
The Books of Sorcery, Vol. IIThe Black Treatise, Carricker, Laurenson, Schaefer, Shampel, and Sheppard. White
Wolf Publishing Inc. 2007. ISBN 1-58846-692-1.
The forbidden tome of Necromancy.
The Books of Sorcery, Vol. IIIOadenols Codex, Hubbard, Laurenson, Schaefer, Shampel, and Snead. White Wolf,
Inc 2007. ISBN 1-58846-695-2.
Artifacts and thaumaturgy.
Exalted 2nd Edition Core, Chambers and Grabowski.
White Wolf Publishing Inc. 2006. ISBN 1-58846-684-1.
The core book of the system, describing the Solar Exalted.
Graceful Wicked MasquesThe Fair Folk, Alexander,
Bowen, and Sheppard. CCP hf 2008. ISBN 1-58846-618-1.
The reference for second-edition raksha.
The Roll of Glorious Divinity I, Brennen, Brooks, Hubbard, Laurenson, Shampel, and Sheppard. CCP North America, Inc 2008. ISBN 1-58846-698-3.
Listings of second-edition gods.
Scroll of Fallen Races, Kessler, Shampel, Snead, Stiles,
Taylor, and Watt. CCP hf 2008. ISBN 1-58846-615-0.
Details of the Mountain Folk, or Jadeborn.
Scroll of the Monk, Bowen, Laurenson, Schaefer, Shampel, and Shomshak. White Wolf Publishing 2006. ISBN
1-58846-689-2.
Esoteric and mysterious martial arts.
Introduction
Background
Origins
Discordians Arise
Rumors have been circulating, among those circles which
dont officially exist, that there is some new type of Exalt appearing, in Creation and elsewhere. So far recognition of them
as a new kind of power has been confined to elder Sidereals
and Lunars, plus certain obscure gods, but these things always
leak. Lytek has said nothing about any discrepancies among
the Exaltations in his care, but he may just be keeping quiet
about it, given the awkwardness already surrounding the ones
which have stopped passing through his office. Nobody can be
quite sure Autochthon didnt do some favors for some other
parties before disappearing, either. And, the more is uncovered
about them, the more researchers wonder how long theyve really been around.
There is no obvious pattern to the works and beings which
have been observed, and individually they might be explained
away, but there are just slightly too many of them for comfort. Heroes too powerful to be mortals, even enlightened ones,
who carry out some dramatic rescue and then disappear without trace in legend or Loom. Traveling preachers who somehow
manage to read clear heresy into the Immaculate texts, upsetting the control of Realm satrapies. Creatures seen in the Deep
Wyld which take on and shrug off the madness of its many
forms at will, showing neither moonsilver tattoos nor fear of
iron. Unexpected changes in the Loom, with little of the damage usually caused by powerful Essence use and without the
holes in the pattern which follow those outside Fate. A darkarmored figure seen emerging from remote shadowlands, playing strange tunes on a bone flute and leading crowds of ghosts,
which gradually dissolve and disappear. Strange artifacts found
at cave mouths on the lower slopes of Meru, by those put there
to guard it, carrying a charge of Essence but with no discernible
function. The only connecting thread seems to be that these
Eris Herself
Discordians generally know even less about Eris than they
do about themselves, and if they say otherwise, theyre probably lying. The Chosen are given a brief burst of insight into her
nature at the moment of their Exaltation, but ask them afterwards and you will find them they inspired but unclear, convinced but inconsistent. They have some idea of how to serve
her cause in their own way, but they dont exactly know who
or what she is. The Storyteller, of course, will need to know
the truth, which follows; however, it should be taken as loose
canon.
the raksha, in a way that each kind of being can understand viscerally, so they know what they must do. With a follow-up to
the Balorian Crusade only a story or two away, and the Abyssals
and Infernals chipping away at the stability of Creation, he
knows there is little time. And all the while, he must try desperately to prevent anyone learning of his involvement; for as soon
as they do, he will forget his mission himself, and lose power
over the Exalted he has sown among the worlds.
For the Dragon-Blooded, the Primordials are a leftover of the past, fading in power along with many other
heretical terrors. For the Celestial Exalted, too, they are
a defeated enemy, even if they do occasionally need to
be reminded to stay that way. But few seem to consider how that millennium-or-so of captivity appears from
their point of view. The brief lives of mortals fade into a
blur for long-lived Exalted; how, then, must those years
seem to the Primordials? If the founding of Creation was
indeed a party to them, perhaps their current confinement within Malfeas is equivalent to waking up the next
morning, hung over in a jail cell somewhere. In that case,
the whimsical Eris might distract them from their revenge by dangling some other golden carrot in front of
their bleary eyes and, if only someone could find a stable and self-sustaining configuration for Creation, they
could fade forever into the group nightmares of mortal
kind
Empty Drawers
Aims
Frankly, if it wasnt for the fact that Eris has been largely
forgotten, the list of rumors not involving her would be shorter than the list of things shes supposedly poked her Celestial Spanner into. Regardless of her origin and nature, the real
questions are: why is she getting involved in things now, and
what does she want? The only real way to answer this is by inference from the actions of her Chosen.
Eris chooses those who gain insight into the balance between the forces of Order and Chaos, which must needs shift to
allow every individuals viewpoint to express itself. She shows
them the (probably) absolute truth of this in a moment of revelation, at the point of their Exaltation, but its up to each of
them to work out what to do with that in their own changed
lives. (You never can predict when she might decide to intercede for or otherwise prod her Chosen, though.)
The goal of these Exalted, then, is to maintain the creative tension between these two extremes. Manifestations of
order include great mysteries such as Creation, Yu-Shan, the
body of Autochthon, the binding of the Yozi and so on, but also mundane tyrannies, hierarchies and bureaucracies, not least
the Realm. Chaos is most obviously epitomized by the Wyld,
the destruction wrought by Abyssals and their un-kind, and
the Makers sickness, but also by the Age of Sorrows itself, civil
war, heresies, barbarians and the like. Discordians tweak things
to try to keep it all in balance and unbalance, as best they can,
in their own way. Those who travel in the bastions of Creation
will tend to provoke disruption and confusion, whereas those
who venture towards the wilds and the Wyld try to get things
a bit more organized.
It is unclear why more of the Erisian Exalts are appearing now (or how many of them there are), but one possibility
is that, since so much of Creation fell to the Wyld after the
First Age, they have been spending time out there attempting
to redress the balance, and are returning now that some plans
are coming to fruition. They may have had a hand or three in
Autochthons return, to speed this up, or they may be here to
interfere with the rise in orderliness which will inevitably accompany him. On a less cosmic level, they could be taking advantage of the disruption in the Realm to modify the power
structures. A single central Empire isnt the only metastable
possibility, surely? These and other motivations are not mutually exclusive, given the subtly disorganized organizations involved. Plus, just because theyre increasingly coming to the notice of other powers now, doesnt mean they havent been active for some time.
Society
Some of our bishops have a one-man cabal.
Some work together. Some never do explain.
unknown Principia Discordia
There is no single organized Discordian social structure
or at least, thats what they claim. There are, however, a few
disorganized groups who come together for temporary projects,
discussion of long-term plans for the Universe, and bowling
nights. When they do form groups, these are generally referred
to as cabals, rather than circles; except, of course, that they are
generally not referred to. (Not to be confused with the cabals
of those upstart Infernals, mind you, unless such confusion is
useful.)
Discordians like to inveigle themselves into existing structures, the better to subvert them. They carry something resembling the Sidereals Arcane Fate, which makes this somewhat
easier. Although they may keep up one persona for a few years,
or revisit one over an extended period, some travel widely and
come up with new guises in each location.
10
Organizations
Some of the less obscure titles and societies are briefly described here.
The Austral Illuminati: This society claims to have influence over most of the southern part of Creation and beyond,
manipulating events so as to bring the light of confusion to as
many people (and Fair Folk) as possible. Intercepted communications bearing their seal (a triangle of green jade with a carving
of an eye) suggest that they have covert influence in the south
within the Guild, some Realm outposts, and some of the more
settled Delzhan tribes, and are looking to extend their reach. Of
course, they might be lying. Membership is by invitation only,
or by burying a donation of sufficiently high Resources value
in a location known only to oneself, and then forgetting that
location.
The Ersatz Heterarch: This title describes a single person, but in fact there seem to be a number of people using it
perhaps as many as a hundred, although clearly not all are
Exalted. Some are mortal mystics with an appropriate miseducation, a number of sorcerers among them. The members of
this group have taken it upon themselves to find, test and train
those claiming to be newly Exalted by Eris. After all, when
the defining traits of those drawn to the goddess of discord include confusion and deception, you cant be too careful. They
rely as much on networks of contacts as on magical means to
find these random factors, but seem to have more luck than
the Wyld Hunt have in tracking Solars. The nature of their
tests is unclear, but rumored to be painful. They claim to be attempting to assess all Erisian exalts and organize them into one
big network with the most suitable people (according to their
tests) in charge. Secretly they are looking for the coming of one
known as the Reverend Mother, who they believe will explain
everything for them.
The Party for More Parties: A loose collection of criminals, rebels and greedy politicians, this organization is funded
and supplied by Discordians from three different cabals, and
works to subvert existing political groups.
Some time ago, [TODO: invent name here3rd or Indivisibles] went into the Wyld in the far north-east of creation,
and returned with a number of mutations. She cured herself
of most of these, but failed to realize she had also become a
Plague Carrier. Those who succumbed to the illness (including
herself, for a time) found that one of their group loyalties was
gradually reversed, until they were driven to form an opposing
group. After an irritating few months in which she harried her
own cabal at every turn, they managed to pin her down and
extract the disease spirit. Impressed with the upheaval she had
left in her wake, they kept the spirit alive rather than curing
it, and have seeded it into a number of slaves and prostitutes
owned by the Guild. Its low virulence means that it is most often spread through intimate contact, so they try to arrange as
many Dragon-Blooded orgies as they can, but it will sometimes
spread more freely. See Contrariety in the section on Diseases.
The Five-Fingered Hand: The name of this organization
is a term used in jest, even by conspiracy theorists among Sidereals, to refer to some real or hypothetical organization making a comically clumsy attempt at intrigue and secrecy. Ironically, however, its real meaning is that of an object hidden in
plain sight, and the society really does exist. Its fingers number
quite a few more than five, and its members infiltrate or influence the pies of various other secret or secretive societies: The
White Veil Society, the Guild, the All-Seeing Eye, and even
one or two of the less mainstream Sidereal groups, among others. They dont have any specific interests of their own to protect; their only agenda is to sow confusion among those who try
to stay hidden, and expose some of their operations, one way or
another, publicly and irrevocably. Given the riskiness of such
undertakings, recruits normally only ever undertake one mission in a given area, and the mortal and even Dragon-Blooded
among them have a shorter than average life expectancy. Not
only madmen sign up; also those driven by revenge for assassinations, frustration at ambitions thwarted, or escaped slaves
who have no other life left. The members of the Hand are
often not fully aware of what theyve been recruited into, and
none know the identity of its leader or leaders.
Other groups whose names prompt uneasy twinges of
recognition in the few to have heard of them include the Apple Corps, a loose mercenary brother-and-sisterhood, and the
Xaos Liberation Front, whose ostensible agenda is to agitate for
the rights of Elementals and Terrestrial gods
Cabals
The House of Mirrors: This group of Erisians publicly
seeks to extend her influence among all people, by spreading
knowledge about her and encouraging faith in her ideals (while
vainly trying to discourage direct worship). They keep a low
profile and start small cults in widely-spread locations, trying to present her as simply a goddess of the Age of Sorrows.
These followers dont oppose worship of other gods, though
they make a point of not sticking to the Immaculate calendar for such things, to the irritation of Yu-Shans accountants.
They have even made some inroads into the lower ranks of the
Guild, whose members inevitably read greed and selfishness into the do whatever you want philosophy espoused. The cabal
is greatly aided in its efforts by the manse from which they take
their namesee The House of Mirrors.
The Friends of Sessen Douji: [TODO]
11
Chapter Two:
Character Creation
Revelation
Creation Process
The process of creating a character to play is not a straightforward one, despite the unavoidably linear structure of this
chapter, and inspiration may come to you any any point. You
should treat the following steps as a framework, and need not
follow them in strict order.
Motivation
Whatever your character suddenly came to understand,
it changed her view of the world around her. This may have
strengthened, altered, or twisted the sort of Motivation she had
as a mortal, or it may set her off in a new direction which would
seem entirely unrelated, to any onlooker. Her Motivation need
not be driven entirely or even largely by her revelation, but it is
likely to be at least somewhat colored by it.
Division
Divisions are the Discordian equivalent of the Castes of
other Exalted. The choice here has some influence over what
your character can do best, and the magical powers he can
wield, but less so than for those other types of Exalt. Instead,
it has more to do with your characters personality. The Discordian Divisions are related to certain viewpoints on the relationship between the inner and outer lives of sentient beings,
their relationship to each other and the worlds around them,
and their higher and lower purposes in life. These Divisional
themes are broad and players should not feel too restricted in
how their concept fits with them, but they are intended to give
your character more depth if you play around with them. This
focus and the character creation mechanics mean that it is less
important for Erisians to have a spread of Divisions in a cabal
than it might be for other Exalted to balance castes.
Parametadivision
Lastly, you can select a Parametadivision for your character. Each mimics a particular kind of Exalt or other powerful being, so it may be relevant if your character would benefit from
posing as or moving freely among members of some such group.
The choice is initially optional, and is about the circumstances
12
Backgrounds
Discordians have access to the Backgrounds described in
Exalted, p. 110, and also some normally only available to other kinds of Exalt, as they wangle their ways into places they
dont belong. Some of these Backgrounds function differently for Discordians, and they have a couple of their own, as described in the section on Backgrounds.
Charms
At least five of the 10 Charms which a Discordian knows
at Exaltation must be related to her chosen Divisional or Favored Abilites, with the remaining five chosen from any Ability. True to their whimsical and idiosyncratic nature, every Discordian Charm tree contains some Charms which stretch the
meaning of the Ability, and which other Exalts might associate
with a different Ability. As with any character, therefore, it
pays somewhat to consider at generation time what Charms
you think your character may want to learn later.
Virtues
Of all the Exalted, Eris' Chosen are perhaps the most human, and their Virtues are the familiar four mortal ones. Each
begins with a single free dot, and you have five more to allocate among them. Although they eschew the transhumanism
of some Infernals, Solars, and the like, Discordians cant resist
having their own take on just about any matter, and the Charm
Idiosyncratic Interpretation of (Virtue) allows them to refine
their Virtues in peculiar ways.
Eris somehow arranged for her Chosen to sidestep the
Great Curseor perhaps they were just luckybut the strain
of containing the power of an Exaltation still leaks out at
times in ways which are partly related to her Virtues. Choose
one Virtue rated at least three dots as your chracters primary
Virtue, and see the section on Hodge and Podge for more information.
Willpower
A Discordians Willpower rating begins at 5, and can be
increased at a cost of 1 bonus point per dot. Spending Willpower to exercise or resist unnatural mental influence is the other thing which upsets the characters balance of Hodge and
Podge, as the contradiction of allowing some beings to exercise
freedom while taking it from others plays on his supercharged
soul. The Charm Running on Emptiness allows Discordians to
permanently increase their maximum Willpower rating.
Intimacies
From their own point of view, Erisian Exalts bear the advantages and disadvantages of their inescapable freedom. Mechanically, they are created with the same advantages as oth-
Intimacies are chosen as normal for any character, as described in Exalted, p. 76 and p. 90, starting with (Willpower
+ Compassion) of them. Discordians are perhaps more likely
13
Health Levels
As with any new Exalt, a Discordian has seven Health Levelsone at a -0 wound penalty, two at -1, two at -2, one at -4 and
one Incapacitated. Further levels may be added by purchasing
the Charm Chao-Body Technique.
Bonus Points
Eris leaves her Chosen with little clue of what to do next,
and no obvious support, but she does send them off into the
world with a little more of a kick than other Exalted. You
haveof course23 bonus points to spend on improving your
characters ability to tackle the world from his or her chosen
standpoint.
Spark of Life
Now, with all the numbers neatly totted up, what remains
is to add a measure of spirit. Consider who your character really
is, and what it is like to be him.
Life Before: The majority of Exaltations come to their
hosts in young adulthood, and Discordians by and large follow
this tendency. So, what had your character been doing up till
then? Where was he born, and to what family? Is he a native of
the Realm or one of its satrapies, or of barbarian stock on the
fringes of Creation, or perhaps some other world further afield?
What pressures of politics, society, or simple survival shaped
his formative years? Bear in mind that, since Discordian are not
chosen for their heroic or horrific potential, their early life may
not have been particularly dramatic, at least not in an obvious
way.
Revelation: You will likely have already given some
thought to what third-eye-opening experience visited your
characters Exaltation upon himnow you may also want to
consider his reactions to it. In the moment, he may have been
delighted, terrified, or simply bemused. As it starts to play out
in his daily life, and given some time for reflection, how does he
feel about it now? He may embrace the inevitable consequences
he sees for himself and others, or fear themand it may color
his view of those things he has held dear so far.
Ambitions: A quotidian life before Exaltation need not
have been empty of aspirationsor, of course, your character
may have had some power and influence as a mortal already. In
any case, his attitude to his goals is likely to have changed, either because they themselves have changed, or because he sees
novel ways to achieve them.
Relationships: Some Exalted are hounded as anathema
and lose their homes while struggling to protect their loved
14
ones, whereas others are simply shunned by now-nervous colleagues and neighbours. Discordians may manage to conceal
themselves as mortals for some time, but the new-found beliefs they carry will change their personal relationships even if
circumstances dont force the issue. How have these ties, and
those represented by Backgrounds, begun to change for your
character? Has he had need to make use of his Recumbent Destiny, and has that interfered with some of the connections he
had, or made particularly interesting ripples around him?
Cabal: You should also talk with your Storyteller and other players about how your cabal came to form. Its been known
for a handful of people who knew each other as mortals, if only
loosely, to Exalt at the same time, perhaps with different reactions to the same pivotal observation. Maybe chance will have
brought you together, but theres a better chance that one or
more of the sketchy societies claiming allegiance to Eris Discordia will have introduced you to each otherpurely for your
own good, of course.
Little Details: Hairstyle, personality quirks, favourite
foods, the name of his dogall these are bits of icing on the
multi-layered cake which is your character. If none of these
have come to mind for you during all the previous steps, its
worth inlcuding one or two points like these.
Note that all Attributes start with one dot before you add
Bonus Points
Bonus Points (23) may be spent at any time during character creation.
Divisions
1st DivisionAnchor: Focused and instinctive, the
Most Beautiful follow their own wind and trail Chaos in their
wake.
Divisional Abilities: Athletics, Awareness, Martial Arts,
Sail, Survival
Anima Powers: Spend 5 motes to ignore internal penalties
for the scene.
2nd DivisionArrow: Empathetic and beguiling, the
Matchmakers use the forces of desire to sling-shot themselves
and others into new arrangements.
Divisional Abilities: Archery, Investigation, Medicine,
Performance, Ride
Anima Powers: Spend 5 motes to improve Reading Motivation for the scene.
3rd DivisionApple: Inspiring and influential, the Offendis enthuse and confuse all they meet, drawing groups together in common cause.
Divisional Abilities: Linguistics, Melee, Presence, Socialize, War
Anima Powers: Spent 5 motes to boost the use of an Ability by others for the scene.
4th DivisionArchway: Mysterious and sneaky, the
Unhinged know things you dont, and step around rules instead of breaking them.
Divisional Abilities: Dodge, Larceny, Occult, Thrown,
Stealth
Anima Powers: Spend 5 motes to help to bypass barriers
for the scene.
5th DivisionAnvil: Resolute and controlling, the Architects use the structures of reality to tear down and re-build
things as they see fit.
Divisional Abilities: Bureaucracy, Craft, Integrity, Lore,
Resistance
Anima Powers: Spend 5 motes to transfer external penalties into Backgrounds for the scene.
Parametadivisions
Division of Good from Bad: Reflecting the light of the
excellent Solars.
Erisian Element: Orangewarm glows in many shades,
from various sources.
Anima Powers: Spend 10 motes to add (Essence 2) dice
to any attack or defense against creatures of darkness for the
scene.
Division of Night from Day: Mirroring the two-faced
Lunars.
Erisian Element: Sweetpleasant, intense or energizing
sensations and emotions.
Anima Powers: Spend 10 motes to take on the forms of
other beings for the scene.
Division of Seed from Tree: Pretenders to the Dragon-Blooded thrones.
Erisian Element: Boomexplosion, unstable mixtures,
pressure changes, anger.
Anima Powers: Spend 10 motes to mimic Dragon-Blooded anima for the scene.
Division of Might from Will: Threading their way
among the Sidereals.
Erisian Element: Pungentintrusively strong sensations, blatant lies, great art.
Anima Powers: Spend 10 motes to change Fate-bound or
creature of darkness status for the scene.
Division of Blood from Stone: Re-purposed for integration with the Alchemicals.
Erisian Element: Prickleunease, harassment, impinging rules.
Anima Powers: Spend 10 motes to access any magical material bonuses for the scene.
Division by Zero: Bearing the death of the Abyssals.
Erisian Element: Dirtthings where they are not wanted, decay, disgust.
Anima Powers: Spend 10 motes to control zombies or
hold dying creatures on the verge, until they recover, for the
scene.
15
Motivation
Choose a goal of change and balance for your character,
following the insight which brought on Exaltation.
Virtues
CompassionEmpathy and forgiveness.
ConvictionEmotional endurance.
TemperanceSelf-control, clear-headedness.
ValorCourage and bravery.
Backgrounds
AlliesAides and friends who help in tasks.
ArtifactWondrous devices of the First Age.
BackingStanding and rank in an organization of power and influence.
ContactsInformation sources and people in useful
places.
CultMortals whom you have persuaded to worship
something (ideally not you).
EchoesFragments of the memories of dead Exalted.
FamiliarAn animal companion.
FollowersMortals who look to you for leadership.
InfluenceYour pull in the world around you.
ManseA construction or area of power and Essence.
MentorA teacher and instructor.
Pineal GlandA mystical connection to the will of Eris.
ResourcesMaterial goods and money.
SifuA tutor in supernatural and Sidereal martial arts.
SpiesA hidden network of informers.
Bonus Points
16
Trait
Cost
Attribute
Ability
2 (1 if Divisional or Favored)
Background
1 (2 if raised above 3)
Specialty
Virtue
Willpower
Intimacies
Essence
Charms
6 (4 if Divisional or Favored)
Discordian Anima
Each Division has an anima with a particular color. As a
character expends Peripheral Essence, this anima shows itself,
first simply as a mark on the forehead, then as a subtle amorphous glow, and eventually as a vivid bonfire of light. As the
brightness increases to higher levels, its glow includes some
iconic imagery unique to the character.
Motes of
Peripheral
Essence
Effects
al attempts at stealth are at +2 difficulty, though
Charms still function as normal. The character is
surrounded by a dim glow, visible in darkness or
against contrasting colors. It shows none of the
characters iconic anima imagery.
11-15
The Divisional mark shines through any concealment, and the dim glow around the character increases to a bright light making the character clearly visible up to 20-30 yards away, providing enough light to read by up to 2-3 yards. Hints
of the characters iconic imagery appear and disappear around the fringes of the glow. Stealth
is impossible, including use of Charms or other
magic.
16+
Motes of
Peripheral
Essence
Effects
1-3
4-7
8-10
17
18
19
20
21
ground which relate to multiple entitesfor example, Backing in several organizationsthen all entites are affected. The
transferred penalties persist beyond the current scene, reducing at the rate of one point per week. Any interaction with
an affected group or individual, or attempts to use an affected
Background, will delay the recovery by a further week.
The character can activate his anima power multiple times
in a scene, or across multiple scenes, to avert penalties from several sources concurrently. However, he cannot transfer penalties to any one Background more than oncehe must wait
until the relationship has healed. The cost of this power does
not decrease as the characters peripheral mote expenditure increases. Instead, the cost decreases by one on each additional
use during a scene, to a minimum of one.
Associations: Cultural super-ego, ethics and mores; grey;
congruence, order, control; rigidity, self-imposed blindness
Sobriquets: The Architects, The Authority, The Unbending Arm, They Who Carve Truth in Stone, Eyeless
Watchers
Concepts: reforming bureaucrat, overly-literal judge,
master blacksmith, honor-driven vigilante, didactic scholar
Abilities: Bureaucracy, Craft, Integrity, Lore, Resistance
Quote: Do not bend. Folding, spindling or mutilating
may be permitted according to local by-laws.
Parametadivisions
The Chosen of Eris have been created to sow confusion
and discord and, to this end, are inherently able to mimic one
type of Exalt or other powerful being, according to an aspect
known as their Parametadivision. This is chosen at character
creation time, but may be changed later through the ritual of
Divisional Realignment.
Each type mimicked contains further sub-typesExalted
castes, for example. The character must choose an initial subtype to mimic, but may change this indefinitely at any time by
taking a miscellaneous action. For some Parametadivisions this
change may affect ongoing anima effects, as described in the
relevant following section.
If the character changes sub-type she may also change minor details of her appearance as a Shaping effect. Assuming
they recall clearly through the effects of her Recumbent Destiny, others will not recognize her from her normal appearance or that of any other of her sub-type forms unless they succeed on a (Perception + Awareness) roll at a difficulty of the
characters (Essence 2). They may substitute Investigation or
Larceny for Awareness if they already have reason to suspect
the character may not be who she appears to be. The character
may have only one alternative appearance associated with each
sub-type.
Anima Mimicry
Erisians are able to use their anima appearance and powers to support their Parametadivisional impersonation of different Exalted types. Each can at least approximate the outward
appearance of the most significant anima powers of those they
impersonate.
When it is visible, Discordians can reflexively, at no cost,
make their anima appear to belong to the Exalted type and caste
fitting their Parametadivisional Affinity. By spending 3 motes,
they can change this appearance to any other Parametadivisional type and caste for one scene. Mimicking another Exalted anima in this way includes the anima getting brighter at the
levels appropriate for that Exalted type, including any penalties to Stealth and so on. If mimicking a caste which can flare
its anima even further than normal, such as the Solar Zenith or
Infernal Malefactor castes, the character can do the same at the
cost of 2 motes, or at no cost whenever their anima flares at the
16+ level, though it is a purely cosmetic effect. For those types
whose anima includes iconic imagery, the image will be different from the characters Erisian anima, but have something in
common with it.
To aid in infiltrating various power groups, they can commit 5 motes and 1 Willpower to change their apparent Essence
signature indefinitely, regardless of whether their anima is visible (e.g., even when they are asleep), but only according to their
Affinity.
23
24
unusual, because clothes, weapons etc. will be joined to and inseparable from the rest of the body.
Physical abilities based solely on the outward form of the
creature, such as flight, swimming and so on are also limited,
though multiplied by the characters Essence score; e.g., flight
speed will be limited to (running speed x Essence). Abilities requiring complex internal anatomy, such as breathing underwater, spinning silk, or spitting venom, are not granted.
This effect costs 5 motes once his anima banner reaches the
11-15 mote level and 2 motes at the 16+ level. The character can
re-invoke the power within a scene to take on a different form.
Lastly, she can also invoke it reflexively if subject to a Shaping effect, such as Wyld mutation, which would solely or partly alter her appearance in a way consistent with this power. In
that case, her anima power acts as a perfect defense against the
Shaping effect, but automatically copies the intended shape.
Associations: Caprice, inconstancy; parody, mockery;
unreliable uncles and wayward daughters; pragmatism, ruthlessness
Sobriquets: The Moonlight Lyres, The Wayward Daughters, Cats among Pigeons, Motley Dogs
Concepts: child raised by wolves, roving Lothario, Wyld
barbarian leader, half-breed shaman, guardian of the forest
Quote: [TODO]
25
27
Associations: Being, life; creativity; awakening, reincarnation; over-eagerness, excess; rejection, abandonment
Sobriquets: Men in Black, The Left Hand of Darkness,
The Overflow from The Void, The Fruit of Salted Earth,
Singers of the Last and First Lullaby
Concepts: roving Underworld enforcer, ambassador to Sijan, ghost resistance leader, double-agent for Creation, necromancer delving into the Neverborn
Quote: Dont let them immanentize the eschaton!
29
The Sub-Division
The Chosen of Eris who seek to wrestle with the philosophy of dominance and oppression may join this Parametadivision, and are as likely to aid the schemes of the Yozi as to oppose them. What Discordian could but love the free will which
the Primordials gave to mortals, or but sorrow at how the will
of the Yozi is now bound. The struggle to bring any sort of balance between the prisoners and their jailers is an epic one worthy of a Discordian.
One who takes this path may choose to gain some vaguely demonic twists to her form, though these will be cosmetic
rather than functional, and need not resemble any one demon.
The details of these deviations can be changed later, to some
extent.
Element: Binding
Magical Material: Any magical material tainted with Vitriol
Affinity: Infernals
Anima effects: Common Infernal anima effects, costing
one mote each:
Cause his caste mark to glow brightly for a scene (as if
the character has spent 4-7 motes of Peripheral Essence).
Cause his caste mark to clearly illuminate everything
within a 10 yard radius for a scene (as if the character has spent
4-7 motes of Peripheral Essence).
Sense the nearest entry point into the Yozi realm or the
nearest pathway that leads to the desert of Cecelyne.
As well as the normal Parametadivisional use of a miscellaneous action to change her apparent caste, the character may do
so to change some cosmetic aspect of her appearance, to mimic demonic mutations or the effects of Charms such as Viridian Legend Exoskeleton. This change of appearance is purely
cosmetic, offering no benefits beyond persuading others of her
alleged Infernal nature, and does not obscure the characters
identity.
By spending 10 motes, the character is able to support actions to defy or break bindings of varoius sort. When her power is activated, she can reflexively apply one of the following
effects to a single target within (Essence x 5) yards, including
herself as a valid target. Once her anima banner is active at the
11+ mote level, subsequent uses in the scene cost two motes.
Add (Essence) dice to an action attempting to break a
binding of any sort, be it physical, social, emotional, mental or
otherwise. This only applies to effects which involuntarily restrict to an entity which could otherwise act. Bindings affecting animals, least gods (as distinct from the objects they inhabit), automata, and the undead are valid targets, for example.
The action must be an attempt to forcibly and permanently remove the binding, and cannot replace it with another. Breaking
a door is suitable, whereas subtly picking a lock is not. A connection from which the target could voluntarily release itself,
or which is wholly positive, does not constitute a bindingexactly what does is up to the Storyteller. Limitations which restrict access to an area or organisationsuch as a locked door
to a store-room, or a club with private membershipare generally not covered, since they do not bind the entity specifically. Those which prevent egress from a situation generally are
covered, howeverfor example, a locked door on the targets
prison cell, or a contract which binds a target into slavery.
Attempt to cancel the penalties which would apply from
an action which violates a magically-enforced oath binding the
30
The Jadeborn aspects of their appearance are enhanced, making them more striking.
4-7
8-10
Jadeborn skin characteristics are strongly enhanced, giving a +1 bonus to Appearance for any
effects relating to Jadeborn of the same Caste.
A crystalline mark on the characters forehead
becomes very pronounced and has a definite
glow, noticeable by anyone paying attention.
Stealth Charms are usable but mundane Stealth
attempts suffer a +1 difficulty.
11-15
16+
The character appears to be made from unnaturally pure rock and glows brightly enough to be
visible for up to a mile. The Appearance bonus
Motes of
Peripheral
Essence
Effects
applies in relation to all other characters and any
other effects. Stealth is impossible.
Their anima grants the following powers.
Jade Sense (Scroll of Fallen Races, p. 39): spending 1
mote reflexively allows the Exalt to detect the existence of jade
within (Essence x 5) yards; a further mote gives the direction;
and a third tells whether it contains the soul of a Jadeborn. This
ability is active automatically at the 4-7 mote level. Additionally, while this power is active in Creation (or the Underworld),
the character can feel the direction in which the Elemental Pole
of Earth (or the Mouth of Oblivion) lies.
By spending 10 motes, the character may take advantage
of her affinity with the slavery of the Jadeborn race. For the
rest of the scene she may choose to avoid gaining either Hodge
or Podge for respectively applying or resisting unnatural mental influence, provided the cost to resist is no more than her
(Essence 3). However, her effective Pineal Gland rating is likewise reduced by (Essence 3). The cost to activate this power
is reduced to 5 motes at the 8-10 level, 2 at the 11-15 level, and it
may be activated at no cost when her anima reaches its totemic
level.
Associations: Doing; construction, building, making;
long-term plans, dedication, devotion, zeal; faithful service,
grudging service
Sobriquets: Brick-layers; Underlings; Keystones; The Favorite Slaves; The Uprising Pillars
Concepts: dedicated Worker, resentful slave, ambassador
to the Realm, Autochthonian revivalist Warrior, Enlightened
Artisan
Quote: [TODO]
31
The Indivisibles
Some Fair Folk Courts are undoubtedly aware of the Discordians, and agitated to find that these Chosen do not pantomime only the others of their kind from within Creation, but
also the natives of the Wyld. For their part, the Chosen of Eris
may venture into the shifting Marches to bring some Chaos
back to Creation, or perhaps to tip the balance of power and
force some order on the place.
Raksha who enter Creation take on a fixed form for their
sojourn there, and likewise Discordians entering this Parametadivision must choose one form, roughly equivalent in
mass to their original self. They may change this form arbitrarily each time they cross between the Wyld (Middlemarches or
deeper) and any other realm (Creation, the Underworld etc.).
The form offers no enhancements to their Attributes or Abilities, nor any other mechanical advantages, but although the act
of change is a Shaping effect, the resulting form is not: it becomes the characters natural form. If the character leaves this
Parametadivision through Divisional Realignment, she returns
to her original form, and any Shaping effects active upon her
are removed.
An Exalt entering the ranks of the Indivisibles also gains
latent Graces and shaping damage tracks corresponding to the
values of her Virtues, at the time she enters the Parametadivision. Her Heart Grace is rated at (Essence 2), with a minimum
of 2. Raksha can observe and interact with these Graces as normal. However, except when she uses her anima power to activate them, she cannot access them for shaping combat and the
like, nor can others use them to influence her. One of the Fair
Folk may take ownership of one of the characters Graces but,
as long as it remains latent, it grants no hold over the character.
The character can spend experience to raise the values of these
Graces as if she were a raksha commoner. If she leaves this Parametadivision, all such experience is refunded. If the character
acquires Graces through other means, these are not latent and
are tracked separately. When her latent Graces are active, add
the two ratings, to a maximum of 5.
These Erisians can attune Wyld artifacts and acquire gossamer to power oneiromantic spells and raksha treasures. They
are capable of learning Craft (Glamour) but cannot apply it
without access to suitable Charmsborrowed from raksha
with Charm-Filching Prana, perhaps, or developed personally.
They are also capable of gaining the Gossamer Background but
it does not grant Assumption Charms and, unless they have
a way of forging gossamer, neither does it translate into enhanced Resources in Creation.
Element: Dream
Magical Material: Gossamer
Affinity: Fair Folk
Anima Effects: As with the Jadeborn, the raksha have no
anima, but the power of the Discordians who mimic them must
vent itself. If they attempt to make their normal anima appear
as a Fair Folk anima, it will manifest in ways which are equivalently noticeable but as increasingly dramatic enhancements to
their chosen appearance. The changes may not include a glow
but will have some other area effect noticeable from a distance,
e.g., an irritating noise of insects, a blowing of rainbow snow
or similar.
In the Wyld or in uncapped demenses, an Erisian in
this Parametadivision may spend 10 motes to access her latent
Graces for one scene. This enables her to take shaping actions
32
and make shaping attacks. It also means that she does not restrict the flow of time for raksha as Creation-born normally do.
This anima effect is accessible for no cost once the characters
anima reaches the 11-15 mote level. If the character re-activates
this power in the immediately following scene, it costs only 5
motes. The character does not have feeding Graces; her dice
pool for Join Shaping Battle is the sum of her two highest
Graces. If this power is not active, the character suffers the results of successful shaping attacks as any other Creation-born
(see Graceful Wicked MasquesThe Fair Folk, p. 126). If the
character enters some other area or realm where Shaping actions are possible, she may also activate this power there.
Where Shaping actions are not possible, her anima power
instead enables her to feed on others Virtues, in a manner more
benign than the rakshas. Any time a being within (Essence x
10) yards channels or suppresses a Virtue, the character can either regain a single channel of the same Virtue, or heal a single level of damage to the corresponding shaping damage track.
This effect costs 10 motes to activate for a scene, and activates
automatically once the characters anima reaches the 11-15 mote
level. There is no reduced cost to activating it in subsequent
scenes, however.
Associations: Stories, imagination; dreams, nightmares;
impossible perfection, generosity; whimsy, jealousy, hunger;
madness, dissolution
Sobriquets: The Ragged Edge; Unmakers; Reformers;
The Unity Committee; The Waking Dreamers
Concepts: suicidally dedicated warrior, passion-hungry
trickster, Balorian agitator, envoy to Malfeas, Creation-bound
courtier
Quote: Form is emptiness. Emptiness is form. One should
not think that these are two separate things.
Divisional Realignment
At character creation time the player makes a choice of
Division and, usually, Parametadivision. While the former is
fixed, the latter need not be. If a cabal of five or more Erisians
from different Divisions meet during Calibration, they may
join in the day-long rite of Divisional Realignment, at a cost of
8xp. Certain artifacts, manses or other sources of power might
allow the rite to take place at other times or with fewer participants, perhaps at greater cost. This allows them each to move to
a different Parametadivision. Each Exalt must change, and all
must end up in a different Parametadivision from where they
started. This is not a simple exchange: some may end up in a
Parametadivision different from any the participants originally
had. However, none may return to the state, optional at character creation, of having no Parametadivision.
To aid in impersonating their newly-chosen power group,
and as a function of the way in which unique viewpoints of
the Children of Eris shape their world, each can go further and
rebuild his or her Charm trees to a limited extent. Charms belonging to the Divisional or Favored Abilities selected at character generation cannot be exchanged, nor can those belonging to Martial Arts styles. However, Discordian Martial Arts
Charms which do not belong to any style, or which are character-specific extensions to a style, can be exchangedunless
Martial Arts is a Divisional or Favored Ability. Up to (Essence x
3) Charms from other Abilities may be un-learned and instantly replaced with other Charms from any Ability, or from any
Martial Arts style of which the character already knows at least
one Charm. Normal prerequisite constraints apply: the character cannot un-learn a Charm but keep Charms which have it
as a prerequisite, nor learn new Charms without first learning
their prerequisites. For Charms which may be purchased multiple times, a character must unlearn or learn each purchase separately. Discordians cannot normally learn Charms from other types of magical beings but, should a Child find a way, they
will be unable to exchange such Charms during Divisional Realignment.
This Charm exchange is also available to a lesser extent
as an extension of the self-development which occurs when an
Erisian raises his Essence. When a player has spent the necessary experience to do this, and the character the necessary time,
up to (Essence) Charms may be exchanged at that time, following the above constraints.
Profane Fate
The confusion which comes with the Discordian Exaltation extends to their very existence in reality. They are not able
to wear different destinies as are the Sidereals but have a single
Recumbent Destiny, which enables them to lie low whenever
they wish, which is most of the time. This nature goes beyond
the Sidereals Fate-twisting presenceit is not a Destiny in
the sense the bureaucracies of Yu-Shan would use, so it functions in every realm of Reality, not only among the strands of
Creations Loom of Fate. This magic is a Shaping effect operating on memories and similar physical records, so specifically
targeted Shaping defenses may partly or fully ward against it.
Unlike the Sidereals broken-Mask blessing, a Discordian chooses when to activate her Recumbent Destiny, and
does so retroactively. Spending a point of temporary Willpower activates this effect, targeting a number of beings who have
observed her up to a Magnitude equal to her Essence, covering
any single scene in the last day (or equivalent time periods in
the Wyld and other realms). The character can spend further
points of temporary Willpower to increase the Magnitude, and
to increase the time from which the effect should start and the
retrospective duration as follows. No more than 5 points can be
spent on each, and it is not possible to choose a duration longer
than the onset time, since this power can only alter memories,
not future events.
Willpower
Points
Maximum onset time
0
33
Willpower
Points
Maximum onset time
4
Willpower
Points
Maximum duration
0
One day
One week
One month
One season
One year
Backgrounds
Given that Discordians often pose as other kinds of powerful beings, they can in principle have access to almost any
Background. Specific notes about certain Backgrounds appear
below, but the details of how these and others actually function
in your game must be discussed with your Storyteller.
Standard Backgrounds
All of the standard Backgrounds apply to Discordian Exalted, but most are altered in some way.
Allies
Similarly to the Sidereals, the Erisians tend to find it difficult to gain true allies; not because they are mystically difficult to remember, but because they prefer to keep their existence and goals quiet. However, they may align themselves, often temporarily and under false identities, with those who wish
to upset the prevailing ways: raksha on the borders of Creation,
Lunars in the Wyld, rebel slaves in Guild encampments, Dynasts in the River Province, and so on. In mechanical terms, at
the end of a story (or at any other significant juncture the Storyteller deems appropriate), Erisians may give up any one or more
allies of their choice and re-spend those dots on new allies. Former allies do not simply disappear, however (well, except for
some of the raksha), and may or may not remain friendly.
To be recognized by allies, the Exalts Recumbent Destiny
must be suppressed. This succeeds automatically for those who
have made this sort of bond but, as ever, any witnesses will also
recognize the character.
Artifact
Given the obscurity in which they have so far labored, Discordian Exalted have found it harder to come by artifacts of
power, and very difficult to obtain the most powerful without
drawing unwanted attention. The normal rules for Solars apply, with an additional cost at character creation time: Artifact
4 items cost 5 dots, and Artifact 5 costing 7. Artifacts gained or
created during play have the usual experience cost but, as ever,
the most powerful are likely to draw high-powered attention.
Backing
Again due to the need to remain hidden, starting Erisian
characters cannot have a Backing rating of more than 3 in any
one organization unless that organization itself is unknown
to most people, either because it is secret (e.g., the Grass Spiders, the Salinan Society) or because it is based far from any
other civilization.
Interacting with a backing organization requires a temporary lifting of Recumbent Destiny, with the usual implications for being generally recognized. The normal difficulty is
reduced by the effective Backing rating of the highest-ranking
other member of the organization present, to a minimum of zero.
Contacts
Given their propensity for playing off different groups
against each other, the Priests of Eris fare better than average
in regard to this Background. Buying dots beyond 3 still only
costs 1 bonus point per dot. Additionally, when rolling to find
a minor contact, they may add dice from any relevant Ability
(e.g., Socialize, Bureaucracy, Presence), including use of Excellencies.
To deal with a contact, the Exalts Recumbent Destiny
must be suppressed. This succeeds automatically in the presence of major contacts, but requires a (Wits + Occult) roll for
minor ones. While this obfuscation is lifted, onlookers will also
recognize the character.
Cult
Members of the Discordian Society are strongly discouraged from having cults themselvesit being a non-prophet
organizationbut they may gain the benefits of this Background insofar as they bring others to devoutly follow some
ideal which furthers a disbalancing of order and chaos appropriate to the situation. If significant numbers of cult members
start to worship the Exalt directly, the effect of the Background
is as if it were one dot lower, until they are dissuaded. No starting character may have the Cult Background above 3.
To be recognized by cult members, the Exalts Recumbent
Destiny must be suppressed. In the presence of cult members
this will succeed automatically but means that, as usual, onlookers will recognize the character, too.
Familiar
This Background applies as normal to the Children of Eris.
Familiars always recognize the character, regardless of whether
or not the Recumbent Destiny is in effect.
Followers
Discordians seem to be better at founding Cultsor encouraging others to found their own, just for kicksthan attracting direct followers. This Background provides a fifth of
the number of followers that a Solar Exalt would attract for the
same number of dots. However, it also requires one less dot in
Resources, Backing or Influence to support them. Hence a single dot in Followers provides a single loyal sidekick who is willing and able to pay his or her own way.
Provides up to 5 followers.
Provides 20 followers.
Influence
Discordians are able to gain influence in society as well as
Solar Exalts, though they usually prefer to do so only with some
magical disguise in effect, since they must lift their Recumbent
Destiny in order to gain fame and exercise their influence, and
this lifting is not automatic.
Manse
The Manse Background functions normally for the Children of Eris. Their tricksome nature somehow includes the peculiar ability of being able to disentangle themselves from an attunement to a demesne, unlike other Essence users (Exalted, p.
27). Hence they are more willing to take advantage of these naturally occurring power sources, and indeed revel in their unpredictability.
Mentor
This Background applies as normal to the Discordians.
Mentors may or may not know the characters true nature but,
in any case, the bond of mentorship allows the character to automatically lift the Recumbent Destiny in the presence of the
mentor. As usual, onlookers will also be unaffected while it is
lifted.
Resources
This Background functions normally for Discordian Exalts. They prefer sources of income which are hard to track back
to them, but that is a matter of flavor rather than mechanics.
Sifu
Discordians can learn Sidereal martial arts, and can having
a rating in this Background. However, a starting character cannot have a sifu rated above three, and had better have a good
reason why a Sidereal is actually willing to teach her. The Sidereal may be a ronin, and undoubtedly has his own reasons, too.
Spies
The Spies Background available to Discordians is equivalent in effect to that which Abyssal Exalted have. However, in
this case, the agents in question are not necessarily part of one
network serving a single master, and usually do not know who
the character works foreven assuming the character knows
that. Rather, this Background enables a Priestess of Eris to use
certain passwords and signs to gain information from spies in
networks set up by other powers. She gains no special influence
over these organizations but equally she is unlikely to be treated with suspicion, unless she does something clearly opposed to
an organization, and cannot come up with a convincing subtle
reason why. If a character truly does fall out of favor with a spy
network in some area, the Storyteller may allow her to transfer
dots of this Background to some other area with a little work,
and perhaps a reduced experience cost.
Extra Backgrounds
35
Pineal Gland
This Background represents the characters intuitive connection to Eris herself, through mystical enhancement of an
organ placed just above the eyes in the anatomy of all human
beings (and somewhere nearby in other mortal races, as it happens). As well as contributing to the efficacy of Numerology
actions, this Background represents the number of times in a
story that the character may channel the spirit of Eris for aid.
Rather than adding dice to a roll, it enables the character to
get a hint from Eris (i.e., gets the player a hint from the Storyteller) as to the best action to take, in the immediate circumstances, to support his or her Motivation. This advice may be
cryptic, short-sighted, or otherwise a mixed blessing, but it will
be at least slightly helpful. The Storyteller rolls the characters
(Wits + Pineal Gland) and the number of successes determines
the usefulness of the result, with a botch resulting in some actively misleading information. Accessing the pineal gland in
this manner is a miscellaneous action. Using up channels of
this Background during a story does not reduce its value in Numerology actions.
Echoes
Discordian Exaltations do not get recycled through
Lyteks cabinet and research so far points to few, if any, of them
being around during the First Age. The experience of Erisian
Exaltation does not include a flood of memories of the past, so
its not even certain that the Exaltations persist between multiple hosts. This lack of connection to the past can put Discordians at some disadvantage compared to other types of Exalts,
and cause problems when trying to pass as one of them. Eris
is skilled in appropriating others ideas, however, and has given her Children a way to tap into ancient wisdom (or ancient
foolishness, as the case may be).
Each point in this Background allows the character to access fragments of the memories of a single now-deceased Exalt
of any type, including another Discordian, or any kind of being
for which a Parametadivision exists. The memories will cover
only a single lifetime and may or may not match those memories which, for instance, Lytek would have chosen. The player
must choose the identity and lifetime of the Echoed character
when the Background is purchased, and record suitable Motivation and Intimacies. It cannot be purchased more than once
for a given past life.
By spending a point of Willpower reflexively, the character can adjust his Essence signature to precisely match that
of the echoed Exaltation for a single scene, provided his current apparent anima and Essence type matches. This faking
of identity might allow the character to, for instance, activate
an individually-keyed First Age artifact, or pass as a particular Sidereal with increased confidence. If by some chance the
current bearer either of that Exaltation (or soul, in the case
of Parametadivisions which do not mimic Exalts) comes within (bearers Essence x 10) yards, that other will feel strangely
drawn to the Discordian, able to locate him except through the
strongest of magical barriers, yet will feel uncomfortable in his
presence. Detailed Essence sight or similar Charms may reveal
the Echoing. Certain other very powerful mimicry effects, such
as the Ebon Dragons Black Mirror Shintai, may also trigger this
resonance.
Additionally, a number of times per session equal to his
Essence, the character can add one die to any dice pool for
each of the Echoed beings which might have had some rele36
Erisian Elements
All who live in or near Creation are aware of the five Elements which define it. Those with long memories and arcane
knowledge are aware of at least one other, vitriolnot to mention those which permeate the body of Autochthon. The Chosen of Eris, however, have been given a glimpse of the extent to
which the set of elements is as much part of the imagination as
of reality. The Bringers of Confusion each have power over an
element not normally seen in Creationnot because it is absent, but simply because it is not perceived as such.
The Priests of Disruption are able to exercise powers of
Erisian Elemental Expression (as an Occult Charm) and Erisian
Elemental Rejuvenation (as a Resistance Charm), similar to
those available to elementals (Exalted, p. 302). They work only with the element matching their Parametadivision. In addition, if they have the ability to summon elementals, they may
choose to summon those normally resident in Creation or, if
conditions are suitable, conjure up a representative of any of
the elements which Eris has made visible to her followers. Since
there is little belief on the part of mortals in these things being
elements, the elementals which manifest them will rarely reach
an Essence of 3, and never greater than 4at least, not without
radical changes to Creation (or expansion into the Wyld).
The purview of each elemental type is as follows.
Orange: Anything colored more-or-less orangefruit
such as oranges and peaches; sunrises and sunsets; glowing embers; fading leaves; various creatures, from cats to demons.
Sweet: The literal sensation of food and drink, plus some
other things pleasurable and energizingfruits such as strawberries and peaches; new love, and old; the glow after love-making; fitting revenge; religious ecstasy.
Boom: Explosions from various sourcesburning or mixing certain unstable materials; rapid changes in or releases of
pressure; sudden anger; riots and fierce battles; accidents with
demesnes and manses.
Pungent: Strong smells and tastes, hard to conceallilies,
incense, rich wine; rotting meat, truffles, strong cheese; body
odor; fervor, sexual vigor or deviance, bigotry; blatant lies;
great art and beauty.
Prickle: Unease, physical or otherwiseuncomfortable
furniture; the sense of being watched; the feeling of being
about to cough or sneeze; pins and needles in a limb; mild but
persistent harassment; unnecessary rules.
Dirt: Distasteful things, or things where they are not
wantedearth, dust, stains; manure, decayed plant matter,
corpses, zombies; invaders, refugees, the homeless; natural disarray; disgust, crude comments; scandal, slander and gossip.
37
General Charms
Excellencies and Related Charms
Just like the other Exalted, Eris' Chosen have some general-purpose Charms which apply to many kinds of actions. Discordian Excellencies can be learned in relation to any Ability,
though there is some extra flexibility in how they are used. The
number of dice which can be added by a Discordian Excellency,
or any other dice-adding Charm, is (Ability + stunt rating) dice.
38
FIRST (ABILITY)
EXCELLENCY: ESSENCE
OVERWHELMING
SECOND (ABILITY)
EXCELLENCY: ESSENCE
TRIUMPHANT
THIRD (ABILITY)
EXCELLENCY: ESSENCE
REVISITED
FIRST (ABILITY)
INSOLENCY: ESSENCE
CONFOUNDING
SECOND (ABILITY)
INSOLENCY: ESSENCE
OMINOUS
39
40
re-roll takes place, and the target keeps the original roll. This
Charm cannot be used to oppose actions which do not involve
a roll, nor can it be used to affect static values. It does not alter
the targets being or traits in a permanent way, only the transitory playing out of an action, so many Shaping defencessuch
as the Lawgivers Integrity-Protecting Prana or the Pyrian EgoInfused Pattern Primacywill not prevent its effects. Like the
Excellencies, Insolencies can be used against actions from other Abilities, by paying a like surcharge.
In order to survive the vagaries of the worldand, indeed, the consequences of their own mischiefEris' Children
are equipped with perfect defence Charms on a par with the other Celestial Exalted. They are subject to Flaws of Invulnerability but for Discordians these are aligned not to the four Virtues but to the five Divisions. Each such Charm must
be associated with a particular Flaw when a character purchases it. The character may choose any Flaw, not only that of
his own Division, but may have at most two different Flaws across all perfect defence Charms he knows. At Essence 5+ he
may increase this to a maximum of three different Flaws. The character may select a different Flaw if un-learning and relearning a Charm during Divisional Realignment.
1st Flaw: Knowing the oneness of all things, the character cannot bring himself to directly harm his attacker until his
DV refreshes twice. Harm includes any unwanted alteration to traits, or damage to possessions on the opponents person.
He may restrain, distract or otherwise interfere with his opponent, and may allow harm to befall the opponent from other
sources. If the character defends against attacks from multiple opponents before his DV refreshes twice, this stricture
applies against each.
2nd Flaw: Being drawn toward those who are drawn to her, the character is compelled to use subsequent actions to
target her attacker until her DV refreshes twice. If the opponent is not a valid target on any such action, the character
may act as she chooses. If the character defends against attacks from multiple opponents before his DV refreshes twice,
she may pick any one of them on each attack.
3rd Flaw: Understanding his responsibilities to others, the character finds he cannot attend only to his own defense,
and must use any further actions to help any of his own allies, be they joined in battle or bystanders, until his DV refreshes
twice. Help must take the form of defending one or more allies, or joining in a coordinated attack of their choosing. He
must help with actions relating to the opponent against which he defended, in preference to any other applicable actions,
if given a choice. If the character defends against attacks from multiple opponents before his DV refreshes twice, he may
prefer any one of them on each helpful action.
4th Flaw: Connected subliminally to awarenesses around her, the characters focused opposition inadvertently gives
her attacker insight into her actions in the moment before she takes them. Her opponent chooses one of two benefits,
which lasts until her DV refreshes twice: either +3 to each attack against the character as if awarded by an Aim action, or +3
to his DVs against attacks made by the character. If the character defends against attacks from multiple opponents before
her DV refreshes twice, each of them benefits in this way. If the character defends against the same opponent multiple
times before her DV refreshes twice, the same bonus continues to apply, and does not stack.
5th Flaw: When the character uses a Charm with this Flaw to defend against an opponents attacks, he effectively
concedes authority to his opponent by going entirely on the defensive. Until his DV refreshes twice, he cannot act until
at least the tick after his opponents next action, although he can defend as normal, and counterattack. If the opponent
becomes Inactive, leaves combat, or the Storyteller otherwise decides he has no prospect of acting, the restriction of this
flaw ends. If the character defends against attacks from multiple opponents before, each of them must take one action
before the character can act, and this waiting game happens at least twice. If an opponent simply chooses to Guard on his
action tick, that still counts as an action, allowing the character to then take his turn. If the character would otherwise act
more than one tick after the opponents next action, he must wait until that tick as usual.
41
GROUND-AVOIDING STEP
Equilibrium Catapult
BALANCED UNBALANCE
(ANY ATHLETICS
EXCELLENCY)
FLAWLESS FOOTSTEP
MEDITATION
NARCISSUS BLOSSOM
TECHNIQUE
Athletics
Flawless Footstep Meditation
Cost: 2m; Mins: Athletics 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Chosen of Eris Discordia will not be diverted from
whatever place or path their whims may choose (unless they
want to be).
Activating this Charm means that, for the remainder of
the scene, the Anchorite will automatically succeed in any valid
action to keep her balance. Unlike the Solar Charm Graceful
Crane Stance, the surface must be one which could normally
support the character.
Additionally, she will not become prone when subject to
Knockdown or Knockback. She may still be thrown horizontally in the latter case, but can choose to stop at any point on a
surface on which she could stand.
42
Ground-Avoiding Step
Cost: 2m; or 5m, 1wp; Mins: Athletics 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
One of the ancient (or perhaps recently fabricated) texts of
the Priests of Eris teaches that [the] knack lies in learning how
to throw yourself at the ground and miss. Those who learn the
Ground-Avoiding Step have begun to understand this teaching.
This Charm allows the character to multiply his vertical jumping distance by his Essence, and makes his horizontal
jumping distance the same, for a single action. At Athletics 3,
by spending 5 motes and 1 Willpower at the moment of impact,
the character may subtract (Essence x 5) from the number of
dice rolled for falling damage.
Balanced Unbalance
Cost: 2m; Mins: Athletics 2, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Knockback
Duration: Instant
Prerequisite Charms: None
The disruption of balance which the Children of Eris enjoy is normally at a conceptual or societal level, but it applies
just as well in the physical realm.
This Charm may be activated whenever the character parries or is hit by an attack at close quarters (i.e., a Melee or Martial
Arts attack), regardless of whether or not damage is suffered.
The attacker must make a check for Knockdown or Knockback
(at the characters option). If the attacker has grappled the character and is in control of the grapple, but fails this check, the
character automatically breaks free.
If the character dodges an attack, or if he is not in direct contact with the attacker or his weapon (i.e., Archery or
Thrown attacks, or Melee or Martial Arts attacks whose range
is magically extended), this Charm works differently. It does
not allow a direct Counterattack but the character may choose
to start an Aim action on the next tick, even if his next action
would not otherwise start on that tick. The Aim action has
all the usual benefits and penalties; in particular, the character
suffers a two-die internal penalty if he chooses to Aim, then
decides not to attack the target on his next action. If his next
action does begin on the next tick, he gains a two-die head start
if he chooses to Aim.
Equilibrium Catapult
Cost: 3m; Mins: Athletics 3, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Knockback
Duration: Instant
Prerequisite Charms: Ground-Avoiding Step, Balanced Unbalance
43
44
UNWAVERING FOCUS
MEDITATION
Gaze of
Perfect Disregard
(ANY AWARENESS
EXCELLENCY)
Sense-Hopping Excursion
HOLOGRAPHIC
PERCEPTION PRAXIS
Manifold
Targeting Technique
Awareness
Third Eye Open
Cost: 1m; Mins: Awareness 3, Essence 1; Type: Reflexive (Step
1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements any action, removing all external penalties due to the characters senses being obscured. This
covers most sensory penalties, such as wearing a blindfold, acting in complete darkness, etc. It does not apply to internal
penalties such as blindness, however.
45
Sense-Hopping Excursion
Cost: 4m; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Awareness Excellency
TODO
Using this Charm, one of the Traveling Sailsmen can
borrow the senses of a succession of beings. At the point at
which the Charm is activated, the character must be able to
identify the initial target through at least one sense, not necessarily sight. From that point on, the character can observe
through any of the targets senses, so long as it remains within (Essence) miles. Furthermore, the character can reflexively
shift his awareness to any other being which the current target
can identify, by spending a further 1 mote of Essence.
When the Charm is activated, and whenever the character attempts to move to a new target, the players of the character and the new target make an opposed (Awareness + Essence)
roll. The player must obtain at least one success for the hop to
take effect. A tie or failure leaves the characters senses in the
same place as before. If the player fails and the new target is an
Exalt, that target may makes a reflexive Awareness roll, difficulty 3, to notice that someone was attempting to ride his senses. If he is somehow able to find the source of the effect, it will
appear to be coming from wherever the Exalts senses are currently based, i.e., possibly an existing subject of the effect.
The concentration required to read anothers senses puts
the character at a -2 internal penalty to be aware of his own sur-
47
EMPTINESS IS FORM
Formless Form
Inimitable Style
Invention
Form is Emptiness
Hero-Worshipping
Inspiration
Sifu-Scandalizing
Synthesis
Martial Arts
The Children of Eris are not chosen for being disposed to
great heights or depths of spirit and achievementthey are not
inherently heroes or horrorsand they do not have their own
Hero style of martial arts. In this field as in all others, though,
they are adept at adopting some tricks from whichever sources
of inspiration suit them. They are able to learn Sidereal Martial
Arts, and have ways to take on the styles of others, or make any
style uniquely their own.
An Erisian Martial Artist must still find a teacher to instruct her in any given style, except that she may always learn
the Quicksilver Hand of Dreams Style without a teacher. Of
note is a peculiar interaction between this style and the Discordian condition: if a being would forget the character due both
to use of a Charm of that style, and to the activation of her
48
Emptiness is Form
Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The greatest of sifus are prepared even when they are unprepared; they do not move from rest to fighting stance, because the two are one for them. Among the Ignorant Children,
even the youngest may learn this truth.
The character can activate this Charm whenever he is subject to an attack which is initially unexpected, even if some other effect removes the unexpected quality. He is able to take his
next action on the same tick as the attack, even if this would
effectively reduce the Speed of his previous action to 1. This
Formless Form
Cost: (+1wp); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Martial Arts Excellency, Any Martial Arts Form-Type Charm
Masters and Grand-masters spend decades perfecting
many forms, but few truly understand how to move beyond
learning a form, to being the form.
One of the Law who has learned this Charm can use any
Martial Arts Form-Type Charm she knows in a Combo with
any other Charms with the Combo-Basic or Combo-OK keywords, by spending a point of Willpower in addition to the
Charms normal cost. (Effectively, this gives the Form-Type
Charm the Combo-OK keyword.) She may still have only one
Form-type Charm active at any given time.
An additional benefit, though less frequently useful, is
that the character can easily switch between forms. If she ends
one Form-type Charm and activates another in same tick, she
can use the motes spent on the Form she abandons to pay towards the new Form-type Charm. If the new Charm costs less
than the previous one, the extra motes are not refunded, but
must be regained later as normal. This does not require the expenditure of Willpower (unless she wants to adopt the new
Form without a Charm activation).
Form is Emptiness
Cost: 10m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
(Step 2)
Keywords: Combo-OK, Obvious
Duration: One tick
Prerequisite Charms: Any Martial Arts Form-Type Charm
Wise men and babies alike think that all things are one. In
combat, then, we all strike only at ourselves, and even the most
seasoned sage is wearied by this realization at times. But if all is
one, where can one find respite from this? Why, in Limbo, of
course, where there are no things!
The Whistling Voice can only use this Charm while he has
a Form-type Charm active. When this Charm is activated, he
retreats momentarily to gather himselfnot into a meditative
state, but into Elsewhere. If invoked in response to an attack,
it perfectly defends against that attack, unless it is unblockable
or undodgeable. (Together, the requirement that a Form-type
Charm be active, and the imperfection of defense against unblockable and undodgeable attacks constitute a unique Flaw of
Invulnerability.) Vanishing in this way also forfeits any opportunity the character would have had to launch a Counterattack.
49
Charm have that purchase as a pre-requisite, which may be relevant in Divisional Realignment.
Sifu-Scandalizing Synthesis
Cost: ; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Inimitable Style Invention
TODO
Once the character has learned this Charm, she may create
Martial Arts Charms which have prerequisites from any number of styles for which she has learned Inimitable Style Invention, which combine the themes of those styles.
Hero-Worshipping Inspiration
Cost: (+5m); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Martial Arts Form-Type Charm
TODO
On purchasing this Charm, the character selects a Martial Arts Hero style from which she has mastered a Form-type
Charm. Thereafter, she may access the Enhanced benefits of
that style by spending an additional 5 motes when activating
its Form-type Charm, which must be committed for the scene.
However, this ability is only available while the character maintains a fully-committed highly positive Intimacy towards the
type of being to which the style belongs. If she allows that Intimacy to lapse, or it is somehow suppressed, removed, or has its
tone altered to something less than laudatory, this effect cannot be activated, and indeed terminates if it has already been
activated in the scene, releasing the mote commitment. Once
the situation has been rectified, the character must pay the cost
again to reactivate it if desired.
50
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Sidereal Style Form-Type Charm
TODO
This Charm allows the character to create and use prayer
strips to use the student and elder sutras for any Sidereal martial arts style from which he has mastered, respectively, the
Form-type Charm or the entire style. Unfortuneately the maidens are not inherently disposed to listen to the prayers of Eris'
children, so this facility is unreliable. Casting the relevant
prayer strip aloft, the character rolls his (Essence + temporary
Willpower). A single success is enough to coax or trick the
Incarnae into allowing the prayer strip to activate, and some
choose to spend a point of Willpower to guarantee this success,
rather than taking a chance. Failure sees the prayer strip drift to
the ground, whence it can be retrieved with a miscellaneous action. A botch leads to some chance breeze or similar bad luck
wafting the prayer strip out of reachbeyond a single Move
action, but no further than a single Dash action. In either case,
some other character might snatch it up, or other harm befall it,
before the character can retrieve it. Furthermore, unlike genuine Sidereal prayer strips, the counterfeit does not gain any
magical protection when activatedit cannot dodge or block
attacks, and even a single level of bashing damage will destroy
it. The character may take other steps to protect it, of course.
Wave-Mind Intuition
STORM-IN-A-TEACUP
METHOD
RIPPLE-READING INSIGHT
FLOTSAM HALF-HITCH
Convergence of Parallels
Fantail Shimmy
Sail
Wave-Mind Intuition
Ripple-Reading Insight
Cost: 2m; Mins: Sail 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
The primal chaos of the sea and the winding currents of
the air hold few mysteries from those anointed by Eris herself.
This Charm supplements an attempt by a sailing character
to detect moving objects or static hazards in the environment
through which the vehicle is travellingin the case of a boat,
for example, the surrounding air and water. The range of this
sense is (Essence x 2) miles. It does not give a clear image of
any objects, but will normally be able to distinguish at least between rocks, constructed vehicles and natural creatures, on the
basis of their rough shape. Any creature down to the size of a
human will be noticeable, including its approximate location,
speed and heading.
As well as providing an instantaneous picture of the
characters surroundings, this Charm adds the characters Sail
rating in dice to her next action, if it is a roll to navigation
through the area covered, or prediction weather for that area.
Beyond that action, moving objects might have changes course,
or interfering spirits invalidated the prediction, so the bonus
Flotsam Half-Hitch
Cost: 2m per hl; or 2m per hl, 1wp; Mins: Sail 2, Essence 2; Type:
Reflexive (Step 10), or Simple (Dramatic Action)
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
51
Fantail Shimmy
Cost: (+ 4m); Mins: Sail 4, Essence 2; Type: Permanent
Keywords: Obvious, Touch, War
Duration: Permanent
Prerequisite Charms: Flotsam Half-Hitch
Riding the smallest waves under the hull, the slightest
shudder beneath the wheels, the Children of Eris can use their
unbalanced nature to protect those travelling with them.
This Charm allows the character to extend the effects of
any Charms which improve Dodge, Parry or Soak to the vehicle in which he is travelling, including perfect defenses. This
costs an additional 4 motes per Charm or Combo activation,
thogh this Charm need not be in a Combo with the relevant
defensive Charms. The Charm is not valid if the Exalt is not
in a vehicle, and it does not apply to attacks on individuals on
the vehicle (e.g., from another being on the vehicle, or using an
aimed range attack).
52
interaction with the environment, but this Charm does not allow a boat to sail through a harbor wall, for instance.
The Shaping effect employed coincidentally reduces any
external penalties to the vehicles movement by the characters
Essence.
Storm-In-A-Teacup Method
Cost: (Special)m, 1wp; Mins: Sail 3, Essence 3; Type: Simple
(Dramatic Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The Children of Eris respect the complex balances involved in maintaining patterns of weather, but that doesnt
prevent them from being their usual meddling selves when it
suits them.
Using this Charm, the Travelling Sailsman stores the effects of current weather for later use. Releasing weather from
one realm in another may have unexpected effects. The conditions in the affected area will revert to a gentle breeze, not quite
dead calm. The elemental or other forces will be stored in some
fist-sized, non-magical vessel of the characters choice, either
pre-constructed or improvised from materials at hand.
The weather remains stored until the container is destroyed, the character releases the commitment of motes, or the
character moves farther from the container than the range affected. At that point, the stored weather patterns are released
upon the local environment, to be unfold as they would have
originally, albeit at a different time and place.
The maximum area of effect is (Essence x 10) square miles,
and must be a roughly circular area centered on the character. The cost depends on the area affected, being (minimum
Essence required for the area x 2): 6 motes up to 30 square miles,
8 motes up to 40 and so on. The weather to be affected must
be controlled by beings of Essence no more than the characters
own, which may also limit the affected area.
In Creation this Charm achieves its effect by subverting
the instructions given to local weather spirits, but it will work
just as well on any equivalent force in or from other realms of
reality, including the Omen Weather which precedes demons
entering Creation. Those learning this Charm are warned that
the effects of releasing weather from one realm in another are
unpredictable.
Convergence of Parallels
Cost: 10m, (1wp per individual); Mins: Sail 5, Essence 4; Type:
Simple
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: Ship of Five Days
Some say all roads lead to Meru, but they are wrong. The
strange, dark, twisted corners of reality lead to other, equally
strange corners; and in such places are the Children of Chaos
fully at home.
This Charm allows the character to travel great distances
quickly, but with peculiar limitations. They may transport
themselves and whatever they are able to carry, plus one more
similar-sized individual for each point of Essence they possess
beyond 3, plus a suitable transport animal or vehicle for the size
of group travelling. At Essence 4, a distance of up to 250 miles
may be covered in a day, with each additional level of Essence
doubling the maximum distance. The end-point of the journey
cannot be chosen exactly, since it is reachable so quickly only
because of subtle correspondences with the point of origin. The
53
Fang-And-Feather Aura
ANIMAL MAGNETISM
WAY OF THE
CLOVEN HOOFPRINT
Bathing in Brimstone
Living-With-Rocks
Approach
(ANY SURVIVAL
EXCELLENCY)
WHISTLING
IN THE DARKNESS
Cryptic Inhabitation
Survival
Dancing Between Raindrops
Cost: 3m; Mins: Survival 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Most find comfort behind the ordered walls of civilization,
but the Daughter of Eris smiles and laughs among the chaos
of the wildest places. This Charm supplements a roll to resist
environmental damage. It allows the character to add (Survival
2) successes to the (Stamina + Resistance) roll, and increases
the magnitude of the time period until the next check (where
the orders of magnitude are: action, minute, hour, day).
54
Lunar Exalted who are, of course, more likely just to lie with
a snake.)
This Charm supplements a roll to evade pursuit, laying
false trails and making the tracks of the Whistling Voice lead
into those of other creatures. It allows the character to add
(Essence 2) successes when contesting his (Wits + Survival)
against a pursuers (Perception + Survival). If the pursuer is
sucessfully shaken off, he or she will not simply find a trail gone
cold, but will be led to some other local creature, which may or
may not be hostile.
Animal Magnetism
Cost: 3m; Mins: Survival 2, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The balance between order and chaos is closely linked to
the balance between predator and prey, nourishment and destruction. Thus the nature of the Ignorant Children appeals to
ignorant beasts.
This Charm supplements a roll to find animals, for food or
any other purpose, not by increasing the hunters skill but by
drawing animals (or other local creatures of equivalent intelligence and power) to him. It allows the character to add ([the
higher of Charisma or Appearance] 2) successes to the (Intelligence + Survival) roll for hunting. If the hunt is successful,
Bathing in Brimstone
Cost: 5m; Mins: Survival 3, Essence 4; Type: Simple
Keywords: Combo-OK, Stackable, Obvious
Duration: One scene
Prerequisite Charms: Dancing Between Raindrops
The Most Beautiful do not deign to have their fair skin
lashed by sandstorms, or a lock brushed out of place in an
avalanche. This Charm allows the character to ignore all damage to themselves and their equipment from any one type of environmental damage for one scene. The environmental effect
must be one which would normally have harmed the character,
for this Charm to apply. This Charm is not applicable to poisons unless they are a pervasive part of the environment, e.g.,
toxic gases around a volcano.
Any number of times during the Charms duration, he
may pay a further 2 motes and concentrate for a Miscellaneous
Action, to heal a single health level by treating the effect as an
additional Erisian element. This does not count as a Charm use.
As with the Resistance Charm known as Erisian Elemental Rejuvenation, the character is Inactive during that action. He may
return to normal reflexively at any time during that action, e.g.,
for reflexive self-defense, but that will disrupt concentration
and lose the healing benefits. The motes will still be spent in
this case. Also, this power diverts all healing energy to the Exalt
alone, so any mundane equipment they carry may be damaged
during that action.
Fang-And-Feather Aura
Cost: 4m; Mins: Survival 3, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: Way of the Cloven Hoofprint
Those who are a Law Unto Themselves do not have quite
the primitive, brutal sympathy with other beings which the Lunar Exalted carry in their blood, but they can fake it for a while.
With this Charm the character may take on the appearance of any creature of animal-level intelligence, native to the
surrounding environment. The character does not gain any
physical abilities or traits of the creature so mimicked, but will
be accepted as what he appears to be by any normal denizen of
that habitat. Resisting this unnatural mental influence normally requires spending 3 points of Willpower. Those with magical
nature or powers which give them reason to suspect it (e.g., Lunars, those able to see Essence flows etc.) may resist by spending
a single point of Willpower. If anyone successfully resists, the
character gains a point of Hodge (at most one per scene). Use of
any Obvious Charms, or exhibiting any abilities or behaviors
which are inappropriate to the animal, automatically ends the
illusion, regardless of the presence or absence of witnesses.
The character may shift form once per scene, for an additional expenditure (not committment) of 2 motes of Essence.
This requires a Miscellaneous Action but does not count as
Charm use.
Living-With-Rocks Approach
Cost: 6m, 1wp; Mins: Survival 4, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: Any Survival Excellency, Way of the
Cloven Hoofprint
Idealism lives with rules. Realism lives with rocks. - Professor Ignotium P. Ignotius. Breaking the normal rules of reality, the Blessed of Eris truly becomes one with her surroundings.
Activating this Charm, the character merges herself with
the nature of the immediate environment, creating a perfect
camouflage: in the East she might appear as a tree, in the West
a patch of floating seaweed, and so on. Her Essence signature,
and that of the Charm itself, are also transformed, so that any
attempt to detect her in this manner requires a contested roll
of (Appearance + Survival) versus the observers (Perception +
Occult), with an external penalty equal to the characters Survival. Attacks or environmental damage will only affect the
character if it would affect the corresponding environment
fire would damage a tree, but not a rock.
While under the effects of this Charm, the character is
regarded as Inactive, although she is not actually unconscious
and retains her full faculties of observation. She needs no sustenance beyond what her new form would require. She cannot
voluntarily move, but will be carried along if her surroundings
move. She may choose to end the effects of this Charm at any
55
Cryptic Inhabitation
Cost: 10m, 2wp; Mins: Survival 5, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: Living-With-Rocks Approach
Sometimes the confusion of Recumbent Destiny is not
enough to get a Discordian out of trouble; or, he needs to lie
low until exactly the right moment to work his Chaos. In such
cases, the concealment of this powerful Charm can be just what
is needed.
Activating this Charm, the Anchorite suffuses his being
into an expanse of land, becoming immaterial and present at
every point within the area. He remains distantly aware of
goings-on within the region while hidden, and can name up
to (Essence) trigger conditions when activating this Charm,
which will draw his attention more clearly to certain situations,
to give him the option of ending his concealment. The trigger conditions must be things which he could observe with his
sensesnatural or magically enhancedand understand. For
example, a trigger of a wealthy merchant passes through will
activate if and only if someone comes along who appears to be
a wealthy merchant.
The Charm functions in any realm of reality, although
using it within Autochthonia or Malfeas has a slight risk of
drawing the attention of the Maker or the Yozi, if only subconsciously. The character can choose any area up to (Survival x
Essence x Essence) square miles, and may leave gaps within this
region. In the Wyld, he can spread himself across (Essence - 3)
waypoints, plus the journeys joining them. He cannot include
spaces warded against immaterial beings, though he may spread
himself around them. If an area is warded after the Charm is
acivated, it is cut out of the Charms effect area until the ward
is removed. If the ward covers the entire area of the Charm, the
ward ends. Linear barriers, rather than area wards, do not cause
these problems.
While hidden, the character needs no sustenance, and
cannot be harmed unless explicitly targeted with magic. He can
apply his senses as if he were present at any location within the
region, and can change this location as a miscellaneous action,
but his awareness is at a -4 external penalty. If any of the trigger conditions happens within the Charms range, however, he
will be instantly aware of the fact, and can observe the relevant
location without this penalty for one scene. He cannot observe
areas warded against scrying, though linear barriers are not a
problem, since he can move his awareness to either side of such
a barrier. He may be able to observe areas warded against immaterial beings by the simple expedient of standing outside
and looking in.
Aside from watching, the character can activate non-Obvious Charms which do not rely on his physical form, and can
use artifacts which do not rely on his or their physical form. He
can use Numerology but not Sorcery. He can also cause the environment he inhabits to act in cosmetic ways equivalent to the
normal proceses of least gods and the like. This has no mechan56
ical effect by itself but allows him some facility to stunt actions.
He cannot Join Battle, Debate or War except during the scene
and at the location of a trigger event, and even then he is limited to the above actions, and cannot make physical or social
attacks. He can end the Charm at any time as a miscellaneous
action, and may appear in his previous form at any point within
its area when he does so.
Detecting the character as an immaterial being is impossible without magicthe natural senses of other immaterial
beings are not enoughand even then is done at an external
penalty equal to his ([Stamina or Appearance] + Survival). Success will not find an individual being, rather a spread-out presence. Indeed, unless observers know what they are looking for,
they may interpret this as some form of magic, Wyld taint, or
other strange effect. However, what they see will be enough to
target him with effects which apply to an area, or are not location-related. Detecting the ongoing activation of this Charm
over the area, as well as any activated in a Combo with it, is impossible without a perfect effect. Even then, this Charm forces
a roll-off against the characters ([Stamina or Appearance] +
Survival + Essence).
At Essence 5+, this hiding of self persists even after death.
The characters death will not end the Charms effects and, if
the Storyteller decides that Discordian Exaltations pass on to
new hosts, then the new host will not experience the effects
of Exaltation, or be aware of his power, until the trigger conditions are satisfied. At such times, the mortal will have a vision
of the trigger event, and may choose to take on the Exaltion offered to himunknown yet intuitively understood. When he
does so, he may also choose to be physically transported to the
trigger location or any other location within the original area
of the Charm, even if it is in another realm of reality. How he
survives there and how he gets back afterwards are quetions for
later.
57
QUIVER OF
STICKS AND STONES
FLETCHER'S REJOINDER
Bowyer's Guarantee
(ANY ARCHERY
EXCELLENCY)
Bull-Takes-Wing
Technique
Suspended Perforation
Archery
Bow Bends the Air
Cost: 2m; Mins: Archery 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm, applied in Step 1 of attack resolution, summons the Erisians Archery weapon to his hand, from any point
up to (Essence x 2) yards away. The weapon must be one which
the character owns. It travels via Elsewhere, meaning that most
bindings, even magical ones, will not prevent it from returning
to his hand. The character may use this Charm to reflexively
ready a weapon and attack in the same action.
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Suspended Perforation
Cost: 2m, 1wp; Mins: Archery 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Witch Way Arrow
TODO
This Charm supplements a characters Archery attack by
suspending it within Elsewhere immediately after he launches
it, ready to be resumed at a later point in time. Step 1 of attack
resolution is carried out, including any expenditure of motes
for other Charms, but without naming a target. The arrow, jet
of flame or other projectile is fired but vanishes. It remains Elsewhere as long as the character maintains the commitment of
motes for this Charm, plus the mote cost of all other Charms,
if used in a Combo. The character can store at most (Essence)
projectiles in Elsewhere using this Charm.
The motes may be released at any later point as a reflexive action, including as a counterattack, causing the attack to
be resumed. This does not count as a Charm use, and need not
be in the same battle, allowing him to attack without readying
a weapon. The character need not be wielding the weapon at
the time, though he can still only choose a target which would
be valid at the point when the motes are released. A slight disturbance in the air as the projectile reappears means that this
Charm does not in itself make the attack unexpected.
Fletchers Rejoinder
Cost: 3m; Mins: Archery 3, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
Even things that go wrong can go right sometimes. With
the Fletchers Rejoinder, an Exalts mischievous will is extended into her projectile, allowing attacks which miss to loop
around and return for a second attack.
This Charm enhances an Archery attack such that, if
the attack fails because the arrow missed (whether due to the
attackers inaccuracy or the target dodging), or was deflected
by Hardness or a parry, then the projectile returns, allowing the
same attack to be re-rolled on the following tick, with no speed
cost or DV penalty. If the attack fails because of the targets
soak, the arrow falls harmlessly to the ground and the Charm
is ineffective; similarly if the arrow is otherwise destroyed or
its flight specifically ended on the first attack. If the first attack
was part of a Combo, the second attack may optionally have
the same Combo applied, with the cost paid again. This Charm
itself may be used on the second attack, alone or as part of a
Combo, enabling third and further attacks, but each attack beyond the second is at a cumulative -1 penalty to accuracy and
damage.
Some Discordians have been known to use this Charm
and deliberately miss on their first attack. In this case, the second attack is treated similarly to an ambush: roll the attackers
(Dexterity + Archery) against the defenders (Wits + Awareness), with appropriate penalties or bonuses depending on the
defenders wariness. Failure gives the defender a Dodge and
Parry DV of 0. However, if the defender has already seen this
technique used in the same story, they gain a +2 bonus to the
contested roll.
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mundane kind of ammunition can be formed, with an appearance clearly showing the type of Essence, and is treated as fine
equipment. If he is a member of The Division of Seed from Tree
and has changed his anima to a Dragon-Blooded element, he
may also choose to use one or more of the normal elements of
Creationfor the effects of which see the description of the
Dragon-Blooded Charm Dragon-Graced Arrow.
The effects of the Erisian elements are as follow. Orange
allows the character to reflexively spend 1 mote at Step 7 of any
successful attack to convert 4 levels of bashing damage, or 2 levels of lethal damage, into 1 level of aggravated damage. No more
than 1 level of aggravated damage can be gained in this way.
Sweet allows the character to reduce the final number of levels of damage suffered by the target by up to (Essence), with
the character regaining half that many motes, or a single point
of Willpower. This is limited by the number of Health Levels
the target has remaining: if an attack would cause 10 levels of
lethal damage, and the target has only 2 levels remaining, then
the character can gain at most a single mote, doing no damage
to the target. Also, this effect is applied after all other effects
which might reduce the damage the target would suffer. Boom
produces a thunderous noise on a successful attack, and forces
the target to check for Knockdown with a difficulty of 4or, if
the attack would already have forced a check for Knockdown, it
adds the characters (Essence) to the difficulty. Pungent relases
a puff of unpleasant and overwhelming scent on impact, which
requires the target to make a reflexive (Stamina + Resistance)
roll or suffer a -2 penalty on all actions for the next (Essence)
actions, as a Poison effect. Prickle inflicts a distracting itching
sensation, whose location seems to continually move, adding
1 to the Speed of the targets next (Essence) actions, as a Crippling effect. Dirt gets into the targets eyes, adding a -2 external
penalty to all actions requiring sight, for the next (Essence) actions, as a Crippling effect. Focus makes the target temporarily unwilling to divert from her current course, requiring her
to fail a Conviction roll or suppress that Virtue each time she
wants to attack a different target, or to stop attacking, until the
end of the scene. Dream sends the target into partial reverie
for the next (Essence) actions, applying a -2 external penalty
to MDVs. Binding removes 2 points of external penalty from
attempts to disarm a target. For the normal elements of Creation, apply the benefits of the Dragon-Blooded Charm Dragon-Graced Arrow.
The character must wield a bow, firewand or other appropriate weapon to use this Charm. He can stack multiple activations of this Charm in a single attack, to combine several effects
into one, in which case the cost is half the number of elements
involved.
weapon (e.g., a smashfist worn while using a bow). This attack gains the Knockback keyword, and is treated as part of the
same attack, using the Archery attack roll to hit, but the other
weapons details to determine damage in Step 7. This Charm
may be used in a flurry, but attacks beyond the first in the flurry do not gain the Knockback keyword from this Charm.
By spending a point of Willpower the Soft and Steady
Hand can Jump up to the full range of his weapon. If the
attacks range has been extended by other magics, the Storyteller may rule that the Jump lasts more than one action.
When using this Charm, the character may make a (Dexterity + Archery) roll to catch his weapon as he jumps, and take
it with him if successful. Failure means that the weapon remains at the origin of the jump. Note also that this Charm need
not necessarily be used as an attack: it could be used to allow
the character to jump up to a high balcony, for example.
Bowyers Guarantee
Cost: 11m or 13m; Mins: Archery 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fletchers Rejoinder, Witch Way Arrow
TODO
This Charm supplements an Archery attack by the character, switching its path into through Elsewhere at just the right
moments as to render it unblockable and undodgeable. If the
target manages to somehow dodge or parry the attack, the character can spend at additional 2 motes in Step 4 of attack resolution to redirect it to another target, although this redirected
attack is no longer unblockable or undodgeable. If some other effect also attempts to redirect the attack, it instead simply
misses all targets.
Bull-Takes-Wing Technique
Cost: 4m, 1wp; Mins: Archery 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Any Archery Excellency, Bolt of Fresh
Air
TODO
This Charm creates a stable, if short-lived, pair of portals
to Elsewhere. The first portal is created at the point of impact of
the shot to which this Charm is applied, and the second wherever the characters next shot (with the same weapon) lands.
Subsequent shots alternately relocate the first and second portals. The character cannot choose for a shot not to move a portal, unless it lands out of range, or the character uses a different weapon. Solid and liquid surfaces produce valid impacts,
but gas interfaces, magical barriers and so do not, unless further
magics somehow effectively render them solid.
When only the first portal is open, objects or beings which
enter it are suspended in Elsewhere. It appears as a translucent
grey disc with fringed edges, (Essence x 2) feet wide and with
almost no depth, aligned as evenly as possible with the surface
struck. It can be seen from both sides, if the object struck transmits light, but can only be entered from the side from which
the projectile struck. Those walking into it from the other side
will pass through it as though it were entirely insubstantial.
Those looking through this translucent surface suffer a -2 external penalty to vision, including the accuracy of attacks passing through it. The space beyond this single portal is featureless grey, has no particular shape, and a volume roughly equal
to a sphere with a diameter matching the portal. If the space is
filled before the second portal appears, nothing else can enter.
When the second portal appears, anything which entered
the first portal immediately exits through it. Once both are
open, anything passing into either portal immediately reappears from the other. In any case, objects and beings emerge
from one portal with the same speed they had when they entered the other, but with their direction of movement adjusted as if the two portals were back to back. Anyone looking into either portal from its active side will see the view from the
other portal. Anyone looking at either portal from the other
side, however, will see straight through it. In both cases, vision
is still subject to the -2 penalty due to the grey haze of a thin
layer of Elsewhere. Any number of beings or object may pass
freely through the portals at a time, provided they fit through,
as if they formed a mundane doorway.
As long as there is only a single portal, any being or automaton may find a way back out on a successful Willpower
roll, against a difficulty of the Discordians Essence, in which
case they similarly emerge at their original speed, but moving
in the opposite direction.
The portals cannot be moved except by the character taking further shots. They can be at most (Essence x 100) yards
apart, and shots which land further from the relevant portal
will not cause its twin to move. It is explicitly permitted for
the character to fire a shot through a portal, which will cause
that portal to relocate when it hits, provided the distance lim-
61
INSTANT ASSEMBLY
OF IMPRESSIONS
Pattern-Disturbance Sense
Imposition of Deduction
(ANY INVESTIGATION
EXCELLENCY)
REFUGE
OF INTRANSIGENCE
READING
THE SOUL'S COMPASS
Investigation
Instant Assembly of Impressions
Cost: 4m; Mins: Investigation 2, Essence 1; Type: Simple
(Speed 1)
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: None
All things are one, if seen from the right angle. This maxim
is most often used in dissolving the boundaries between concepts, but it can also lead one to the secret of capturing many
observations in one instant.
This Charm allows the character to instantly record a precise memory of the scene around them, for later Investigation
rolls or other normal uses of memory. The scope of the scene
is at least a radius of (Essence x 5) yards, possibly more if there
is little detail in the scene. The memory will include only what
the character was able to sense at that moment, though they
may turn on the spot in order to gain a full 360-degree record.
The effect lasts as long as the motes remain committed, meaning that the memory could be subjected to several Investigation
62
male, or even how to make an outright lie sound like a halftruth. The character can choose the conclusions she would lead
people to, though the Storyteller may veto outlandish ones.
If these changes are subsequently made, by the character
or anyone else, then each success from this Charms roll translates to a point of external penalty on later examinations of the
scene, applied as follows. For every success another character
would have gained on a (Perception + Investigation) but for the
penalty, he comes to a specific false conclusion. Successes after
the penalty yield mostly-correct information, as normal. Making the changes takes a tenth of the time it normally would.
Used in Social situations, this Charm can be used before an attack, or as part of one, to learn how to change a
targets mind about the truth or implications of some statement or information. All listeners suffer an external penalty
to their Dodge and Parry Mental Defense Values, equal to the
characters Investigation, against any Manipulation-based attacks the character makes relating to the specific conclusions
covered by her (Wits + Investigation) roll. This penalty lasts
until the end of the scene.
Imposition of Deduction
Cost: 6m, 1wp; Mins: Investigation 3, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Compulsion, Social, Stackable
Duration: Instant
Prerequisite Charms: Evidence Reweaving Method
The Puppeteer sees the world from his own unique vantage point, and makes those who inhabit it dance and dream as
he wishes. His power brings others closer to his vision of how
things should be, or at least further from their own.
This Charm follows or is combined with an Investigation
roll to uncover the motivation behind someones words or actions in a social situation. If the roll succeeds, the character may
state any other intent which might plausibly explain the observed behavior or evidence. Plausibility is judged by the Storyteller, and good stunts should be awarded extra leniency. He
then rolls [(Charisma or Manipulation) + Investigation] and,
if his successes equal or exceed the targets Dodge MDV, the
Charm exterts unnatural mental influence, applying a Compulsion to follow the characters alternative narrative. The effect is unblockable because the new explanation is only in
the characters mind, not stated aloud. This influence costs 3
Willpower to resist, which may be paid immediately, or cumulatively in the same scene or later ones.
At Investigation 4+, this Charm can also supplement an
attempt to investigate a scene for non-obvious signs of activity.
In this case a successful roll leads to the Charm targeting any
one individual involved in producing the traces discovered, using the evidence as a temporary arcane link. If the evidence was
left by several individuals, the character can choose one from
among them to the extent that he can distinguish them from
that evidenceotherwise the Storyteller chooses one. The targeted individual is compelled to henceforth follow any other
intention or plan which might also have been served by any activity the character can imagine might have left the same traces.
The cost in Willpower to resist this influence is reduced by 1
for every year since the occurrence which left the evidence, to
a minimum of 0.
Refuge of Intransigence
Cost: 3m or 6m; Mins: Investigation 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Illusion, Social, Stackable
Duration: One scene
Prerequisite Charms: None
TODO
Constructing a personally satisfying proof using twisted
and ill-founded logic, the Moonlight Lyre uses this Charm to
defeat a social attack by subjecting herself to an Illusion that it
is an unacceptableindeed, impossibleorder. Resisting natural mental influence in this way costs only three motes, while
unnatural mental influence costs twice as much.
The Illusion lasts for the rest of the scene, and she cannot voluntarily terminate the Charm before then, nor spend
Willpower to resist her own Illusion. Unless some other effect
removes or bypasses that Illusion, she cannot take any action
substantially equivalent to that demanded by the attack until
the next scene. This Charm may therefore have undesirable
consequences after using it to resist, for example, an Emotion
of fear which drives one to flee, or anger which drives one to
attack. Further attacks within the scene which would direct the
character to effectively the same course of action, even if for a
different reason, are equally deemed impossible. Attacks which
try to get the character to do something different would require
a separate activation of this Charm to resist.
Although the Illusion which limits the character only lasts
for the scene, mental influence which is defended against simply never takes hold, so the character need not make further
efforts to resist the original attack in later scenes.
Since this Charm involves both imposing and acceding to
unnatural mental influence, the two sides are in balance, and
the characters Hodge and Podge tracks are unaffected.
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Pattern-Disturbance Sense
Cost: 4m; Mins: Investigation 3, Essence 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Instant Assembly of Impressions
Right and wrong are subjective concepts, but even the
madness of the Wyld knows its own natural state.
This Charm instantly reveals to the character the type and
location of any objects within (Essence x 10) yards which do not
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own ends, understanding how best to nudge some being or object to follow the path the he desires. When the character activates this Charm, he touches the target and nominates a particular goal, though he need not communicate it to anyone. As
long as the motes remain committed, applicable actions which
support the goal gain (Essence 2) dice, whereas those which
effectively oppose it suffer an external penalty of (Essence 2).
Actions which simply do not contribute to the goal do not suffer a penalty. If the Charm targets a being, all of its actions are
applicable. If it targets an object, all actions which employ that
object are applicable, regardless of who takes the actions. Bonus
dice count towards the acting beings limit on dice added by
Charms, but the target may use the characters limit if it is higher. A character can activate this Charm multiple times on separate targets or on a single target, possibly to support different
goals, but the bonuses and penalties do not stack. Applications
from multiple characters do stack, however.
65
Shadow of Death
Soul-Soothing Poultice
(ANY MEDICINE
EXCELLENCY)
Plague Substitution
Method
Flesh-Knitting Pattern
ANOINTMENT OF THE
HARDY FOOL
Walking Wounded
Manipulation
Medicine
Anointment of the Hardy Fool
Cost: 2m per point of penalty ignored; Mins: Medicine 2,
Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: None
Sometimes ignoring a problem is the best way to deal with
it, at least in the short term. Laying a hand on the targets forehad, the Exalt uses this Charm to remove up to (characters
Essence) points of wound penalty from a willing target (or one
who is inactive or unconscious) for the remainder of the scene.
The character cannot spend extra motes to move from penalties into bonus points. This benefit lasts even if the target takes
further damage, so one might pre-emptively spend 8m to allow
the target to ignore all wound penalties for a scene. A character
who reaches Incapacitated will react as if only at -4 penalty, and
one who reaches Dying will not die, remaining Incapacitated,
until the Charm ends.
The side-effect of ignoring these wounds, however, is that
the character temporarily loses a number of points of Temperance equal to the penalties corresponding to his current health
level, to a minimum of zero.
66
Invigorating
Flame And Acid Bath
Flesh-Knitting Pattern
Cost: 3m per lhl converted; or 5m per ahl converted + 1wp;
Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Anointment of the Hardy Fool
With this Charm the Exalt encourages the body of the target away from the disordered state which is injury and back
to the metastable pattern of normal health. This Charm supplements a dramatic action to tend to wounds. It immediately staunches the bleeding of any wounds on the target. For
each 3 motes spent, one lethal level of damage can be converted into a bashing level. Alternatively, by spending one point of
Willpower the Exalt may convert aggravated levels into lethal,
at the cost of 5 motes each. In the latter case, these converted
levels cannot then be converted into bashing by a further application of this Charm, though other Medicine effects may be
applicable.
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Shadow of Death
Cost: 5m, 1wp; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: One scene or Special
Prerequisite Charms: Any Medicine Excellency
The greatest of martial artists can kill their foes with a single blow, but the children of Eris know that sometimes it is better, or at least easier, not to kill. This Charm can enhance a
characters attack such that, provided it inflicts at least one level of damage, the target will firmly believe themselves to have
died. They enter the Inactive state and will not act or respond to
external stimulus until the Charms effects wear off. Observers
with medical skill may be able to tell that the target is not actually dying but, unless they can determine the source of the
effect, they will not know how to cure them. If the target suffers further damage from attacks or the environmentfor example, if they fall into a lake and begin to drownthe Charm
will end early.
Alternatively, the character may utter a pronunciation
of doom as a miscellaneous or dramatic action, rather than
make a physical attack. This is an attempt to make the target believe that they will die at some specific point within the
next (characters Essence) days. This requires the target to be
able to hear and understand the Exalt, who makes a contested ([Charisma or Manipulation] + Medicine) roll against the
targets ([Perception or Intelligence] + Integrity). Success means
that the target accepts the belief and will suffer the above effects when the time arrives, lasting for (characters Essence)
scenes. It may be possible to magically disabuse them of this belief before that time, however.
In either case, this is an unnatural mental influence which
costs one Willpower to resist. This Willpower must be spent
either at the time of the attack (in the first case) or before the
actual Illusion of death takes hold (in the second case). After
that, the target will not believe themselves to be capable of resisting.
Soul-Soothing Poultice
Cost: 3m + Special; Mins: Medicine 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Shadow of Death
Sometimes the whim of the Discordian is to take madness away, rather than to bestow it. This Charm allows the target to spend Willpower to resist natural or unnatural mental
influence, or the effects of a Charm which can be resisted in
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that way, without gaining Hodge, Podge, or Limit, or suffering similar side effects. Additionally it allows the character to
pay some of the targets cost, at a rate of 5m per 1wp, or directly
in Willpower. The character will gain Podge if she contributes
Willpower to this cost.
A character who knows this Charm will automatically notice anyone attempting to resist relevant effects within
(characters Essence x 10) yards of her, and will know if that resistance would trigger Limit Break or similar effects. At such
juncture she may choose to assist reflexively with this Charm,
assuming she has not already used a different Charm in her current action. The target cannot resist the help from this Charm,
even if they wanted to, unless they are resistent to Shaping.
Characters may target themselves with this Charm.
IMPLAUSIBLE IMPROVIZATION
(ANY PERFORMANCE
EXCELLENCY)
SPROUTED HISTORY
RECITATION
Intimate Seduction
Serenade
LEGEND
FOR AN AFTERNOON
Glory-Stealing Arrogance
Performance
Implausible Improvization
Cost: 1m; Mins: Performance 1, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Wondering Minstrels do whatever they can to engage the hearts and minds of their audience, even if appropriate props are not available.
This Charm affects all Performance actions for the rest
of the scene, allowing the character to improvise instruments,
scenery, costumes, dramatic lighting etc., provided some at
least vaguely suitable materials are to hand. Hence external
penalties due to lack of props etc. are removed. This Charm
does not allow the character to properly play unfamiliar instruments, but it will allow them to use the instrument in an incorrect but entertaining manner, e.g., treating a shamisen as
a drum. This Charm also reduces the difficulty of all Performance actions, including prayer, by 1.
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making it a form of unnatural mental influence. As usual, targets may spend 1 point of Willpower to resist.
If the character is still present when the Charms duration ends, twenty-five hours later, affected targets will likely be most upset. However, they will also become subject to
the effects of the characters recumbent destiny, unless it is supressed. If the character leaves before then, he will remain in
their memory as this figure of legend. The character may use
the Charm repeatedly to sustain the Illusion, though targets
gain a fresh opportunity to resist.
Glory-Stealing Arrogance
Cost: 3m, 1wp; Mins: Performance 4, Essence 3; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Shaping, Reactor
Duration: One scene
Prerequisite Charms: Legend for an Afternoon
The Matchmakers are so tied to the notion of union with
the other that they may seek to impress and take nourishment
from even their enemies. Striking a tragic pose of weakened de-
fense in battle, bustling around during delicate surgery, or otherwise trying to look like he is being epically helpful, the Hand
takes some of the glory.
While this Charm is active, the character may benefit
from stunts by any other character; those which occur within
(Essence x 5) yards, plus any associated with an action of which
he is the target (regardless of range). The individual performing
the stunt gains the full rewards but, in addition, the character
gains half that, rounded up in the case of Willpower. Taking
the reflected glory of a reward in this way costs 1 mote, which
must be paid after the character knows that a stunt has been
awarded to the target, but before the relevant roll is made. The
character must be aware of the action: unexpected or concealed
actions cannot be affected by this Charm. The entity taking
the action still gains the relevant bonus dice, and if the stunt
is good enough to result in a reward of experience in place of
Willpower, the character does not gain experience.
This siphoning of benefits is a Shaping effect, although it
does not directly target the victim, instead applying to the overall stage of endeavors. Thus personal resistance to Shaping cannot counter this Charm, but area effects can. The mathematically apt will note that activating this effect for a 1-die stunt is
pointless.
71
PIGEON REHOMING
METHOD
INSTINCTIVE
STALLION SYMPATHY
Horse-Unification Posture
Border-Riding Ward
MOUNT-PROMOTING
TOUCH
Ride
Instinctive Stallion Sympathy
Cost: ; Mins: Ride 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The chaotic nature of the Steady Hand gives her an innate
affinity with beasts of burden, which are never fully domesticated at heart. A Discordian with this Charm subtracts (Ride
2) from the Control rating of any mount, once astride it (which
could include a death-defying leap onto the back of a Tyrant
Lizard). She will also never botch a Control roll, when one is
required. Lastly, while riding she uses all her Abilities at their
full rating, regardless of her Ride rating. Animals with at least
child-level intelligence (equivalent to Familiar 3 or more) are
not compelled to obey their rider, but will tend to do so unless
they have reason not to and, in any event, will not throw or attack her unless she actively attacks them.
Mount-Promoting Touch
Cost: 3m; or 3m, 1wp; Mins: Ride 3, Essence 3; Type: Simple
Keywords: Touch
Duration: One scene or Indefinite
Prerequisite Charms: None
The life of the Priests of Eris can be lonely at times, and
having a companion who is smart enough to provide entertaining company, but dim enough not to give away too many
secrets can be a boon. With this Charm, the Moonlight Lyre
gives a mount the intelligence, communication skills and 5mote Essence store of a Familiar 3 creature (though the Essence
store starts off empty). If the creature is already at least as intelligent as an eight- or nine-year-old child, it gains a point of In72
Border-Riding Ward
Cost: 5m, 1wp; Mins: Ride 4, Essence 3; Type: Simple (Dramatic
Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Ride Excellency
TODO
This Charm involves a dramatic action in which the Soft
and Steady Hand leads a procession around the border of an
area to be protected. The target area must be no greater than
(Essence x 100) square miles. The character must be mounted,
and the procession must involve at least one other creature per
10 square miles or part thereof. The creatures need not be particularly intelligent, only have some perceptive abilities.
Once the riding is complete, the warding lasts as long as
the Exalt keeps the motes committed. She can leave the area
and still maintain the ward, but will not receive its insights unless she is within the boundary. If there is a willing individual
involved in the ride which has access to its own mote pool, the
committment cost can be transferred to that being at any time,
by spending a further 1wp. In that case, both the character and
the Charms maintainer must be within the area for it to provide warnings.
The warding works through the awareness of all species
involved in the procession; specifically, all members of those
species, whenever they are within the warded area. The effect is
that the character becomes instantly aware of anything which
any individual percieves as foreign, alien or otherwise not belonging to the area. The character becomes aware of the location of that thing, its nature (as perceived by observers) and
the rough nature and magnitude of their concern (e.g., mild
pleasure at the arrival of a travelling minstrel, outright terror at
the appearance of a deathknights army, or fatalistic acceptance
when a new predator arises).
Since this Charm might pick out occurrences of little interest to the character (e.g., a new species arriving to prey on
ants), she can choose to ignore any particular kind of foreign
creature or object, as percieved by any particular species after
the first time she is made aware of it. Such exclusions do not
apply to subsequent uses of this Charm on the same territory.
This Charm does not by itself allow the character to borrow
the senses of or use Charms via whichever creatures perceive
something out-of-place.
73
Horse-Unification Posture
Cost: 8m, 1wp; Mins: Ride 4, Essence 4; Type: Simple
Keywords: Touch, Obvious
Duration: Indefinite
Prerequisite Charms: Any Ride Excellency, Pigeon Rehoming Method
At times the Heart-Strung have a burning desire to really get under the skin of another being, and this Charm allows
them to do exactly that. Activating this Charm merges the being and equipment of the Exalt with that of a willing mount,
apparently leaving only the mount standing (or flying, or swimming) there. Activation of the Charm produces an Obvious
change, but the merged being does not show an Obvious magical effect.
While the motes and Willpower remain committed, the
combined entity uses the higher of the two ratings when calculating dice pools and Static Values for Strength, Dexterity, Stamina, Perception, and Wits, and for values calculated
from these (such as movement rates and defence values). For
Charisma, Manipulation and Appearance use the mounts rating, and for Intelligence the characters. For Abilities use the
higher rating, provided actions are possible for the mount to
carry out, given its form. Abilities are capped at the characters
Ride rating, unless he knows Instinctive Stallion Sympathy.
The merged form is limited to the communication abilities of
the mount, unless Charms are applied, although most mounts
should be capable of scratching at least basic writing into the
ground, or similar. The Storyteller may apply penalties to actions as appropriate.
The characters equipment is physically inaccessible but
any items with magical properties can still be used, provided
they do not depend on their physical form. Thus the benefits
and powers of most artifact armor and weaponry are inapplicable, but those of hearthstones and other artifacts are in many
cases still usable.
The character can give the mount a general instruction
(flee, attack those people, etc.) and leave it to operate on
its own, or he can specifically direct it on a given action. If the
mount is under general instruction, the character can take his
74
own actions as normal, as if he were riding the mount, provided they do not require his normal physical form or that of his
equipment, nor interfere with the physical action the mount is
taking. For example, actions to observe and assess the situation,
or to activate magical powers, may be possible. Shaping or casting sorcery is only possible if the mount is unmoving, that is,
inactive or taking a guard action. If the character is specifically
directing the mounts action, that counts as his action. To both
cause his mount to make a specific attack, and use an attack of
his own on the same action, he must make a flurry.
The combined being has only the natural attacks of the
mount, but the character may of course set aside artifacts or
other objects before merging, so that the mount or others may
use them. Artifacts attuned to the Exalt may be used by the
merged being if set aside beforehand, provided it can wield
or wear them. If the mount has access to magical powers, the
possessing character cannot activate them himself, but he can
cause the mount to spend the necessary motes, Willpower and
so on, to activate them on his behalf. Health levels are lost from
the mount first and, if it is killed, the character is forcibly ejected from his host. In this case, extra damage levels carry over to
the character and he is automatically Stunned. The character
may end the merger at any time as a miscellaneous action.
By default this Charm only allows the character to possess
those types of creatures affected by Pigeon-Rehoming Method.
At Ride 5, its scope extends to all beings affected by Horseshoe
Affinity Lure, costing an additional number of motes equal to
the targets (Essence x 2), or (Artifact rating x 2) for automata
or other artifact mounts. If the mount has greater Intelligence
than the animal normal, it must be willing, or else be under
some form of mental influence to persuade it to accept this intimate form of riding. Automata and artifact mounts can only
be possessed if they are not attuned to another character, and
some may require the character to attune them before they can
be activated.
ZERO-SECOND
DUPLICATION
MONDO MOMENT
Tongue-Twisting
Impedition
Turkey-Based Distraction
(ANY LINGUISTICS
EXCELLENCY)
Noetic Alignment
Concentration
Letter-Without-A-Letter
Technique
Linguistics
Zero-Second Duplication
Cost: 5m; Mins: Linguistics 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
TODO
As long as motes remain committed to this Charm, the
character can copy existing messages at (her Essence x 100)
times her normal rate. However, the copies are imperfect, with
(Essence) words in 100 being transcribed incorrectly, to a minimum of (Essence) words. Each copy made with a given activation of this Charm will have exactly the same mistakes. This
imposes a -1 external penalty to any actions which make use of
the copies. Alternatively, the Storyteller may choose some other inconvenient or amusing consequence of the mistakes.
If the character must translate the message from one language to another, she works at only (her Essence x 10) times
normal speed. If she wishes to write down her own thoughts, or
thoughts placed in her head by others, she can do so at (Essence
x 5) times normal. The error rate remains the same in either
case. However, she gains no speed benefit when writing down
speech as she hears it. At Essence 3, the character can write
75
Mondo Moment
Cost: 3m; Mins: Linguistics 2, Essence 2; Type: Reflexive (Step
1 or Step 2)
Keywords: Combo-OK, Compulsion, War
Duration: Instant
Prerequisite Charms: None
The Rambling Minstrels add their own magical spin to the
simple act of confusing someone with a well-placed word, uttering a short phrase which almost makes sense, but doesnt
quite. This Charm requires a contested roll of the characters
([Manipulation or Wits] + Linguistics), adding her permanent
Essence score in automatic successes, against the targets (Wits
+ Integrity). Each carry-over success delays the targets current
action (if the Discordian character is defending) or next action
(if attacking) by one tick, while he tries to stop thinking about
the phrase and shake off the sudden sense of utter confusion.
This Charm is not cumulative with other effects which delay
the targets action, since they are then assumed to be already
too distracted.
This Charm may be used in physical or social combat, or
even mass combat, provided the target can perceive the character and could understand the characters communications,
were they not deliberately confusing. That is, they must share
a common language, or some other effect must allow understanding. Communication must be verbal, unless some other
effect allows alternative channels of communication to be used.
Lastly, this Charm constitutes unnatural mental influence and
may be resisted by paying 1 point of Willpower.
Turkey-Based Distraction
Cost: 4m; or 4m, 1wp; Mins: Linguistics 3, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Mondo Moment
Whether in courtly settings or street confrontations, most
debates hinge on the persuasiveness or deceit of the speakers.
In a pinch, however, the best way to fend off intense negativity may be to utterly confuse ones opponent. Taking a stance
with a strange mixture of aggression and sensuality, and waving his arms in a psuedo-arcane fashion, the character shouts
some nonsense phrase, such as the well-known Turkey Curse:
Gobble! Gobble! Gobble! Gobble! Gobble! This Charm perfectly dodges any social attack which is not unexpected, even
if the attack is undodgeable.
At Linguistics 4+, the Offendi can spend a point of
Willpower to apply the defence of this Charm to another character, provided he is aware of the attack, and the attacker can
perceive him. He will normally be aware of the attack provided
he can perceive both attacker and target, and the target is aware
of the attack, since the targets reactions will show that he or
she is under attack. Some effects may prevent this; for example, the Solar Charm Hypnotic Tongue Technique specifically makes the target unaware of its effects unless he or she pays
Willpower.
Tongue-Twisting Impedition
Cost: 3m; or 3m, 1wp; Mins: Linguistics 4, Essence 3; Type: Simple
Keywords: Combo-OK, Social, Stackable, War
Duration: Indefinite
Prerequisite Charms: Mondo Moment
TODO
Targeted on a single conversation, this Charm allows the
Taskmaster to manipulate each participants messages to others. The character must be able to see, hear or otherwise perceive all speakers (depending on the medium) and understand
them. Magical eavesdropping is applicable, and there is no distance limit beyond that of the characters (possibly enhanced)
senses. The player rolls (Manipulation + Linguistics) and the
number of successes determines the degree of control over the
conversation. A single success allows alteration of minor details; three or more successes mean important details can be
changed; and five or more successes allow complete control
over the exchange.
If a given participant makes a social attack against others, the character may choose to replace the targets dice pool
with his own (Manipulation + [Performance or Presence as appropriate]), and do anything he could normally do with such
an attack, or refrain from attacking. If the Social attack involves magic, the character must pay a surcharge of 5 motes or
1 Willpower to override it, and cannot override attacks which
are unblockable or undodgeable. The character cannot initiate
attacks of his own, unless he is joined in debate with the rest.
In mass combat, this Charm allows the character to control messages sent between units with a Signal action, or orders
sent within a single unit via relays. Only one or the other mode
may be used on a given activation. Coded messages between
units cannot be changed to something else unless the character
knows the code, but they can be rendered meaningless.
This Charm may be activated up to (Essence - 1) times concurrently, either to influence several different conversations,
or to control different communcation channels in the same
conversation: spoken, written, visual, or even olfactory and tactile methods.
If the character spends only motes on the Charm, then
each participant may make a reflexive (Perception + Awareness) roll, with a difficulty equal to the characters Essence,
to realise that their communcation is being interfered with. If
they do, they are free to use some other means to point out the
deception, provided that channel has not also been compromised. Spending one point of Willpower in addition gives the
Charm the Illusion keyword, and requires the targets to spend
one point of Willpower before they can make a roll. Regardless
of how many participants spend Willpower to resist, the char-
acter will gain at most one point of Podge per activation of this
Charm.
77
Letter-Without-A-Letter Technique
Cost: 6m, 1wp; Mins: Linguistics 4, Essence 3; Type: Simple
(Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Noetic Alignment Concentration,
Everybody Knows Shapes
TODO
This Charm allows an Apple-Corpsman to conceal a short
message (about 100 words) within the subtle arrangement of
objects, lighting, ambient sounds or other such structures. The
message can only be understood by its intended target, which
may be an individual or some set of beings identified by their
inherent nature. So, for example, all mortal men or all Dragon-Blooded born on the Blessed Isle would be valid targets,
but my fathers killer or all men who live within 100 miles
would not. Holding a particular Exaltation is considered part
of a beings nature, for this purpose. Other beings will fail to
see the message without some appropriate magic, even if it is
pointed out to them, or to understand it, even if they can see it.
Breastplate Bypass
Technique
Knockback Takeaway
Technique
SHORT-CUT DRAW
Foe-Cleaving Flow
Absent-Minded Absorption
HOSTILITY-REDIRECTING
HOCUS
Sword of
Essential Idiosyncrasy
(ANY MELEE
EXCELLENCY)
Excision of Awareness
Melee
Short-Cut Draw
Cost: 2m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2)
78
The message may be formed from portable items or written onto fixed surfaces. Insofar as he is able, the character may
carve, mark or otherwise change objects to form his message,
rather than rely on placement alone. There is no limit to the
area which can be affected by this Charm, but the character
must keep the motes comitted while he writes the message,
which may take days over a large area. Also, a being must be able
to see the whole area at once, to receive the message, and messages written across larger areas will fade more quickly. This
Charm allows the message to survive gentle movements and
natural wear and tear indefinitely, but significant changes such
as flood, fire or simply painting over a wall will obscure a proportionate amount of the message. Of course, the character
may re-apply the Charm later.
The message may contain mental influence, but the recipient percieves the message clearly, so it is not inherently unexpected. The recipient need not share a common language with
the author, since the communcation is sub-verbal.
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm summons the Erisians Melee weapon to his
hand, from any point up to (Essence x 2) yards away. The
This Charm extends the power of its prerequisite, causing the Corpswomans entire weapon to slide briefly sideways
via Elsewhere and strike her intended target from an unpredictable angle: from behind, below, above, or perhaps just from
the other hand. The attack becomes unexpected unless the target succeeds on a (Wits + Awareness) roll at a difficulty of
the characters Essence. With appropriate stunts, the character
may attempt to make the attack appear to originate from another nearby being. The target must still be in melee range, though
the weapon gains the Reach tag if it did not have it already.
Foe-Cleaving Flow
Cost: 11m or 13m; Mins: Melee 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Elusive Blade Stroke
Treading that fine line between control and abandon, the
Corpsman sends the sharp edges and points of his weapon into
Elsewhere, freeing them to follow his opponents movements
rather than his own will. The weapon skips past mundane and
magical attempts to block it, and sticks to the target through
feints and ducks.
This Charm supplements a Melee attack to make it unblockable and undodgeable, such that both Parry and Dodge
Defense Values inapplicable. The target must still be in melee
range, though the weapon gains the Reach tag if it did not have
it already.
By spending an additional 2 motes, the attack can reach
out over larger distances and, unless some magical warding prevents this, through solid objects. The range of the attack extends to twice the characters Dash distance, and it ignores DV
bonuses due to cover. Armor and soak still apply, and attack
penalties may apply if the character attempts to attack through
a barrier but cannot see the target through it.
79
Hostility-Redirecting Hocus
Cost: 3m or 5m; Mins: Melee 3, Essence 2; Type: Reflexive (Step
6)
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: None
TODO
If the character attempts to parry a non-ranged attack and
succeeds (including the use of perfect defenses), she may activate this Charm for 3 motes to cause the attack to be re-rolled
against any other valid target. If she fails to parry it, and it is
not unblockable, she may pay 5 motes to activate this Charm.
If the Charm is activated and there are no other valid targets,
the attack fails altogether.
The attacker may ignore the unnatural mental influence
of this Charm by spending two points of temporary Willpower. This Charm is normally ineffective against ranged attacks
because, by the time such an attack can be parried, the attacker
can no longer be influenced to redirect it. However, if the attack is subject to some effect which allows it to be controlled
after it is launched, the character will instinctively know this,
and can apply this Charm.
Absent-Minded Absorption
Cost: 11m or 13m; Mins: Melee 4, Essence 3; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hostility-Redirecting Hocus, Reflected
Steel Stroke
By surrendering his will to whims beyond Fate, the Tower-Builder renders himself unassailable with a careless sweep of
his weapon. His apparently wild and artless swing nonetheless
happens to end up at the exactly the right spot to deflect an
impending blow.
This Charm allows the Discordian to perfectly defend
against any attack, even if it is unblockable. A second purchase
at Essence 4+ allows the character to pay an additional two
motes to send the bulk of his weapon through a twist in Elsewhere and apply a perfect Defend Other action on any being
within Dash range, who would be a valid target for a Melee attack by him. The character does not actually have to dash to
the being he wishes to defend, in this case. This Charm suffers
from one of the Discordian Flaws of Invulnerability.
Excision of Awareness
Cost: 5m, 1wp; Mins: Melee 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Any Melee Excellency
TODO
The Erisian makes a cutting sweep with his weapon, in the
direction of his target but without coming anywhere close to
hitting. Indeed, the target may be anywhere within (Essence
x 10) yards, provided the character can perceive it. The attack
causes no damage, is unblockable with mundane weapons or
armor, applies a -2 external penalty to the targets DV due to its
invisibilty (unless the target has Essence sight or similar), and
is unaffected by Hardness or soak.
If the attack achieves even one success, this Charm applies
an Illusion which cuts one thing out of the targets awareness.
Resisting the influence costs two Willpower, and will make the
target aware of the attempt at unnatural influence.
Any one object or being may be removed from the targets
awareness, provided it is also in range of the Charm and is no
larger than (Essence) times the characters own volume. The
target will not be consciously aware of the excised item, and
will unconsciously avoid interacting with it if possible. If interaction is forced, e.g., because the hidden being attacks, or the
target falls through a hidden trap-door when it is opened, then
the Illusion ends. A hidden being may move at normal speed
and make a small amount of noise, such as the gentle creak
and clank of armour, without disturbing the target. However,
running around in metal armour, causing loud noises or bright
still has at least one dot after being reduced, the Intimacy reasserts itself when the scene ends.
Using this attack does not end any Stealth effects on the
character, unless the target successfully resists the influence using Willpower at the moment of the initial attack.
Witnesses may spend 1 Willpower to realise the source of
the targets strange behaviour provided they saw the Exalts attack, but they may do this at any time at or after that initial attack.
SOFTENING OF SUASION
MIND-LURING MIEN
Profile Minimization
Approach
PERSONAL PRESTIGE
INSINUATION
(ANY PRESENCE
EXCELLENCY)
Heart's Treasure
Transposed
Mantle-Trading
Misdirection
Paralocative Presence
Prana
Presence
Softening of Suasion
Cost: (+1wp); Mins: Presence 1, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
TODO
When activating any Charm or Combo which applies unnatural mental influence to its target, the character can pay an
additional point of Willpower to remove the unnatural quality, though any specific keywords remain. Doing this allows the
character to reduce her Hodge rating by one point, to a mini-
81
The attack targets all who can perceive him, even if they
do not share a common language. The authority is asserted in
relation to personal power and skill, rather than any formal hierarchy. Thus, he may claim to be a seasoned general, but not
to currently command a specific force. Also, the Charm does
not convey any particular identity, so attempts to impersonate
someone may require further disguise. At the end of the scene,
affected targets are free to change their mind about the character but they will not necessarily do so unless he acts out of line
with his purported authority.
His position can be defined in relation to those present
and to any other individuals he mentions, assuming the targets
have a sense of those individuals' authority. He need not claim
greater authority: he may make himself out to be the underdog, or create confusion and suspicion by positioning himself
inconsistently with respect to different figures, suggesting that
there are other strands of leadership in effect besides the obvious ones.
Mantle-Trading Misdirection
Cost: 8m, 1wp; Mins: Presence 3, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Any Presence Excellency, Personal
Prestige Insinuation
TODO
This Charm allows the Erisian to exchange his current air
of personal authority with that of its target. If the target is unwilling, the character must treat this Charm as an undodgeable Presence-based social attack (which still requires touch). If
the attack succeeds, or the target was willing in the first place,
both parties radiate an Illusion effect which causes those who
encounter them to treat them as if each had the personal authority of the other. Witnesses will tend to follow instructions
and believe statements of prowess accordingly, noting that the
authority is in personal terms, rather than that of a formal hierarchy. The exchanged authority is based on what onlookers
knew or sensed about the two affected parties at the time the
Charm was activated, which may or may not have been a reflection of their true status. This illusion may be resisted for a
scene by spending a point of Willpower, and an observer who
spends three points is no longer subject to the illusion for that
Charm activation. Since this Charms duration may be longer
than a single scene, the character may gain more than one point
of Hodge over its course, from witnesses resisting the Illusion.
Separately from the Illusion effect, the two have their
Presence ratings and specialties exchanged for the purpose
of any dice rolls, though not for other purposes such as
Charm minimums. In addition, the target may use any of the
characters Presence Excellencies, if he or she is able to use
Charms. This aspect of the Charm is a Shaping effect.
Mind-Luring Mien
Cost: 3m; Mins: Presence 2, Essence 2; Type: Reflexive (Step 1
or Step 2)
Keywords: Combo-OK, Compulsion, Obvious, Social, War
Duration: (Essence) actions
Prerequisite Charms: None
TODO
When this Charm is activated, all creatures who can perceive the Erisian Knight find his presence so overwhelming and
intrusive that they find it difficult to ignore him. The character
82
This Charm exerts unnatural mental influence to exchange one of the Discordians Intimacies with one from her
target. The target may spend three points of Willpower to resist the effects of the Charm at the time it is invoked. Otherwise, the character chooses an Intimacy of her own to pass to
the target, and a known Intimatcy from the target to take for
herself. If the character has not already identified any of the
targets Intimacies, or wishes to leave the selection to chance,
the Storyteller chooses one for her to gain.
When the character releases her mote commitment, the
Intimacies immediately revert to their original holders. In the
meantime, however, each character may work to strengthen
or weaken the exchanged Intimacy. If either Intimacy is lost,
the Charms effect continues, and the character (or Storyteller)
may choose a different Intimacy to replace it and be swapped
back when the Charm ends. If both are lost, the Charm ends
immediately and no further Intimacies are exchanged.
83
Schismatic
Innoculation
Technique
Flock-Gulling Instigation
(ANY SOCIALIZE
EXCELLENCY)
Socialize
Vehement Agreement Slant
Cost: 3m; Mins: Socialize 2, Essence 2; Type: Reflexive (Step 1
or Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None
TODO
This Charm enhances a social attack, removing any DV
bonuses which the target being or social group would gain from
the attack being in opposition to its Intimacies, Virtues or Motivation. Furthermore, if the attack succeeds and was aimed at
persuading the target towards a particular belief, value or goal,
then the attack counts as a scene spent by the target in building an Intimacy towards that. Equally, if a successful attack was
84
Brother-Hooded Cloak
85
returns to the same topic in the same scene, the penalty picks
up where it left off.
Brother-Hooded Cloak
Cost: 6m, 1wp; Mins: Socialize 3, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: Any Socialize Excellency
TODO
Under the power of this Charm the Discordian becomes
nigh indistinguishable from any other member of a chosen social group.
The character must adopt the Policy of the group as an
additional Intimacy, which is fully-formed by this Charm. If
this leaves him with more Intimacies than he can sustain, he
must discard another, and that Intimacy will not automatically
return when this Charm ends. The group-related Intimacy is
not magically protected by this Charm, and if it is eroded, the
Charm ends. It is however magically enhanced in that, for the
duration of the Charm, any of the characters actions which
conflict with that Intimacy suffer an external penalty equal to
his Essence.
As long as the Intimacy is maintained, the motes are committed, and the character fervently undertakes such actions
and duties as would be expected of a member of the group, anyone attempting to locate or identify the character suffers an external penalty equal to his permanent Essence. If an observer is
using an effect which always succeeds, this Charm provokes a
roll-off. Anyone who fails will not recognize the character even
if talking to him. Someone attempting to find him is as likely
to find a trail which leads to some other member of the group.
Members of the group other than the character will be recognised as themselves. Effects such as Infallible Messenger may
fail to work, or be delayed until the Charm ends. Even if the
character claims to be himself, others will not believe it until
they succeed on a roll, or he ends the Charm.
If the character is the Leader of his chosen group, the
penalty he suffers for acting against its policy is doubled, while
the penalty for pursuers is halved.
get, or allow the Storyteller to pick one. The target is then regarded as being infected with a disease with a Virulence equal
to the characters Essence, and Untreated and Treated Morbidity ratings of zerothe disease is never directly fatal, though it
might lead the afflicted into dangerous actions. The Difficulty
to Treat is equal to the characters Essence if the healer has access to relevant magic, otherwise (Essence x 2).
The disease will run its course naturally in (Essence)
weeks. Once the last victim is released from the disease, the
Charm ends. Releasing the commitment of motes from this
Charm ends the effects of the disease immediately for all who
are affected. The Magnitude of beings that can be affected concurrently is equal to the characters (Essence + 1). Furthermore,
the character can maintain at most (Essence) simultaneous activations of this Charm.
In the case of an emotion, infected beings are subject to a
corresponding Emotion effect, which persists until the disease
is cured. For beliefs, the disease creates a fully committed Intimacy towards the belief. If the Intimacy is eroded but the disease is not cured, the character will effectively take a commitment action every scene until it is re-esablished.
Any action by the target which demonstrates the affected
emotion or belief to observers is enough to provoke a resistance
roll in them, lest they also become infected. Even passive aspects of the target such as his appearance may suffice, if appropriate. In place of the usual (Stamina + Resistance) roll, those
subsequently exposed resist using their (Temperance + Integrity) against an emotion, or (Conviction + Integrity) against a belief. An observer who already regards the emotion or belief positively may spend a point of Willpower to suppress the relevant
Virtue and remove its dice from the resistance roll. Those who
resist or are cured become immune until the disease has run its
course. Note that the contagion is a metaphysical Sickness effect and may be resisted as such.
Flock-Gulling Instigation
Cost: 4m, 1wp; Mins: Socialize 3, Essence 3; Type: Simple
(Speed 6 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: Moral Compass Calibration
TODO
This Charm allows the character to temporarily form a social group with a particular purpose, without making his involvement obvious. The character first spends a few minutes
interacting with a handful of people, and may do so non-verbally or indirectly, for example, by drawing attention to someone or something else, dropping an interesting item, causing a
minor accident or similar. On activating the Charm, he rolls
[(Charisma, Manipulation or Appearance) + Socialize], choosing the attribute most appropriate to his actions.
All who fail to defend against the attack form a social
group of Magnitude up to the characters (Essence), which immediately begins to act on an intent of his choice. If this intent
directly conflicts with the Motivation of any target or would be
an unacceptable order, that target is unaffected. He need not
verbalise the intent or make it explicit in any way. He cannot
change the intent after the group is formed, except by further
social attacks.
At the end of the scene, the group will normally disperse,
perhaps in some confusion at their actions. However, if the intent matched the original actions or overall interests of a majority of the members, or the character described his actions with
a particularly apt stunt, some or all of the group may linger. At
Essence 4, the group constitutes a temporary Cult and grants
the character the benefits of an appropriate number of dots in
that Background, for as long as it persists in following the intent with which it was seeded. Depending on circumstances,
the Storyteller may allow the character to spend experience to
make the Cult permanent.
87
BATTLEFIELD TAUNT
TECHNIQUE
Enemy Of My Friend
Battle Intelligence
Instinct
Marching-Like-Water
System
Bamboo Unbending
Maneuver
PERFECT RABBLE
FORMATION
Strength in Numbers
Carrying-My-Brother
Formation
War
Friends Like These
Cost: 3m; or 3m, 1wp; Mins: War 2, Essence 2; Type: Simple
(Speed 5 in long ticks)
Keywords: Combo-OK, Compulsion, War
Duration: Indefinite
Prerequisite Charms: Battlefield Taunt Technique
TODO
Instructing troops or comrades to avoide hostile or suspicious actions, the Discordian attempts to persuade one or
more enemy unit(s) that his own unit is not a threat. He rolls
([Charisma or Manipulation] + War) and compares the total
against the MDV of the commander of any enemy unit he encounters (using War or Socialize as the relevant ability, as applicable). He need not directly interact with the other unit, and
therefore need not share a common language. As long as his
unit does not attack, and is not observed taking opposing actions (such as sapping, theft of resources, poisoning of supplies
etc.), enemy units whose MDV is less than the total rolled by
the Taskmaster will not choose to attack, detain or otherwise
or oppose his unit. The character can choose to spend a point of
Willpower on the Charm to give it the Compulsion keyword,
in which case it becomes unnatural mental influence, and suc88
ceeds automatically against each enemy unit encountered, unless that units leader spends a point of Willpower to resist.
The Charms effects end immediately if the unit becomes
engage in open hostilities. If they are observed undertaking sabotage or similar indirect attacks, the effect ends only against
those units with members who observe them. The Exalt need
not be the leader of a unit to employ this Charm, but he must
be able to persuade its members to avoide hostilities.
Enemy Of My Friend
Cost: 6m, 1wp; Mins: War 3, Essence 2; Type: Simple (Speed 5
in long ticks)
Keywords: Combo-OK, Illusion, Social, War
Duration: Indefinite
Prerequisite Charms: Friends Like These
TODO
A Knight of the Five-Sided Temple calls out to a single group which opposes him, decrying some other group as a
worse, mutual enemy. He must share a language with the target
group and be able to clearly describe the supposed new enemy,
unless that enemy is within line of sight, in which case facial
expressions and gesturing will suffice.
The Charm exerts an unnatural mental influence to persuade the target group that they are not opposed to the
characters group, but do oppose the indicated enemy. The
characters player rolls ([Charisma or Manipulation] + War)
and compares the total against the MDV of the leader of the
target group (using War as the relevant ability). If that MDV is
less than the total rolled by the Taskmaster, the Illusion takes
effect. The group leader can resist the Illusion by spending 3
points of Willpower; this cost drops to 1 if either the characters
group is a known enemy or has previously been hostile, or the
proposed new enemy is an existing firm ally of the target group.
The characters group need not attack the new enemy,
though the target group is not compelled to do so either: they
will not necessarily rush in as cannon fodder. The Charms effects end immediately if the characters group is seen to attack
the target group or aid the new enemy. The Exalt need not be
the leader of a unit to employ this Charm, but he must be able
to persuade its members to avoide hostilities towards the target.
more entirely separate powers take the field against the Bishop,
she can use this Charm against the units of only one. She may
end the Charm at any time and re-activate against a different
enemy.
Marching-Like-Water System
Cost: 4m; Mins: War 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, War
Duration: One scene
Prerequisite Charms: Perfect Rabble Formation
For the duration of this Charm, a unit containing the character finds themselves more in harmony with the terrain. For
the purposes of movement penalties, the unit treats Extreme
terrain as merely Difficult, and Difficult terrain as Open. Utterly impassable terrain, such as a sheer cliff face or solid wall, remains impassable. Penalties from unstable terrain are reduced
by 1, and DV bonuses from cover are increased by 1. These benefits apply only as long as the unit is moving or is engaged handto-hand with other units. Staying put behind cover does not
provide benefits, though neither does it cause the Charm to
end.
Carrying-My-Brother Formation
Cost: 5m, 1wp; Mins: War 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, War
Duration: Indefinite
Prerequisite Charms: Any War Excellency, Perfect Rabble
Formation
This Charm supplements a Change Formation action, allowing a unit containing the character to adopt a very unusual
formation. Troops form into small groups where two or more
carry another above their heads. This treats the unit as if its
members were mounted (see [Core], pp. 154-155), giving the units
members a +1 bonus to DV against close combat attacks, and
enemy units a -1 penalty to DV if attacking in close combat.
If the unit was originally a standard mounted unit, these adjustments are doubled. The Charm is not applicable if the unit
was already mounted on beasts using howdahs. The steeds
are treated as having a control rating of 0, and the Abilities of
the riders are not capped by their Ride ability, since those below them remain equally well-trained soldiers. The movement
rate of the unit is reduced by 25%.
89
Strength in Numbers
Cost: 6m; or 10m, 1wp; Mins: War 4, Essence 3; Type: Simple
(Speed 5 in long ticks)
Keywords: Combo-OK, Shaping, Social, War
CENTRIFUGAL FARCE
Aggression-Reflecting Facade
ANGELIC COUNTENANCE
OF INNOCENCE
Villain Multiplication
Nature
Influence-Diverting Trance
Exponent of
Manifold Avoidance
(ANY DODGE
EXCELLENCY)
Moment of
Spatial Eructation
GREY-SPACE SHUFFLE
Perfect Excuse
Dodge
90
Perfect Excuse
Centrifugal Farce
Cost: 3m; Mins: Dodge 2, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Touch, Counterattack
Duration: Instant
Prerequisite Charms: None
Those who throw themselves at the Foolish Sages may
find themselves the greater fools. A character may employ this
Charm whenever he uses his Dodge DV against an attack, successfully or not, provided the opponent is within touching distance. This is assumed to be true unless the attack was ranged.
A momentary magical redistribution of forces gives the attacker a penalty of -(characters Essence) to his Dodge DV until his
next action, and a -1 external penalty on his next attack roll
(but not damage roll).
Aggression-Reflecting Facade
Cost: 4m; Mins: Dodge 3, Essence 2; Type: Reflexive (Step 6)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Angelic Countenance of Innocence,
Centrifugal Farce
TODO
This Charm attempts to confuse an attacker as to the
characters exact locationand, there being a need for balance
in all things, arange for someone else to take the fall. If the character attempts to dodge an attack and fails, she may activate
this Charm to cause the attack to be re-rolled against any other
valid target. If there are no other valid targets, the attack fails
altogether.
This Charm is not applicable against attacks which are undodgeable. The attacker may ignore the unnatural mental influence of this Charm by spending two points of temporary
Willpower.
Influence-Diverting Trance
Cost: 4m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 6)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Aggression-Reflecting Facade, Any
Dodge Excellency
TODO
This Charm upgrades its prerequisite to allow the character to redirect mental influence, natural or otherwise, if she attempts to dodge it and fails.
91
Erisians laugh in the face of danger (or sometimes behind its back), and laugh all the louder when it comes from all
sides. This Charm is used against coordinated attacks, multiple attacks and flurries. Until his next action, penalties to the
characters DV from coordinated attacks or onslaught instead
become bonuses, for the purposes of dodging.
If hemmed in by multiple opponents, possibly in combination with restrictive terrain, the character replaces the usual -2 DV penalty with a +2 DV bonus. If the opponents make
coordinated or multiple attacks, further bonuses may apply, as
above. Furthermore, no attack from any of those opponents can
be unexpected (though ranged attacks or area effects from elsewhere may be).
For the avoidance of doubt, the DV bonuses from this
Charm do not apply to area or environmental effects.
Grey-Space Shuffle
Cost: 4m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Counterattack
Duration: Instant
Prerequisite Charms: None
TODO
This Charm allows the Unhinged to instantly transport
herself for a short distance, if she has attempted to dodge an attack, regardless of whether or not she succeeds. The distance is
determined by rolling the charcters (Wits + Dodge) and multiplying the successes by her normal Move distance. This movement happens instantly, going via Elsewhere, but uses up the
characters Move action.
92
SUBTLE TRANSFIGURATION
KNACK
Inhuman Countenance
Construction
INSTANT
IMAGE IMPROVIZATION
Value-Adding Veneer
Identity Theft
Notion Relocation
Method
Wormhole Handshake
(ANY LARCENY
EXCELLENCY)
Larceny
93
Wormhole Handshake
Cost: 4m, 1wp; Mins: Larceny 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Larceny Excellency, Occulted Cargo Trick
TODO
This Charm builds upon its prerequisite, allowing the
Gatekeeper to instantly change places with a target object or
being within (Essence x 5) yards. Wards against teleportation
will prevent this effect. Unwilling beings can resist as if resisting a grapple, but at an external penalty of -(characters Essence
x 2), since the attack comes from no particular direction. Objects are only valid targets if they could be lifted by the character as a feat of strength, using (Strength + Athletics + Essence).
If the character or the target was restrained before the
exchange, those restraints will switch from one to the other,
though they may break or be too loose.
Identity Theft
Cost: 10m, 1wp; Mins: Larceny 5, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Notion Relocation Method, Subtle
Transfiguration Knack
TODO
This powerful Charm allows One Who Stands in the
Doorway to take the identity of another: not simply to copy
their appearance, but possibly also to remove their unique self
from them. Doing so requires a resisted roll of the characters
(Willpower + Larceny + Essence) against the targets (Wits + Integrity + Essence). A willing target may accept the effect without resisting.
Provided the character gains at least one success on his
roll, he becomes seemingly identical to the target, to all natural
senses. This includes apparently duplicating all mundane and
magical equipment. Magical equipment will be non-functional,
though it will bear the appropriate Essence signature; or, if the
character possesses a reasonably similar artifact, he may cloak
it in the identity of part of the targets panoply. Beings with
inhumanly acute senses may make a Perception + Awareness
roll to spot an imperfection in this mimicry, with no bonuses.
Those with magical senses such as Essence sight may also do so,
with a +2 bonus. The characters Recumbent Destiny functions
as normal, so this imposturing may be forgotten once the char-
acter leaves. If the character and target are both within Fate,
their strands appears to be entwined; if one or other is outside
Fate, the other strand appears frayed.
If character gains at least one threshold success over the
target, or the target does not resist, that being is immediately
subject to an effect similar to those of a Recumbent Destiny.
All beings apart from the character himself who observe the
target must make a (Wits + Occult) roll at a difficulty equal to
the number of threshold successes. If they fail, they will not later accurately recall the presence, identity or actions of the target over the duration, or even perceive them accurately while
the target is still present. Even if the targets presence is noted,
her identity will appear to be that of some miscellaneous extra,
rather than her own. Protestations from the victim do not give
any bonus on this roll.
Value-Adding Veneer
Cost: 4m; Mins: Larceny 3, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Emotion
Duration: Instant
Prerequisite Charms: Subtle Transfiguration Knack
TODO
The value or desirability of an object can be increased (or
decreased) by application of this Charm. It casts an Illusion or
Emotion effect over some item, which subtly changes how it is
perceived in one of two ways.
In the simpler case, the character may choose to increase
the items apparent Resources value by up to her (Larceny 2),
to a maximum of 5, or decrease it by her (Larceny), to a minimum of 0. Anyone may spend one point of Willpower to see
through this Illusion; if they then point it out to others, they
will immediately see through it as well.
Alternatively, she may use an Emotion effect to make it
more viscerally appealing. At the time the Charm is acivated, the character rolls his (Manipulation + Larceny + Essence)
and records the number of successes. All who observe the item
while the Charm remains active (apart from the character himself) are subject to unnatural mental influence attack with that
number of successes, which they must defend against with
their Dodge MDV. If their Dodge MDV is less, they gain a desire to obtain the item, though not necessarily immediately.
The strength of the desire depends on the number of successes above the threshold. Again, observers may spend a point of
Willpower to shake off this desire, but doing so does not give
them a way to free others from the effect, since it is only their
own desire which is affected. On the other hand, the character
may free specific others from this effect by telling them about
it, before or after using the Charm.
95
SPIRIT WHISKERS
Anima-Suppressing
Intervention
Ritual
of Instant Ordination
ERISIAN
ELEMENTAL EXPRESSION
Charm-Filching Prana
(ANY OCCULT
EXCELLENCY)
TRIANGULAR CIRCLE
SORCERY
Square Circle
Sorcery
Appropriation
of Adamantine Sorcery
Occult
Erisian Elemental Expression
Cost: 3m, 1wp, plus 1m per level of effect; Mins: Occult 3,
Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm is similar to the Elemental Charm known as
Elemental Expression. Activating it costs 3 motes and one point
of Willpower. The character can then spend up to (Essence)
further motes to modify manifestations of her Parametadivisional element. Each mote spent can either halve or double the
effect of any phenomena related to the element
Alternatively, on successfully touching a target, the
Erisian can either add one level of lethal or bashing damage
(for physical manifestations) or reduce the targets temporary
Willpower by 1 point (for mental or emotional manifestations).
In this case, the attack will be accompanied by a manifestation of the Erisian element, in one or more senses. If the attack
is blocked or parried, this Charm is inapplicable. This second
usage can be combined with other Discordian combat charms
which involve Erisian Elements, such as Psychedelic Peacock
Shot.
96
Spirit Whiskers
Cost: 3m; Mins: Occult 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Unhinged find it fairly simple to tune in to mystical
vibrations. This Charm allows the character to sense dematerialised beings, within a range of (Essence x 20) yards, in all ways
except touch. It also reveals the precise location of mystical portals between realities such as Yu-Shan, the Labyrinth and so on
although not how to operate them.
which case they can strike the target for that action only, even
if they could not normally strike (de)materialized targets, and
regardless of whether the target resists the exchange.
Beings left in a state which is not their natural one may return to normal by spending a point of Willpower, once 23 days
have elapsed.
Anima-Suppressing Intervention
Cost: 2m per point of targets Essence rating; Mins: Occult 4,
Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Shaping, Touch
Duration: One action
Prerequisite Charms: Ethereal Trawling Net
At times the glories of the Exalted should remain hidden.
This Charm allows the character to choose one of those times,
completely suppressing the anima banner of an Exalted being
and instantly deactivating any anima powers. The target may,
of course, re-activate anima powers or cause their anima banner
to flare again on subsequent actions. The character may target
himself with this Charm, in which case the cost is halved. Use
of this Charm purely for amusement purposes on Water-Aspected Dragon-Blooded is somewhat frowned upon.
Charm-Filching Prana
Cost: 10m, 1wp; Mins: Occult 5, Essence 4; Type: Simple
Keywords: Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Any Occult Excellency, Ritual of Instant Ordination
Although the Gatekeepers are unable to learn the Charms
of other Exalted types (as, for instance, the Eclipse Caste Solars can do), this obscure technique allows them to temporarily
copy anothers Charm.
On activating this Charm, if the target is unwilling, they
may make a contested roll of their (Wits + Integrity) against the
characters ([Manipulation or Wits] + Occult) to prevent the
character copying the Charm. Of course, a successful dodge, or
defense against Shaping, will also cause this Charm to fail.
If successful, the character gains the ability to use the
copied Charm once, provided she satisfies its minimums and
pays its activation cost. The character can only copy a Charm
which she has observed the target use in the current scene.
97
98
The Beloved of the Most Beautiful get away with breaking all sorts of rules, and they have gained limited access to the
Solars most powerful spells. Specifically, they steal them.
This Charm can be activated in response to a Cast Sorcery
or Cast Necromancy action taken by another. The Erisians
player and that of the target make a contested (Essence + Occult
+ Willpower) roll. If the target succeeds, the sorcery proceeds
normally and the target will not notice. Otherwise, the spell is
interrupted but, rather than the energies dissipating or exploding, they are transferred to the character, for as long as he maintains the mote commitment for this Charm. In this case, the
target must still pay the mote and Willpower cost for the spell.
The character may thereafter release the mote commitment and either allow the spell to dissipate harmlessly, or cast
it himself. He can take a Cast Sorcery action on the action immediately following the use of this Charm, effectively redirecting the spell in a manner, and towards targets, of his choice.
In this case, he pays one less than the normal Willpower cost
for the spell, and only half the mote cost. If he waits till later,
however, he must take 1-3 Shape Sorcery actions, and pay the
full mote and Willpower cost as normal, before he can take the
Cast Sorcery action. Shaping or casting the spell is Obvious, as
usual, but use of this Charm is not.
This Charm cannot be used once a spell has been cast, nor
can it be used to counter an ongoing spell, or undo the lasting
effects of sorcery. The character can retain any number of asyet-uncast spells which are of a type he could normally cast,
if he can afford the mote commitment for them. Only one Solar Circle or Void Circle spell may be retained at any one time,
however. Once an instance of a stolen spell is cast, the character
is unable to cast it again, until he captures another casting of it.
SUPERIOR SUPINE
POSITION
(ANY STEALTH
EXCELLENCY)
Yeddims Forgotten
Farseer Feint
SENSORY INTERCLUSION
METHOD
INVESTMENT OF
MIST AND SHADOW
WITNESS-DETECTING
SENSE
Stealth
Witness-Detecting Sense
Cost: 2m; Mins: Stealth 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
The Mid-Day Shadows use this Charm to turn the tablesor other convenient objectson those who would try to
uncover or spoil their schemes. The character activates it reflexively and subconsciously to notice any concealed living beings observing him within ([Stealth + Essence] x 10) yards. He
gains (Essence) automatic successes on a reflexive (Perception
+ [Awareness or Stealth]) roll to spot any living being watching him. This effect can contest perfect concealment effects.
Immaterial observers are not valid targets, unless the character
has some way to see such beings.
At Essence 3 the character is able to realize that he is being
observed via non-living beings like automata and undead. He
can also notice use of indirect means such as scrying or artifacts,
in which case he can try to find the local viewpoint of the effect
(if it provides observation from a point) but cannot locate the
original observer unless they are within the Charms normal
99
Duration: Indefinite
Prerequisite Charms: None
TODO
The character adopts a position and stance which enable
him to fit into his current environment, and activates this
Charm, helping him appear to be part of the scenery. Firstly, it
removes all penalties to contested Stealth rolls due to an inappropriate environment (for example, lack of cover). Secondly,
it adds (Stealth 2) automatic successes to all such rolls. Lastly,
it allows him to use Manipulation in place of Dexterity when
making the Stealth roll, if desired. Other beings will not normally walk into the character accidentally, since they see him
but do not recognise him for what he is, subliminally assuming
him to be a lamp, bush, dead body or other appropriate item.
Effects which reveal information contradicting this may give a
bonus to those attempting to notice the character, such as those
which detect life or essence.
This Charm ends immediately if the character moves,
makes some sensory impression greater than the background
level, activates an Obvious Charm, or takes a Join Battle action.
If joining battle he may apply the benefits of this Charm to
an unexpected attack as his first action. The concealment enhancements offered by this Charm have no effect on those who
were able to perceive the character in the tick before he activated it, so the character cannot use it to reestablish surprise during battle without first finding some other way to hide.
[TODO: Should this, and other Charms in this Ability, really be Indefinite? Presence_pma is scene-long. Should
check other splats' erratad Charms.]
after, targets are aware that they are being attacked with some
kind of weapon, even if they cant quite make it out. The DV
penalty from this Charm decreases by one after each attack the
character makes, to a minimum of zero. Any time a target is attacked, she gains another attempt to resist the Illusion, and any
time an attack on her hits, the Willpower cost for her is reduced
by one, to a minimum of one.
With Stealth 5, if the character applies this to an object
which he owns, it will remain hidden even if it leaves his person, provided he sustains the mote commitment for the Charm.
Yeddims Forgotten
Cost: (3m, 1wp) per dot of Magnitude; Mins: Stealth 4, Essence
3; Type: Simple
Keywords: Shaping, Social, War
Duration: Instant
Prerequisite Charms: Superior Supine Position, Yeddim
Whitewash Trick
TODO
This Charm allows the character to extend an application
of his Recumbent Destiny to a social or mass combat group, up
to a Magnitude equal to his Essence, blurring others' memories
of that group. If any of the group are unaware that this effect is
being applied, or unwilling, the character must roll his ([Dex-
Farseer Feint
Cost: 6m, 1wp; Mins: Stealth 4, Essence 3; Type: Reflexive
101
STONE-SKIPPING FILLIP
(ANY THROWN
EXCELLENCY)
Shadow-Throwing Style
Thrown
Stone-Skipping Fillip
Cost: 2m per step; or 2m per step, 1wp; Mins: Thrown 2, Essence
2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm extends the maximum range of a Thrown
weapon, stretching out its flight path by sending it on many
momentary hops through Elsewhere. Spending two motes on
this Charm doubles the maximum range, spending three triples
it, and so on up to a maximum multiple of the characters
Essence. However, shots beyond double the base range suffer
an external penalty of -1, and beyond triple this range a penalty of -2 applies (which is still an improvement on the default
penalties, as described on Exalted, p. 148).
A second purchase at Thrown 3 and Essence 3 allows the
character to spend a point of Willpower in addition to the mote
cost to use the Charm with an Indefinite duration, suspending
his weapon in Elsewhere as it leaves his hand. Step 1 of attack
resolution is carried out, including any expenditure of motes
for other Charms, but without naming a target. It remains Elsewhere as long as the character maintains the commitment of
motes for this Charm, plus the mote cost of all other Charms,
if used in a Combo. The character can store at most (Essence)
weapons in Elsewhere using this Charm.
The motes may be released at any later point as a reflexive action, including as a counterattack, causing the attack to
be resumed. This does not count as a Charm use. The character need not be wielding the weapon at the time, though they
can still only choose a target which would be valid at the point
when the motes are released. A slight disturbance in the air as
the projectile reappears means that this Charm does not in itself make the attack unexpected.
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Shadow-Throwing Style
Cost: 5m, 1wp; Mins: Thrown 3, Essence 3; Type: Reflexive
(Step 1)
Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Any Thrown Excellency
TODO
The Erisian makes a throwing motion with her weapon
without actually releasing it, or mimes an attack without a
weapon, and rolls her attack as normal, targeting a being, object, or location. The attack causes no damage, is unblockable
with mundane weapons or armor, applies a -2 external penalty
to the targets DV due to its invisibilty, and is unaffected by
Hardness or soak. Steps 7 and 8 of attack resolution will be irrelevant, unless some unusual Reflexive Charm applies.
If her attack succeeds then, for the rest of the scene, she
can control an Illusion which is situated at the target point, and
can produce visual, auditory or olfactory manifestations of the
character, using his appearance at the time the Charm was activated. The Illusion may be anything from a clear image of the
character to subtle hints of her presenceshadows, creaking
floorboards and the like. If it targets a fixed object or location,
the Illusion cannot move, but moving objects or beings will carry it with them.
Initially the character chooses a simple manifestation, containing nothing more complex than a handful of words, and
sets it to repeat at a regular or slightly random interval, at her
choice. She may take a miscellaneous action to change the content, in which case she must flurry to take any other non-reflexive actions at the same time. Alternatively she may take full
and detailed control of it, one action at a time, although this
inflicts a -2 internal penalty on any other actions in a flurry.
The character rolls [(Intelligence or Manipulation) +
Thrown], and all observers whose MDV is less than the successes on that roll are taken in by the Illusion. Even those who are
not will be distracted for the action on which the Charm is activated, suffering a -2 external penalty to attempts to observe or
attack the character. Resisting the Illusion costs two Willpower. The illusion does not include a tactile component, so anyone who attempts to strike or otherwise touch it automatically sees through it, and anyone who observes this forces another roll of the aforementioned dice pool, giving them another
chance to ignore it. Also, since the manifestation will not react
intelligently without the characters input, the Storyteller may
104
liken it to some real weapon type, the character may use the statistics of that weapon, at the Storytellers discretion. The character reduces the normal 3-die Accuracy penalty for improvised
thrown weapons (Exalted, p. 127) by her Thrown rating, to a
minimum of zero.
Additionally, by spending a point of Willpower, the character can add her Essence to her effective (Strength + Athletics) total for the purposes of determining the maximum weight
of object she can lift, and the range to which she can throw
it, although not to its base damage. The character can lift and
thrown such objects as a single attack, rather than requiring a
separate miscellaneous action to lift the object before the attack
action. This use of the Charm is Obvious. Also, it may be applicable outside combatfor example, to rapidly clear rubble
from a doorway.
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Inner Circle
Infiltration
FACTION ANALYSIS
METHOD
Policy Perturbation
Sense
Decision-Bending Prana
MEMORANDUM
OF MISUNDERSTANDING
Minor Usurpation
Mission Restatement
Process
Logistical Nightmare
Record Correction
Maneuver
(ANY BUREAUCRACY
EXCELLENCY)
Bilateral Bargain
Binding
Bond-Trading Treaty
Bureaucracy
Faction Analysis Method
Cost: 5m, 1wp; Mins: Bureaucracy 2, Essence 2; Type: Simple
(Speed 6 in long ticks)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: None
TODO
This Charm gives the character a clear understanding
of an organization with which she is interacting, providing
knowledge of all departments and factions within an organization, official and unofficial, and identifying the true leaders of each. For each faction or leader attempting to remain
unknown, the character must make a successful ([Perception
or Intelligence] + Bureaucracy) roll. The difficulty is 1 but the
roll is subject to an external penalty, determined by the Storyteller on the basis of how much effort the targets are putting
into concealmenttypically ([Manipulation + Socialize + Magnitude] 2). Information on the leaders' identities is retained
permanently, though leadership may change later. The maximum Magnitude of organization which can be read is equal to
the characters (Essence + Bureaucracy). For larger entities, the
character will receive infomation about a subset of groups and
factions up to that size. The Storyteller is the final arbiter of
what information is available.
Furthermore, for the rest of the scene, any external penalties on actions related to influencing a faction, or relationships
between factions, are reduced. The reduction is equal to the
lower of (her Bureaucracy rating) and (the Magnitude of those
present who belong to the relevant factions).
At Essence 3+ the character can apply this Charm to a
group which she can perceive, without having to interact with
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Bond-Trading Treaty
Cost: 15m, 2wp; Mins: Bureaucracy 4, Essence 4; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Bilateral Bargain Binding
TODO
This Charm allows a Discordian to trade burdens with one
who is bound by a magically enforced oath. The Discordian
character gains the requirements and penalties of the targets
oath, and the target takes on a new oath, agreed with and
sworn to the character, with the same penalties as the original.
An oath can only be traded in this fashion if the being which
originally enforced it had a lower Essence than the Exalt herself. This effect requires the two to shake hands (or otherwise
touch) and the target must be willing. The same conditions apply to unwilling parties as in the case of Bilateral Bargain Binding. Each character must also be a valid target for the new oath.
For instance, even the mightiest Discordian could not use this
power to shift the oaths binding the Yozi, as they are too specific to each one of those great beings.
Alternatively, the character may exchange existing oaths
applying to any two willing beings. Both the conditions and
penalties of the oaths are swapped. As in the previous case, each
targets oath must be applicable to the other, and the effects
enforcing each oath must have been applied by a being with an
Essence less than the characters.
Memorandum of Misunderstanding
Cost: 5m, 1wp; Mins: Bureaucracy 2, Essence 2; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: None
The Bishops of Greyface enjoy spreading confusion, particularly around the fundamental issue, for an organization, of
exactly what it is supposed to be doing. Employing this charm,
the player rolls ([Charisma or Manipulation] + Bureaucracy +
Essence) with a difficulty equal to the leaders MDV. If successful, the organization forgets its Motivationit will not act
against it (unless otherwise compelled) but neither will it act in
support of it, with the leader likely to spend Loyalty points to
resist external attempts to persuade the organization to do so.
The leader may also spend Loyalty to resist or shake off this Illusion, however. Spending one point lifts it for a single scene,
and spending a cumulative total of four ends the effect. The
maximum Magnitude of group which can be affected is equal
to the characters (Essence + 1).
An organization affected by this Illusion is not completely
paralysed. It will still carry on minor day-to-day activities, giving the surface appearance of being functional. It may also successfully carry out activities not related to its main Motivation.
Applying this Charm to small outposts of the Immaculate Order can be particularly amusing.
At Essence 3+, the character may choose to apply this amnesia more selectively, masking an individual Policy, or suspending effective action on one chosen Project.
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Logistical Nightmare
Cost: 6m, 1wp; Mins: Bureaucracy 4, Essence 3; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Social, War
Duration: One day
Prerequisite Charms: Memorandum of Misunderstanding
Confusion can be a gift, in the right hands; though, as
ever, it is better to give than to receive. This Charm can be
used in social, bureaucratic or mass combat situations, against
some organised unit. It disrupts lines of communication and
supply to make it harder for a target unit to achieve its goals.
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The effects employed are extremely subtle, causing any mundane attempts to discover the source of the problem to fail automatically, and applying an external penalty of (characters permanent Essence) to any magically-assisted attempts. The maximum Magnitude of group which can be affected is equal to the
characters (Essence + 1).
For social units, vital phrases are misunderstood, the
right people cant be found, and important tasks are forgotten
briefly. Together, these amount to a -4 external penalty applied
to any attempts to get the group to work in an organised way
in support of its Motivation or any of its Policies, for the next
25 hours. After that, the penalty reduces by 1 each day until it
returns to normal, or until the Leader spends a point of Loyalty
to reassert control, in which case penalties vanish immediately.
Applied to a bureaucratic organization it is even more effective, in a narrower way. In relation to a chosen project, memos are lost, official seals break, key staff members fall ill and so
on. All this imposes a -4 external penalty to all its actions for
the day and, once the scene has ended, the consequent confusion delays the project by (characters [Bureacuracy x Essence])
days. A cumulative expenditure of (characters Bureacuracy)
points of Loyalty by the leader can bring the project back on
track sooner.
In a battle it is less effective, but still useful in the right
situation. It will cause a target unit to act as if it had 2 fewer
Relays than it actually does (often provoking communications
failure, leading to a -2 Drill penalty), and will remove 2 points
of bonuses to Might (though not reducing the groups inherent
Might rating), as supplies are lost, ammunition is delivered to
the wrong units, and maintenance orders for Magitech are misdirected, causing them to work poorly, if at all. These penalties
vanish the next day.
Decision-Bending Prana
Cost: 6m, 1wp; Mins: Bureaucracy 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Faction Analysis Method
A word in the right butterfly-like ear can have unexpected effects far away. This Charm supplements an attempt by the
character to manipulate a single in-process decision within an
organization. Its target is any single member of the organization, no matter how lowly: the magic of the Charm will work
its way toward the real decision-maker (who may or may not be
the one officially in that role).
The character makes a contested ([Charisma or Manipulation] + Bureaucracy) roll against the targets (Intelligence +
[Integrity or Bureaucracy]). If it is directly in opposition to the
groups Motivation, and the groups Magnitude exceeds the
Exalts Essence, the attempt automatically fails. Mere Policies
(Intimacies) do not afford this protection, however. If successful, the decision will go the way the character desires, unless
the Leader spends three points of Loyalty immediately. As with
Record Correction Maneuver, there is nothing to prevent the
organization from changing the decision later, depending on
its Motivation and tendenciesunless, of course, its too late.
The decision will not be changed back for at least (characters
Essence) days, however, without further magical intervention.
This Charm is only effective upon decisions which the organization was already intending to make, and has not yet settled. It cannot force a group to decide to do something which
had never crossed its collective mind, nor to revisit a decision
already made.
Minor Usurpation
Cost: 10m, 2wp; Mins: Bureaucracy 5, Essence 4; Type: Simple
Keywords: Combo-OK, Social, Illusion
Duration: One scene
Prerequisite Charms: Record Correction Maneuver, Decision-Bending Prana
Trying to maintain control of a large organization is a
wearing task, which is why the Children of Eris prefer to just
jump to the top of the heap temporarily. With this Charm,
the hand of Authority takes control of an organization for one
scene. The original Leader is supplanted and all members of the
group will recognise that the character is now the woman in
charge, unless they spend three points of Willpower to resist
the effect. The Charm affects all those present when it is activated, and all who enter the characters presence during the
scene.
Those affected are not blindly compelled to obey orders,
but will generally accept any directions which do not directly contradict the Motivation of the group, for example, unless
they have strong personal reasons not to. Anyone ordered to
carry instructions to unaffected group members elsewhere receives a bonus of (the characters Essence) in automatic successes on all rolls directly related to persuading them to understand
and follow those instructions. Once the effect ends, all will be
fully aware of what they have just done, although they probably wont understand why.
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IMPROVISED CONSTRUCTION
SCHEME
Blueprint Extraction
Methodology
Reflection-Reification
Technique
Object Reconfiguration
Technique
(ANY CRAFT
EXCELLENCY)
Echo-Solidification
Technique
By Whim Reforged
CORE PRINCIPLE
CONCENTRATION
Edifying Embodiment
of Efficacy
Erisian Elemental
Distillation
Craft
Improvised Construction Scheme
Cost: 3m; Mins: Craft 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements a dramatic action to craft or repair a non-magical object, allowing the character to quickly
cobble together a rough, temporary but serviceable version of
the item she desires. It reduces the Resources cost of the required materials by 1 and reduces the duration by an order of
magnitude: hours become minutes, days become hours etc.
This Charm does not remove the need for tools and some
sort of materials. The Resources cost reduction can go as low
as 0, if the character could conceivably improvise from materials lying around; otherwise, the minimum is 1. The Resources
value of the constructed or patched-up object is reduced by the
same amount, so the object may not be as aesthetically pleasing
or saleable, but it will perform its intended functions.
The finished item will revert to its original state after an
amount of time which is an order of magnitude greater than
the time which would normally be needed to make the object
from scratch (even if it was only mended). For instance, making
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a simple table might normally take a few days: this Charm will
produce an item which lasts only that number of weeks, before
it suddenly collapses.
At Essence 3, the Resources cost is reduced by (Essence 2)
and, rather than reduce the duration by an order of magnitude,
it allows the character to complete her work in a single dramatic action. If she also possesses the appropriate Craft at 3, the
character can repair (but not build) magical devices which have
replaceable parts, such as Magitech and perhaps some motonic
technology. With a stunt, she may do so even with inappropriate or non-magical parts. Likewise she may apply this Charm to
temporarily patching a damaged manse which (as described in
The Books of Sorcery, Vol. IIIOadenols Codex, p. 63) requires one manse design roll of (Intelligence + [lowest of Craft,
Occult or Lore]) at a difficulty of 3, for each point of power failure. The equipment to patch a damaged manse is normally a
Resources 4 purchase, but this Charm reduces it to 3, and again
allows stunting to use other materials.
This Charm supplements a dramatic action to craft a nonmagical item, allowing the character to rapidly create one object
from another of roughly similar size and materials. To make objects significantly smaller or larger than the originals, the character may respectively create or combine multiple similar objects. For example, a wooden cart could be converted into a similar-sized shack, or several smaller chairs; or several carts could
be combined into a wooden house. It is also possible to use this
Charm to reconfigure part of a large structure. The reconfiguration takes place in a single dramatic action.
At Essence 4, the time to reconfigure a mundane object is
reduced to a single combat action. At Essence 5, the character
may double the Charms cost to reconfigure an artifact or even
a manse, which requires a single dramatic action. This cannot
change the power level of the object, nor substantially alter any
effects it has, though these might shift somewhat. For instance,
a daiklave might be reformed into a shield, having appropriate armor bonuses for the relevant magical material, instead of
weapon bonuses. Or, a reconfigure manse might contain traps
which are equally as deadly as in its original form, but different
in mechanism. The Storyteller is the arbiter of what changes
are possible. This Charm does not remove the need for tools.
By Whim Reforged
Cost: 5m; or 5m + 1wp per rating point; Mins: Craft 5, Essence
3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch
Duration: Instant or Indefinite
Prerequisite Charms: Any Craft Excellency, Object Reconfiguration Technique
TODO
This Charm provides a dramatic action in which the
Stone-Carver combines two existing objects into a single new
one. He can choose the basic form and function of the resulting object, but the Storyteller may restrict possibilities, add unexpected extra features, or override the result completely. The
end product can be a straight combination of two things, as
when a boat and cart are combined to produce a vehicle which
can travel as easily on water as on land. Alternatively, it may
be some strange hybrid: combining a dose of ghost-flower tea
with a talisman against the dead could produce a potion which
makes the drinker invisible to such creatures. The time, successes and Ability minimums required for this action are as if
the result had a Resources value one greater than the more expensive of the two original items.
The Child of Eris can combine artifacts by spending a
point of Willpower per dot of rating of the resulting item. The
rating will be one more than the greater of the original items,
to a maximum of 5. The resulting artifact will have effects related to both original objects, but not more powerful than its
new rating allows. It is not possible to combine a 5-dot artifact
with another, unless the character has at least Essence 6. The
resulting artifact lasts as long as the motes remain committed
to this Charm, after which it splits into its two original parts.
The commitment cost for the new artifact is the sum of that for
its original parts, and the character may attune it immediately.
The artifact can be given to others.
The time, successes and Ability minimums for combining
artifacts are as normal for this resultant rating. If the lesser artifact is rated 3 or more, then the character may treat his relevant
Ability ratings as (Artifact rating - 2) higher, for the sole purpose of determining whether his ratings allow him to build the
resultant artifact. Thus, combining two level 3 artifacts would
Reflection-Reification Technique
Cost: 4m; Mins: Craft 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Blueprint Extraction Methodology
TODO
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This Charm supplements Craft actions as part of an extended construction project, allowing the Architect to create
multiple copies of a mundane object, using the same amount
of raw materials as she would require for a single instance. The
character may create up to (Craft x [Essence - 1]) objects in total, but for each (Craft) copies or part thereof, beyond the first
(Craft) items, all the items suffer penalties equivalent to the
bonuses provided by fine, exceptional or pefect craftsmanship
(Exalted, p. 365), due to necessary corner-cutting. Penalties do
not get worse than those equivalent to perfect, if the character makes more than (Craft x 4) copies. Thus a character who
learns this Charm is immediately able to produce 6 suits of superheavy plate armor for the cost of 1, but they suffer penalties
equivalent to the bonuses of exceptional workmanship.
At Essence 4 the character may attempt to mass-produce
artifacts. However, she may make at most ([Craft - Artifact rating] x [Essence - 1]) items in total. For each copy beyond the
original, all items must take one dot of drawbacks (as described
in The Books of Sorcery, Vol. IIIOadenols Codex, p. 16),
which do not reduce the Artifacts rating. Since the character
is mass-producing artifacts, they must all have the same disadvantages.
This Charms cost must be spent for every roll in an extended Crafting project, or the entire project will fail, leaving
scattered piles of battered and tarnished materials. Although
this Charm bears the Shaping keyword, this is only relevant
during the construction process. The resulting objects cannot
be un-made by anti-Shaping magic.
Echo-Solidification Technique
Cost: 5m; or 5m + 1wp per rating point; Mins: Craft 4, Essence
3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: One scene
Prerequisite Charms: Blueprint Extraction Methodology
TODO
By exerting her Eristic will, the Stone-Carver can instantly form whole objects from raw materials, if only for a short
time. She requires all raw materials for the construction to
be present, but needs no workspace or tools. For non-magical
items, the Resources rating of the finished product cannot exceed the characters Craft rating.
At Essence 4, the character can form artifacts by spending
an additional point of Willpower per dot of rating. The Artifact
rating cannot exceed her (Essence - 2). She will be immediately
attuned to the artifact, provided she pays the attunement cost.
The character must already have created or obtained a design
for the artifact.
Also at Essence 4, she can pay the increased cost to raise a
manse on an uncapped demesne. The Manse rating can be no
more than her (Essence - 1), and she must be within and attuned
to the demesne. She will be attuned to the manse, and find herself standing within the hearth room, in front of the hearthstone. Because the manse is constructed instantly, there is no
time to fine-tune the design, so the number of Creation Points
is fixed at (rating x 2): drawbacks cannot be introduced to increase this. In order to ensure the dragon lines are balanced correctly, no other beings may be attuned to the demesne, and no
creatures with Essence greater than 1 may be within its boundaries, or else the Charm cannot be activated. If the demesne rating is greater than that of the resultant manse, the manse will
have appropriate points of Essence Vents to rebalance the power level. Once the manse vanishes, the demesne will be drained,
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SAVOR OF SUBMISSION
Reallocation of Resolve
RUNNING ON EMPTINESS
UNBALANCED MIND
DEFENCE
(ANY INTEGRITY
EXCELLENCY)
IDIOSYNCRATIC
INTERPRETATION
OF (VIRTUE)
Subtle Daydream
Concoction
Cocoon of Fables
Instant Commitment
Contrivance
Dream Deflection
Technique
Integrity
Unbalanced Mind Defence
Cost: 3m; Mins: Integrity 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None
Wise men have often said that genius and madness are
linked, but only the Chosen of Eris have found a way to turn
their madness into genius. This Charm allows the Exalt to add
the lower of her Hodge and Podge ratings to her Dodge MDV
and Parry MDV against one attack.
Running on Emptiness
Cocoon of Fables
Cost: 10m, 2wp; Mins: Integrity 4, Essence 4; Type: Reflexive
(Step 2)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency, Subtle Daydream Concoction
They Who Carve Truth In Stone are able to form that
metaphorical stone from the gossamer of daydreams, convincing herself that her view of the world is the only right one, if
only for a short while. This Charm perfectly defends against
any Compulsion, Emotion, Illusion and Servitude attacks for
the rest of the scene, plus the mental and emotional aspects of
any Shaping attacks. Additionally, any compulsions due to lack
of Willpower, or an overflowing of Hodge or Podge, are delayed
until the end of the scene. On the other hand, any attempts by
the character to act against her Virtues, Intimacies or Motivation have their difficulties increased by 2. Use of this Charm
gains the character a point of Podge but, if that takes the count
over 10, the consequences are still delayed until the end of the
scene.
Savor of Submission
Cost: (1wp); Mins: Integrity 1, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
TODO
Whenever the character is subject to hostile unnatural
mental influence and could pay Willpower to resist it (that
is, she has sufficient temporary Willpower), she may instead
choose to submit to it and pay a single point of Willpower to reduce her Podge rating by one point, to a minimum of zero. She
may be prevented from acquiescing by other effects. Influence
is deemed hostile if the character believes that there is at least
a good chance that acquiescing to it will be harmful to her values, goals or interests. A character cannot apply this Charms
effect to beneficial or neutral mental influence.
The cost is always 1 Willpower and the reduction one
point of Podge, regardless of how many points of Willpower
would be required to resist the effect. If the effect allows the
character later opportunities to resist, she may do so without
Reallocation of Resolve
Cost: 4m plus 4m per point of Willpower; Mins: Integrity 3,
Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Running on Emptiness, Savor of Submission
TODO
This Charm allows the Unbending Arm to transfer
Willpower between himself and another being. The character
may transfer a number of points up to his permanent Essence,
in either direction, at a cost of 4 motes per point. If the target
does not have a Willpower pool, the Charm is inapplicable and
no motes are spent.
If the other being is unwilling, the character must make
a successful attack to touch it, and the two make a contested
(Essence + Integrity) roll. If the Erisian wins, the transfer is in
the desired direction, and he gains a point of Podge. If he fails,
the direction is reversed, and he gains a point of Hodge. In the
case of a tie, nothing happens, but the motes are spent. Used on
a willing target, there is no contested roll and no gain of Hodge
or Podge.
In any case, this Charm cannot reduce either beings temporary Willpower rating below zero, nor increase it beyond its
maximum.
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nels of Integrity in each story are shared among all these Intimacies. Using this Charm to maintain three Intimacies does
not gain (Integrity x 3) opportunities to channel Integrity, only
(Integrity).
This Charm comes in two variants, though it is possible
that some Erisians have invented further variants. The initial
purchase of the Charm includes one of these, and the other may
be purchased for half the normal cost of the Charm.
Policy-Molding Arrogation: This variant supports Intimacies related to the Policy of a social group. They must involve
supporting, opposing or changing in some particular way the
Policy of that group.
Moot Point Focus: This variant covers Intimacies related
to holding a specific opinion on some matter which is open to
question. For example, the character could choose to believe
that slavery is beneficial to slaves or that demons are essentially good, but not that there is no price attached to a slave or
that demons are not generally bound in Malfeas. Grey areas
exist here, certainly; for example, the Storyteller might allow
the character to believe that slaves have no masters other than
themselves, since slaves are usually free to attempt to live that
way, though it may cause them some trouble.
DIVISIONAL REMODULATION
ANIMA-SWATHING
ARTIFICE
HOLOGRAPHIC MEMORY
MODUS
SELF-AS-NOTEBOOK
TECHNIQUE
Wisp Interpolation
Insights
Contagious Indoctrination
Practice
Lore
Holographic Memory Modus
Cost: 3m; Mins: Lore 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Children of Chaos are not really as all-knowing as
they would sometimes like others to think, but they have
surprising sources of information. This Charm enhances a
roll involving the Lore Ability by allowing the character to
draw on the knowledge held in the environment and society
around her. The subject of the roll must be something about
the characters physical surroundings, or something which is
recorded in nearby books, memory crystals etc., or something
generally known by people nearby. The range depends on the
characters Essence rating: at Essence 2, it is 100 yards; at 3, 1
mile; at 4, 10 miles, and so on, to a maximum of 1000 miles at
Essence 6. The information sought must be something generally known or specifically recorded, so this Charm tends not to
be of use in, for example, investigating crime scenes.
The effect of the Charm differs depending on whether
or not the subject is something the character would reasonably be expected to know. If not, this Charm allows the character to make a normal Lore roll, as if it were in fact within the
119
subject must be one about which the character could not otherwise validly make a Lore roll. Such facts and figures may be
actively-kept secrets, obscure trivia in libraries, or simply humdrum details of interest to few. The information need not be
written down, but it must be known, even instinctively, by a
number beings of at least Magnitude 2, and of at least animal
intelligence.
The range follows the characters Essence rating as with
Holographic Memory Modus. The character need not share a
common language with the beings which hold the desired information but, if not, it may be communicated less clearly, particularly if it comes from an animal-level intelligence. Knowledge sought may include hypotheses, opinions, and other such
uncertain knowledge. If different information is available
from separate groups, the character will gain insight from only
the smallest of them, or one chosen by the Storyteller if there
are several of equivalent Magnitude. As with its precursor, information from this Charm will accurately represent knowledge from nearby beings, but their knowledge may not be correct.
Self-as-Notebook Technique
Cost: 2m; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: None
TODO
This Charm allows the character to temporarily redirect
someones focus, adding up to (Essence) points of new Specialties across up to (Essence) traits. The character can add at most
three dots to each trait. These dots do not count towards the
usual three-dot limit on Specialties. Dots can be added for a
new Specialty in a trait for which the target already has Specialties, but cannot simply add dots to an existing Specialty. Normally Lunar and Alchemical Exalted can only gain Specialties
in Attributes, and other beings in Abilities, unless the being
has somehow gained Specialties in some atypical kind of trait. If
the character or target knows any version of <<Integrity_iiov>,
Specialty dots can be temporarily gained in any Virtue.
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TODO
This Charm can be used to enhance any Training which
a targeted being is undergoing, allows its effects to spread to
others. The target is regarded as being infected with a disease
with a Virulence equal to the characters Essence, and Untreated and Treated Morbidity ratings of zerothe disease is never directly fatal, though it might lead the afflicted into dangerous actions. The Difficulty to Treat is equal to the characters
Essence if the healer has access to relevant magic, otherwise
(Essence x 2). Anyone immune to magical Sickness effects will
find themselves sadly unable to benefit.
Anyone who observes the trainee, or someone else already
infected, at practice might find inspiration which counts as adequate tutelage. In place of the usual (Stamina + Resistance)
roll, those subsequently exposed resist using their (Conviction + Lore)a mind too focused or full finds it hard to learn
new things serendipitously. Observers may spend a point of
Willpower to suppress their Conviction and remove its dice
from the resistance roll. Those who resist or are cured become
immune until the disease has run its course.
Those infected with this spirit of self-improvement can
raise the same traits as the trainee, by the same number of dots,
but cannot raise any further than the trainee herself. The disease will last only as long as the original trainees programme
of study. At that point the Charm ends, though any infected
beings who have already begun to study may continue. Note
that this means that the Charm is not applicable to training
which happens instantly, as may be the case with self-trained
Exalts, for instance. Releasing the commitment of motes from
this Charm early ends the effects of the disease immediately
for all beyond the original trainee, and their learning will fail,
with a refund of any experience spent. The Magnitude of beings that can be infected concurrently is equal to the characters
(Essence + 1). The character can maintain at most (Essence) simultaneous activations of this Charm, and any one being can
be infected from at most one trainee. This generally means that
those infected can be training only one trait, unless the trainee
is subject to some Storyteller exemption or other magic which
allows him to train more than one trait at once.
Applied to a member of a mass combat unit, this Charm
ensures that all members will receive the training benefits, provided they seclude themselves from contact with outsiders for
the training time. In combination with Rewriting the Spine,
this Charm allows training of the Drill andby raising average
ValorMight of a unit.
Anima-Swathing Artifice
Cost: 2m; Mins: Lore 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
TODO
Once activated, this Charm reduces the effect on the
characters anima of her spending Essence from her Peripheral
pool. The total number of motes spent in each action period is
divided by two, rounded down, to a minimum of one, to deter-
Divisional Remodulation
Cost: 3m; Mins: Lore 1, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements a Numerology action, allowing
an Erisian to spend three motes to regard herself as belonging to
a different Division, for the purposes of determining the cost of
each numerical adjustment. For example, an Unbending Arm
would normally pay one Numerology point to influence the
soak of a physical object, but three for living beings, since that
number is favored by the 3rd Division. Using this Charm to
treat himself as belonging to that Division, those costs would
be reversed.
This Charm does not alter the surcharge required to use
an Excellency for Attributes in other Divisions.
121
STONE SKIN
SUBSTITUTION
Impact-Shifting Stance
Infinite Impact
Absorption
CHIMERA-SKIN PRANA
Chimera-Skin Mastery
Erisian
Elemental Rejuvenation
(ANY RESISTANCE
EXCELLENCY)
OMNIPRESENT OINTMENT
UNDERSTANDING
CHAO-BODY TECHNIQUE
Resistance
Chao-Body Technique
Cost: ; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Unpredictable as the followers of Eris are, you can never
quite tell when theyre going to keel over in a fight. A player
may purchase this Charm once for each dot of Resistance her
character has. Each purchase gains the character one of the following combinations of additional health levels, at the players
option, determined at the time of purchase: one -0 health level;
or one -1 health level and two -2 health levels; or one -2 health
level and three -4 health levels
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Ailment-Redirecting
Regimen
Impact-Shifting Stance
Cost: 3m; Mins: Resistance 3, Essence 3; Type: Reflexive (Step
7)
Keywords: Combo-OK, Knockback, Obvious, Touch
Duration: Instant
Prerequisite Charms: Stone Skin Substitution
TODO
This Charm allows the Discordian to transmit the force of
an attack on him into another object or being with which he is
in contact. Applicable objects or beings are the same as those
described for Stone Skin Substitution.
The character suffers at most minimum damage, while the
receiving object suffers full damage. If the damage is insufficient to overcome the Hardness of the object then the force rebounds. If the attack is hand-to-hand rather than ranged, then
the attacker must check for Knockdown if the damage exceeds
(attackers Stamina + Resistance).
The character may also activate this Charm if subject to a
magically-enhanced Knockback effect which causes additional
damage on impact. This usage does not affect the damage of the
original effect, only that of impact after Knockback.
This Charm protects the character against damage from
attacks, and against Crippling effects as a consequence of damage. It will generally not protect against other keyworded effects, and may not protect against certain Crippling effects,
depending on how they are inflicted. Also, note that objects
which are to be the targets of transmitted damage must be sufficiently solid: tapestries or water would not suffice, though
sand and earth probably would. If the instant or cumulative
damage is enough to destroy the target of the transmitted force,
the character and other combatants may have to make Athletics checks, suffer environmental damage or otherwise deal with
the consequences.
Ailment-Redirecting Regimen
Cost: 3m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step
10)
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Omnipresent Ointment Understanding
TODO
This Charm protects against various forms of damage to
the character by redirecting it into some other aspect of his being. It comes in three variants; the character chooses one when
initially purchasing this Charm, and can buy the others later
for half the normal Charm cost. The character can stack any
number of activations of one or more variants. In all cases, the
Charm must be activated at the moment the keyworded effect
applies for it to be effective.
123
Tasty Poison Adaptation: As long as motes are committed to this Charm, each interval which would require a Stamina + Resistance passes without damage, but still allows the substance to gradually leave his system. The Charm only prevents
damage; it does not prevent any penalties if the character has
received more doses than his tolerance for the substance allows.
Until the poison has run its course, the character treats any other substance as if it were as poisonous as the unmitigated toxin, including water. For fast-acting poisons this may not be a
problem, but the targeted poison does not necessarily provide
nourishment so, for slower toxins, the character may starve if
untreated. If no other treatment for the original poison is available, a common approach is for a character to re-activate it for
alcohol, wean himself off onto that, and survive with no more
than a bad hangover.
Soul-Sickness Transfer: Any one Sickness effect which
would harm the character may be transformed into a sickness
of the heart, severely changing the tone of one of his Intimacies.
The character chooses the Intimacy to be affected and can propose the new tone, though the Storyteller must agree that the
change puts the character at a significant disadvantage. Once
the sickness has been cured or run its course, the Charm ends
and the Intimacy is restored, unless it has been removed in the
meantime. The character cannot work to erode the Intimacy
while it carries the Sickness, though others may. If the Erisian
allows the commitment of motes to lapse prematurely, the Intimacy is restored, but the Sickness returns to run whatever remains of its natural course.
Puissance as Poultice: Activated in response to a Crippling effect, this Charm allows the character to transfer the destruction to any one of his Abilities which is rated 1 or more. As
long as the motes remain committed to this Charm, the Crippling effect is held at bay, but the characters rating in that
Ability is treated as zero. This does not prevent the character
from using any Charms he knows which require a rating in that
Ability, but it does disable any Charm effects which are conditional on a particular rating, typically worded as at Archery
3+ or a further purchase at Lore 4. Specialties are unavailable, though Excellencies can still be spent on rolls, still treating the Ability rating as zero for the purpose of dice caps. When
the motes are released, the characters Ability rating returns to
normal, but the Crippling wound takes effect unless suitable
medical treatment has been given. The character can alternatively spend 3 experience points, as if raising the Ability from 0
to 1. This does not raise the Ability but immediately heals the
wound.
Chimera-Skin Prana
Cost: 2m; Mins: Resistance 1, Essence 2; Type: Reflexive (Step
10)
Keywords: Combo-OK, Shaping, Obvious
Duration: Instant
Prerequisite Charms: None
The chosen of Eris are not immune to Chaos, but they
have a deeper understanding of it than others. This Charm allows the character to alter the consequences of a Shaping ef-
124
Chimera-Skin Mastery
Cost: ; Mins: Resistance 3, Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Any Resistance Excellency, ChimeraSkin Prana
TODO
This Charm makes the character master of his own shape,
though it does not make it inviolable. If any effect would prevent the character from applying a Shaping effect to himself,
he is nonetheless able to do so. This is true whether the effect
targets the character specifically or is one which affects an area
he is in. If any effect specifically contests this Charm, add the
characters Essence in automatic successes to the roll-off.
Martial Arts
A Discordian Exalt is capable of learning Terrestrial, Celestial, and even Sidereal Martial Arts, though persuading a Sifu to teach her the latter, or tricking him or her into it, may not
be entirely straightforward. They do not have their own Hero
style, but some of their Martial Arts Charms allow them to take
on some of the power unique to other Exalted, at a price. They
do, however, have at least one signature style which they claim
to have introduced to Creation.
Veil-Raising Meditation
Foe-Unburdening Blessing
Wind-Whipping Method
and Essence Lash. Most of the Charms can also be used with
unarmed attacks. The style can be practised in light armor, but
nothing more substantial.
Although none are known to have bothered to learn it so
far, this style could be particularly useful to gods.
125
Foe-Unburdening Blessing
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Swaying Bough Strike
Hands sweeping through the air in complex patterns of
near-prayer, the wise Dervish meditates on the notion that all
beings are one, and all conflict folly. Therefore, he seeks to end
it swiftly, by relieving his opponent of his means of attack.
This Charm gives the characters weapon or unarmed attack the D (disarming) tag if it did not already have it, giving it
a +2 Accuracy bonus for the disarming attempt. Furthermore,
the character adds his (Martial Arts 2) in automatic successes.
If he manages to disarm his opponent, he cannot hold or break
the weapon but throws it three yards for every success on the
attack.
Veil-Raising Meditation
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Errant Spiral Defense, Foe-Unburdening Blessing
As his dizzy speed blurs his outline in the eyes of his opponents, so this Charm blurs the line between the material and
immaterial, as the Dervish catches a glimpse of the spirit world.
He is able to see, hear, and target any immaterial being who
is joined in battle with him as friend or foe, to whom he has
prayed in the last week, or to whom he has an Intimacy.
126
Wind-Whipping Method
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Whirling Dervish Form
The Dervishs whirling seems manic and random to those
who are untutored, but in fact the footsteps and arm gestures
are improvised from a detailed language of religious expression.
With sufficient experience, this fluid precision can be applied
in combat also. This Charm applies magical manipulation of
the styles form weapons to allow the character to grapple at a
distance of up to 10 yards. There are two consequences of this
extended range.
The first is that, once an opponent is retrained at a distance using this Charm, gaining control of the clinch does not
allow them to grapple the character unless they can close the
distance with a Move action. Instead they get an opportunity
127
Duration
The duration of the effect is always at least one action, and
can be increased by spending Numerology points, as follows.
Numerology
Points
Duration
One action
One day
One week
One month
One season
Range
By default the Numerologist must touch her target to affect it, but the range can be extended by spending more points.
Numerology
Points
Range
Touch
5 yards
50 yards
500 yards
5 miles
50 miles
Scope
The scope of the effect, similarly, is always at least one individual creature or object. For creatures, the number of points
here equates to the Magnitude of the unit affected. For objects,
take the number of humans in a unit of that Magnitude, standChapter Five Numerology and Other Magics
128
ing in close formation, and use that as rough guide to the volume which can be affectedapproximately 2 cubic yards each.
The effect can be worked on only part of a larger object, e.g., to
weaken part of a wall, but it can only affect multiple objects if
they are substantially the same and all within the affected volume, e.g., several small huts. The effect cannot be applied to
several different kinds of objects within a given volume, just as
it cannot be applied to several different social or military groups
in a given area. It can be applied to a general volume of space, as
long as it contains mostly the same substance, e.g., air, or water.
As with duration, the maximum number of points which can
be spent here is five.
Target
Having chosen the scope of the effect, the character must
nominate a specific target. If that target group includes one or
more an Essence-wielder with Essence greater than the Discordian, there will be an additional cost for each point of difference between the targets essence and his own. This cost may
be paid in Numerology points (sacrificing some aspects of the
overall effect), temporary Willpower points, or some combination. If the difference is more than 5, the effect will automatically fail. Without advance knowledge of the targets Essence
(e.g., through performing a Numerological Assay as described
below), the character will not discover this cost until she has
committed to the Numerology action.
Targeting characters with lesser Essence does not give any
bonuses. A worker of Numerology may choose himself as the
target of an effect, but must of course take on the consequences
of Balance.
Affected Values
After spending points on duration, range and scope, the
remaining points are spent to increase or decrease various values. Each value may be modified only once in a given effect, and
only by one point. The cost of modifying a given value depends
on the underlying Division to which the Priest of Eris belongs:
those listed below under his own Division cost 1 point each;
those in neighboring Divisions (treating 1 and 5 as neighboring)
cost 2, and those in the remaining Divisions cost 3. The character may choose not to spend some of these remaining points.
Any Attribute, Ability or Virtue may be modified, though
the costs vary depending on the characters Division. None may
be raised above 5; Abilities cannot be lowered below 0, Attributes and Virtues below 1.
129
er)
130
Balance
In order to keep Eris happy, or at least to keep her amused,
each Numerological effect must incorporate an element of balance. The character must choose one of the following.
Numerically opposite changes affect one of the targets
allies, if it is a being or unit, or an adjacent object or area, if not.
This other target is chosen by the Storyteller, at the same time.
It must be of a roughly equivalent power rating; e.g., if the target is a group of extras, the balance affects an equivalent group
of extras; if an Essence user, the balance affects an Essence user
of within +/-1 Essence. If the Storyteller determines that there
is no such applicable target within range, this form of Balance
cannot be used. The other target may separately resist the Shaping effect of this balance, if it is capable of doing so.
After spending points on duration, range and scope, only half of the remaining points, rounded up, are spent on mod-
ifying values. An equal number are then spent on the same target by the Storyteller, making whatever adjustments he or she
sees fit. Because these are part of the same effect, the Storyteller
cannot adjust any of the values chosen by the character, in the
opposite direction each value may be changed only once per
effect.
Numerically opposite changes affect the target for an
equal duration, after the initial effect has ended. This may seem
like the easy option, if the Numerologist can arrange to be absent when this happens, but an inventive Storyteller will ensure thats not true: the target might use them to track her
down and take revenge, or just generally gain advantage for
himself.
Any other suitable method of balance agreed with the
Storyteller.
Activation
Once the effect has been determined, it can be activated.
It costs one point of temporary Willpower, plus any additional
points spent due to the target having a higher Essence than the
character.
If the range is Touch then the target can apply Dodge or
Parry DV to avoid being touched, in which case the effect fails
though the Willpower is still spent. If, in addition, the effect
targets more than one being or object, then all must be successfully touched (or otherwise in range) for the effect to occur.
The duration of the effect begins as soon as the first is touched,
but the adjustments do not apply until the last is touched.
If the targets are beings with Willpower, and all are successfully touched, or otherwise in range, they may be able to
spend Willpower to avoid or reduce the effects. Groups of extras and other creatures with Essence 1 resist as a unit, using the
highest Willpower in the group. Beings with Essence 2+ resist
individually, using their own Willpower. Each can spend one
point of temporary Willpower per modified value to avoid the
change to that particular value, if they have no other applicable defense. Unless the target is willing, this action counts as
an attack, so defensive Charms, counterattacks and so on may
come into play.
Numerological Assays
With all these options, it may be hard for a character to
decide just how best to mess around with an opponent. To help
with this a little, the character may perform a Numerological
Assay before hand.
In combat situations, this is an action with Speed 3, DV
-1, similar to an Aim action. Outside combat it is an unrolled
dramatic action. The character must propose a particular effect
in detail, and they will learn
which, if any, of the adjustments would be meaningless
(e.g., trying to increase an Ability which is already at 5);
whether the character is one point away from Limit
Break or similar effects;
the amount by which the targets Essence exceeds the
charactersi.e., the extra cost required in effect points or
Willpower;
whether the target is already under the effects of Numerology and, if so, the exact details of that effect.
They will not learn whether some other effect might be
more advantageous.
Other Factors
Numerology is a Shaping effect, so Charms such as the Solars Integrity-Protecting Prana may apply against it. If the effect is undone some time after it began (e.g., through the use of
an Order Affirming Blow) and the Balance effect is one which
occurs after the original effect, Balance still applies (and may
be separately countered).
Numerology doesnt count as Charm use, so a character
can save his Charm use in a given action for, say, reflexive defense Charms. This also means it cant be used in a Combo with
Charms, although it can of course be used in a flurry. Conceivably some Charms could supplement or otherwise alter the
working of a Numerological effect but, since it isnt based on
an Attribute or Ability, those cases will be rare.
A single target cannot be the subject of more than one Numerological effect from the same character at the same time
(nor, indeed, until the Balance effects have played out). Effects
from different characters may stack, but a single trait or other factor cannot be altered by more than one concurrent Numerology effect. For example, a target can be forced to gain or
lose at most one Intimacy through Numerology, no matter how
many Discordians gang up on him.
Sorcery
[TODO: Fluff about Sorcery]
Triangular Circle
Tweaking Gaias Nodes
Cost: 20m
Target: Demesne
In the First Age this spell most likely had a more arcane-sounding name, or at least a more respectful one. It fell
out of favor with the invention of Raise the Puissant Sanctum
(The Books of Sorcery, Vol. IIThe White Treatise, p. 79),
and after the Usurpation the Terrestrial Exalted had forgotten
it. It has been rediscovered and renamed by the Children of
Eris, who find it more useful due to their ability to unattune
themselves from demesnes (see Manse). It allows a sorcerer to
alter the ways in which the Essence of a demesne manifests,
without having to build a manse upon it.
To cast this spell, a sorceror must be attuned to the
demesne she wishes to alter. For a number of days equal to the
demesnes rating, she must walk its extent, focusing on ignoring those features which do not correspond to the effects she
wants to create, and attending to or envisioning others which
align with them. Sleeping, even her dreams will echo the new
world she sees, and she is unable to regain Willpower each
morning by rolling Conviction during this time, as her will
is bent to the spell. Any unattuned Essence users who enter
the demesne during this period will disrupt the preparations,
preventing the spell from being cast unless the ritual is begun
again.
This period of perambulation complete, the sorceror casts
the spell and a rushing of demense-aspected Essence gathers
from all its corners, swirls around and through her, and washes back out across the land, all in a handful of seconds. This
display is Obvious to those within the demesne but, strangely,
invisible to those outside, unless they observe it with Essence
sight.
131
Square Circle
[TODO]
132
Getting Started
All the usual guidelines for running and playing in Exalted games apply to this book: have fun; if you dont like it,
change it; and be ready to compromise and synthesize between
Storyteller and player ideas.
If you just want to have Discordians as antagonists to the
player characters, you dont necessarily have discuss it with
them in advance. But if one or more players want in on the action, you should all think about what you want to get out of
the game. Perhaps you just want to see what the Erisians are
capable of. Maybe you want to have fun, or explore philosophical questions, through playing super-powered beings who are
part enlightened mystics, but mostly just ordinary folks with no
particular standing, instead of heroes or villains. Perhaps you
as the Storyteller have your own idea of who or what Eris is,
or why the Discordians have come to be; the Hidden Agenda
style sees the characters focus on this, but it could be a significant strand in any style of game.
Game Styles
Most of the typical Exalted game styles are applicable to
Discordian characters, as described below. Following that are
some suggestions for other styles which particularly suit them.
Styles Remix
Vanilla Exalted is perhaps the hardest style to play, because the existence of the Erisians has only been known for certain for the last several hundred years. Even then, only a very
few Exalts and gods know about them, mainly those obsessed
with matters occult or secretive, hence any claims they might
make are rarely believed. Certainly the Children of Eris will be
133
Alternative Styles
Vanilla Ripple is a slight twist on Vanilla Exalted, in
which the characters start out believing themselves to be the
Exalted type which their parametadivision mimics. They will
not receive visions from the Unconquered Sun, or a personal visit from Luna, but since they wont know what to expect,
this will come as no more of a surprise than Exaltation already
does. Dragon-Blooded within the Realm or strongly Realmcontrolled territories are not suitable for this game style, since
they do know what to expect; this may also apply to Lookshy
and Cherak, less so to miscellaneous outcaste and found eggs.
The characters, and others whom they get to know, will be in
for a shock when certain inconsistencies add up to reveal the
incomprehensible truth.
Hidden Agenda is a game where the characters focus on
tring to find out why they have become what they are. Some
theories say Eris hands out her gifts at random, or that she is only a myth and the Discordian Exaltation is a new phase of mortal enlightenment. But perhaps there is some specific purpose
behind the introduction of this new power. The original Exalts
were weapons in a war. Is a new war coming? Is the Apocalypse
already happening? Or does some great being have a different
sort of goal in mind? And will the characters actually be satisfied with the answers they find?
Grand (and Gory) Old Discordja! is a variation which
posits that the Discordians were around in Creation during the
Primordial War and the First Age. Was their existence known
publicly then? Did they survive? Did they make it into the history books of the Realm, only to be redacted by the Immaculate Order, or did they stay out of it thanks to their own Arcane Fate and the help of the Sidereals? How did they avoid
the effects of the Great Curse? Come to that, which side(s) did
they fight on? And presumably, Autochthon knew or at least
suspected who made themwhat did he do about them? Lots
of questions and, of course, lots of amazing high-magitech and
high-level Charms.
134
Mixed Games
This section describes how Discordian characters might
play alongside Exalts of other stripes and spots. Discordians are
not necessarily or always heroes or villains, so finding reasons
for other Exalted to work closely with the Children of Eris may
require a bit of creativity. These ideas can also be interpreted as suggesting how more open-minded Storyteller characters
might react to them.
As with most Celestial Exalted, the Dragon-Blooded will
need a very good reason not to treat them as yet another deceitful variant of anathema. Some of that great host do have such
reasons, and the beautiful stagnation that is the Realm will continually draw Erisian attention, to its center and to its drifting
outposts. Discordian characters wil eventually outstrip Terrestrials in raw power but are perhaps less likely than Solars or
Lunars to steal the show outright. Conversely, at least Realmtrained Dragon-Blooded will be used to having allies who have
multi-layered plans and cant always be fully trusted so, in some
ways, they may be better placed to deal with the caprice of Eris'
children.
Unlike Solars theyre as likely to sneak off after theyve
started a conflict as to lead a glorious charge. They do not stand
with the gods, except to make funny faces behind their backs.
Nonetheless, Solars might work with them because they are
both Anathema to the Immaculates, because they believe them
to be useful Sidereals or Lunars, or simply because they need
all the allies they can get, and (most) Discordians at least arent
Creatures of Darkness.
On the fringes of Creation, the Lunars may be happy to
have allies against the Wyld, the Sidereals and the Realm, once
theyre sure the newcomers arent just raksha in some strange
guise. The tricksome and manipulative style of the Erisians
could also play well with that of the Moon-Children. There
may be some conflict in the longer term because, although
Erisians may shape societies, they seek balance rather than victory or survival. Theyre certainly no stewards, either, favoring
the sociological equivalent of throwing a spanner or some clogs
in the worksfor their own good, you understandand then
legging it.
Sidereals, despite or perhaps because of their cleverness,
might be fooled into thinking a Discordian was some existing kind of Exaltmaybe even Sidereal ronin, though use of
Charms which are clearly not Sidereal might shatter that illusion. Erisians might gladly work in a large forward-planning
organization, for a time, if they deem it necessary to counter an
overdose of disorganization somewhere, or to play their own
reality-bending tricks from within the Maidens' empire. Alternatively, they might present themselves as they are, and let the
Sidereals work with the newcomers in their usual capacity as
helpful advisers, while frantically trying to learn where they
came from, what they can do, and what theyre up to.
Infernals could be duped into believing Discordians are
of their kind, at least for a while. They might also be willing
to believe a disaffected Exalt of some other type would join
the Yozis cause, with some persuasion. Alternatively, some
Erisians might be open about their strange nature and freely
choose to support the Yozis escape plans. Its possible that they
are born of some Primordial-level power but, if so, its not one
grieving over and railing against unjust binding. Their sense of
Virtue is much closer to the human norm than the Infernal or
demonic, but unusually flexible. The twisted Primordials will
hesitate to trust what they cannot control, but if these Exalts
Locations
[TODO]
Experience
Except as noted in this section, Discordians gain experience, spend it, and train to increase Traits at the same rate as
Solars, as described in Exalted, p. 272275. The accompanying Discordian Experience Costs table gives details of where
costs and rates differ. They gain an experience discount for only three of their Divisional Abilities, both for raising Ability
ratings and purchasing Charms, unless they have also selected
other Divisional Ability as Favored.
Essence and Maximums: Essence maximums related to
aging so far appear to follow those for Solars; however, Priests
of Eris older than 200 or so years have never been encountered.
This may be because they dont last much longer than that, or
simply because they really have only recently be introduced to
Creation. Or maybe the elder Discordians are just better at hiding.
Cost
Training Times
Divisional/Favored Charm
10
Non-Divisional/Favored Charm
12
12
15
10
12
Essence (to 3)
(rating x 9)
immediate
Essence (above 3)
(rating x 9)
(rating) months
135
Example Characters
(Works in Progress)
Emperor Nellens Jo-Shu
A couple of seasons after the disappearance of the Scarlet Empress, some fragments of House Iselsi started to receive
reports of a possible new claimant of power in the Scavenger
Lands. Apparently a minor but beloved middle-aged scion
of Nellens, based in one of their River Province tributaries,
had declared himself Emperor Jo-Shu. Agents of the Eye arrived there a week or two in advance of heavily-armed House
Mnemon negotiators, on the chance he would be, or could be
made to seem, a valid successor.
On arrival, however, they were sorely disappointed. The
Wood-Aspect Dragon-Blood in question was clearly insane:
dressed in a ragged parody of proper House attire, unkempt hair
filled with fading twigs and leaves, and a gaze which seemed
always half in dream.
Further investigation revealed that his fragile rice trade
with the Blessed Isle had fallen apart with the confusion of the
Empress fall. He had become bankrupt, cut off from the main
House, and went into seclusion, living off the remains of his
unshipped goods. He was not seen for several months, then
suddenly reappeared in his current sorry state.
He had indeed proclaimed himself Emperor, but his only subjects were local mortals who had previously known of
and favored him, humoring him in his madness. The Eye agents
abandoned their quest in disgust. When the Mnemon party arrived their reactions were a mixture of amusement and contempt, and they left him alone, considering it a waste of time
and beneath them even to threaten him.
136
otherwise save the whole population of Varajtul, if he can only work out how to take the magic of the demesne with him
and how his tribe would actually get there.
Division: Arrow
Parametadivision: Night from Day
Discordian Anima Banner: At iconic levels, Kou-ans anima
shows a number of overlapping long shards of ice which somehow form a tree shape, complete with icy-green fruit.
Lunar Anima Banner: A snow bear, whose fur extends out
into lines of crystalline ice and snowflake patterns, hinting at
a tree-like shape.
Motivation: Protect the people of the North from Chaos, both
external and internal
137
Rating: 10
Hearthstone Reduction: 5
Powers:
Reality Archive: 2
Puzzle Manse: 3
Outside Fate: 4
Portal Creation: 6
138
The air is breathable but feels stale, the food is nourishing but
bland, and so on.
Bound Intelligence Staff: 2. Like Bound Servant Force,
but provides a group up to (rating 1). Specifically, there are 115
Grey Men: human-like figures with empty, unreflective black
eyes, who serve as investigators, analysts, defenders and occasionally hosts. They have the Virtue attributes of automata,
though they still need to breath and eat; whether they are affected by poison is unknown.
Intelligence Library: 3. Like Archive, but only covers 3
Specialties, which must be in Investigation, Lore, Occult, Larceny, Bureaucracy, Linguistics or Socialize. The set of specialties can be changed over time by the intelligence operations of
the Grey Men and the connected manses, at the rate of 1 dot per
two seasons. The training effect of an Archive exists, but each
student may learn at most three specialties (or increase three
Abilities) from the Library, even if its contents later change.
Grey Dragons Wing: 3. Like Veil of Shadows, but additionally makes it impossible to sense the geomantic Essence
flows around it. As far as outside observers with geomantic
awareness can tell, its not a manse, and theres no convergence
of dragon lines which would make it worth building one here.
Within the walls, the manses nature may be sensed as normal.
Hearthstone: Jewel of Swift Comprehension
Grey Men
Attributes: Strength 3, Dexterity 3, Stamina 3; Charisma 1, Manipulation 1, Appearance 1; Perception 3, Intelligence 3, Wits 2
Virtues: Compassion 0, Conviction 0/10, Temperance 10, Valor 10
Abilities: Archery 3, Athletics 1, Awareness 2, Bureaucracy 0
(Understanding Forms and Processes +2), Craft (Fire) 1, Dodge
3, Integrity 2, Investigation 3, Linguistics 2 (High Realm, one
other), Larceny 1 (Understanding Criminal Organizations +2),
Martial Arts 3, Medicine 1, Occult 2, Resistance 2, Stealth 2,
War 0 (Understanding Strategies +2)
Join Battle: 4
Attacks:
[TODO]
Soak: 7L/11B (unnaturally toughened skin +6L/8B)
Health Levels: -0/-0/-1/-1/-1/2/-2/-2/-4/-4/Incap
Dodge DV: 4 Willpower: 0 (10 to resist influence)
Essence: 1
Other Notes: The Grey Men all look alike, characterless
though not quite identical. They wear dark grey tunics and
trousers, and tough boots. They carry improved flame pieces
which hold canisters of pre-packaged charges. Each canister
holds 6 shots, and requires one Miscellaneous Action to replace. A Grey Man will typically have one or two spare canisters on his person, or more if expecting trouble.
These beings seem to be some kind of artificial construct
and, as such, have some supernatural powers.
Library Link: Any of these creatures can instantly access the
contents of the library. They can train themselves in up to 3
specialties, and can swap out existing specialties for new ones
over time.
Linguistic Facility: All Grey Men know one language in addition to High Realm. They may change this language once per
day via an arcane connection to the manses Library.
Reanimation: As long as the manse does not suffer power failure, any Grey Men destroyed will reform over the course of
23 hours in the hearth room, with memories intact and a new
Artifacts
Trinkets
[TODO]
Tools
[TODO: Set of prayer beads that expands to an artifact
fighting chain.]
139
Keepsakes
Stone of Belonging (Artifact )
This smooth white stone is roughly the size of a ducks
egg. It was created by the same craftswoman who invented the
Stone of Bamboozlement, to make it easier for her to remain
_un_hidden. This artifact costs 8 motes to attune.
The attuned owner of this stone finds her Recumbent
Destiny completely suppressed (if she has one), and her apparent identity changed to one of her own devising. This identity
may mimic a real person, or be a complete fabrication. She gains
3 bonus successes on Larceny rolls to create and maintain this
disguise, and on rolls to oppose others seeing through it. However, she must spend 5 motes to transfer the effect to another
disguise, and cannot disguise herself as her true identity. Attempts to appear as anyone one other than the chosen identity
receive a 5-die penalty as long as the artifact remains attuned.
Also, separate from the specific identity she chooses, the
character gains a 2-die bonus to any Bureaucracy, Lore, Performance or Socialize rolls related to convincing people that she
140
Wonders
[TODO]
Triumphs
[TODO]
Other Magics
Consumables
Dragons Blood (Resources N/A)
The existence of this potion is a secret closely guarded by
those few who have managed to secure a sample or supply. It
is an odorless, tasteless liquid which is almost entirely clear: it
comes in five variants, once for each of the elements of Creation, and each dose has a very slight shading of the relevant
color.
When drunk it has no effect except on Dragon-Blooded,
and unexalted mortals who are descended from them within
up to five generations. Dragon-Blooded effectively have their
Breeding background increased by 3 dots, to a maximum of
8, with its benefits extrapolated. Thus, a Dragon-Blooded Exalt who naturally had a Breeding rating of 5 would find herself with +8 motes in her Personal Essence pool, +15 in her Peripheral, able to activate her anima banner at no cost until the
dose wore off, and any children conceived while it remained
in her system would gain +5 on the roll to see if they would
Exalt. [TODO: Does +5 make sense for that roll? What is it?
Couldnt find it in the MoEP:DB.] The one exception is that
aspect markings do not become significantly more pronounced.
Diseases
Diseases of Conviction
Contratriety
Virulence: 1 Difficulty to Treat: 3
Morbidity: 4 Treated Morbidity: 1
Symptoms: Never directly fatal, this is truly a disease of Virtue.
Its victims gradually come to hold a negative Intimacy towards
some group or society to which they belong, leading them to
work against its aims, or even attempt to dismantle it outright.
If one already holds one or more positive Intimacies towards
such groups, the disease will take root in one of those, and reverse it; if not, it will form a new Intimacy, displacing something else. Having its roots in the Wyld, this disease is a Sickness effect, and can infect Exalted.
Duration: The infected individual will show no symptoms for
48 weeks, though they are infectious after only 1 week. Symptoms begin sooner if the victim is brought into conflict with
the relevant group in some way. He will become at first irritated
by, then antagonistic towards, the relevant group. This takes as
many weeks as he has dots of Conviction. Unless treated, the
new Intimacy then takes root, changing or displacing another. The person then remains contagious for as many months as
they have dots of Conviction. Past that point, the disease has
run its course, and the Intimacy may be changed as normal.
Vector: The disease is passed from person to person, spreading
more easily through sex or blood-exchangemoments when
one is bonded closely to only one other person, rather than a
group. In such circumstances its Virulence rises to 4.
Treatment: Certain herbs which provoke a heightened sense
of camaraderie and affection can be brewed to counter this infection. However, these feelings tend to lead to intimate con-
tact, so the cure may provoke infection of others, unless the patient is isolated until the sickness is purged.
Erisian Elementals
Erisian Elementals are few enough in number that they
have never been known to form courts of their own. That said,
several who manifest in one location may band together, for
work or company, and most are open to alliances with existing
elementals.
Although not officially part of the Terrestrial Bureaucracy or its analogues in other realms, these spirits turn out to be
subject to same rules of summoning. Few Erisian Elementals
are actually summoned, because they are relatively rare and so
few sorcerers are aware of their existenceor, in the case of the
Dragon-Blooded, willing to entertain such heresy. Nonetheless, the description for each gives some ideas of the issues summoners might encounter.
Orange
Glow Wyrms
Appearing as tiny, gently glowing, orange dragons, no
more than a foot long, glow wyrms are spirits of cosy pleasure.
They work to keep all beings they encounter comfortable and
happy, sometimes whether they want it or not.
Summoning: notes.
Motivation: Keep themselves and others cosy.
Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 4, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 2
Virtues: Compassion 3, Conviction 1, Temperance 2, Valor 1
Abilities: Awareness 2, Dodge 4, Integrity 2 (Staying Cosy +2),
Investigation 0 (Finding Sources of or Threats to Comfort +3),
Linguistics 1 (Old Realm and one local language), Lore 1, Martial Arts 2, Medicine 0 (Comforting Ill and Wounded +3), Occult 2, Performance 3 (Persuade to Cosiness +2), Presence 3 (Persuade to Cosiness +2), Socialize 3, Survival 0 (Finding Basic
Comforts +3)
Backgrounds: None.
Charms: [TODO: only have 6/11 far]
Compassion: Blessings, Divinations, Sendings
Conviction: Divine Works, Eidola, Relocations,
Temperance: Enchantments, Inhabitings, Tantra
Valor: Aegis, Curses, Edges
Blahdetails.
Dematerialize35 motes.
Sense DomainGlow wyrms can sense physical and metaphysical things which add to or interfere with comfort and cosiness.
Touch of GraceThe spirit can remove all pain and discomfort from wounds for a scene, and up to 2 points of wound
penalty, but cannot actually heal damage. It can also cure a natural mental derangement permanently for 6m, 1wp, and hold
off magically-induced ones for a scene.
BanishThe effect is not a Shaping but a Compulsion, costing
two Willpower to resist, which causes targets to travel at least
10 miles away, quickly and safely. Valid targets are those who
disrupt the comfort of others.
Spice of Custodial DelectationAny time someone makes significant effort to make themselves and others more comfortable (without discomfiting anyone else).
141
Sweet
[TODO]
Boom
[TODO: One which is embodied in firedust, but not
found widely in the South, since Fire Elementals crowd
them out of peoples perception there. If too many gather,
spontaneous combustion of firedust can result.]
Grom
Grom appear as squat, lumpy figures, perhaps four or
five feet tall and almost as wide, with skin resembling half-refined metal ore, coloration dependent on local materials, and
sparkling metallic eyes. They are found in those few parts of
Creation which manage something approaching heavy industryrare in the Age of Sorrowsbut are more common in Autochthonia. Weaker versions may even be found in Malfeas
for a time, where his layers grind together long enough. They
love loud noises, explosions and impacts, and work to ensure a
steady supply of such experiences. They appear near active volcanoes occasionally, but the violence of those formations tends
to be sporadic, and the action already monopolized by powerful
entrenched spirits.
As with all Erisian Elementals, these spirits rarely manifest in areas strictly controlled by the theomacracy or the hierarchies of Autochthons own subroutines. However, where
they do appear, they are more powerful than most Erisian Elementals, given the many things within the Maker which have
a tendency to go boom. They are most likely to appear near
sources of lightning, metal or steam, or near machinery which
makes lots of noise. Natives might think they are Void-tainted
subroutines but in fact they are dire enemies of any Gremlins
who would disrupt the lovely noisiness of the Makers processes. The Grom themselves may at times tune those processes
to be more noisy, and hence less efficient, but generally have
enough foresight not to irreparably damage the things they enjoy so much.
Summoning: Most suited to the Ecstatic, Functionary or
Hunter plates. If summoned, it might be to construct and monitor machinery in hazardous environments, explore inside ac-
142
Pungent
[TODO]
Prickle
Night Watcher
These elementals have not been formally studied and
have the name Night Watcher only from folk tales, told to
children who fear that something is hiding in their bedroom at
night. The stories are wrong to suggest that they only come out
at night, but they accurately capture the elementals nature in
that they are inconsistent about whether these beings come to
protect, threaten or simply observe.
Night Watchers are insubstantial in their material state.
Attempts to perceive or attack them when relying on normal
senses are at a -4 external penalty, though Essence sight or powers which detect spirits will see them normally. To those who
can see them, they appear as a translucent, pale grey humanoid
shape with a fluid outline, and eyes which seem to reflect shifting lights which are not really there. This is not only a visual
property: those without magical weapons will find it hard to
wound a Night Watcher. On the other hand, these elementals
are incapable of making natural physical attacks, though they
are unlikely to fight in any manner unless attacked.
Summoning: These elementals are suited to being bound to
tasks involving surveillance, ambush or wearing down the psyche of enemies. If abcsissic binding is to be used, the Warden,
Hunter and Functionary plates are most suitable. A successful
summoner is not automatically granted the power to see the elemental clearly. At least one Night Watcher has escaped summoning by playing on the sorcerers uncertainties until she believed that she had failed, waiting until she abandoned the spell
and then leaving. More commonly they are accidentally beckoned by a thaumaturge who is not quite precise enough about
the type of spirit he seeks. They may manifest spontaneously if
a child is repeatedly terrified of (usually) imagined horrors at
night. In such cases they are more likely to use their Gifts of
Trepidation Charm after some observation.
Motivation: Witness the emotions of creatures who feel they
are being watched.
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 2,
Manipulation 4, Appearance 1, Perception 5, Intelligence 3,
Wits 5
Virtues: Compassion 3, Conviction 2, Temperance 2, Valor 4
Abilities: Awareness 5, Dodge 3, Integrity 3, Linguistics 12
(Old Realm plus 1 or 2 regional languages), Lore 1 (Tales of
Things That Watch +2), Occult 2 (Things That Watch +1), Performance 2 (Ventriloquism +3), Presence 0 (Induce Paranoia
+3), Resistance 1, Socialize 2 (Read Emotion +2), Stealth 3
Backgrounds: None.
Charms:
Third (Ability) ExcellencyAwareness, Stealth
Dirt
[TODO]
Focus
[TODO]
Dream
[TODO: One that visits people with dreams of losing their teeth. The particularly susceptible (usually very
young or very old) may find that they really have lost their
teeth in the morning, and may receive some minor gift in
return. NOTE: Find out more about psychology of dreams
of losing teeth.]
Binding
[TODO: One thats related to promises, weddings,
Eclipse oaths and other bindings which are (ostensibly)
given freely. Interferes if not truly given with free will.
Supports reinforcement of oath.]
143
Symbols
A
Anima
mimcry
Anima mimcry
Artifacts
Armor Propre
Brush of Expedient Formulation
Stone of Bamboozlement
Stone of Belonging
The Cabal-ah
Backgrounds
Allies
Artifact
Backing
Contacts
Cult
Echoes
Familiar
Followers
Influence
Manse
Mentor
Pineal Gland
Resources
Sifu
Spies
Characters
Example
Emperor Nellens Jo-Shu
Kou-an the Barbarian
Charms
1st Division (Anchor)
Athletics
Awareness
Martial Arts
Sail
Survival
2nd Division (Arrow)
Archery
Investigation
Medicine
Performance
Ride
3rd Division (Apple)
Linguistics
Melee
Presence
Socialize
War
4th Division (Archway)
Dodge
Larceny
Occult
Stealth
Thrown
5th Division (Anvil)
INDEX
Bureaucracy
Craft
Excellencies and Related Charms
Integrity
Lore
Resistance
Excellencies and Insolencies
Martial
Whirling Dervish Style
17
23
23
140
140
140
140
140
34
34
34
34
35
35
36
35
35
35
35
35
36
35
35
35
106
111
38
115
118
121
38
Arts
124
Demesnes
The Frozen Oasis
Destiny
Recumbent
Diseases
Contrariety
Divisional Realignment
Divisions
1st Division (Anchor)
Charms
2nd Division (Arrow)
Charms
3rd Division (Apple)
Charms
4th Division (Archway)
Charms
5th Division (Anvil)
Charms
Realignment
139
33
141
33
17
18, 42
42
19, 57
57
20, 74
74
21, 90
90
22, 106
106
33
Elementals
Glow Wyrms
136
Grom
136
Night Watcher
Elements
42
Erisian
42 Erisian
44
Glow Wyrms
47
Grom
50
Night Watcher
53 Erisian Elements
57
57 G
62 Great Curse
65
68 H
71 Hodge
and Podge
74
Hodge
and Podge
74
78 M
81 Magic
83
Dragons Blood
87 Manses
90
The House of Mirrors
90
The Pentagon
92 Mimicry
95
Cosmetic Charm
98
Parametadivisonal cosmetic
102
106
Index
141
142
143
36
Elementals
141
142
143
36
33
33
33
Items
140
138
138
23, 38
23
144
Parametadivisions
Blood from Stone (Alchemical)
Division by Zero (Abyssal)
Division of Labor (Jadeborn)
Good from Bad (Solar)
Indivisibles (Raksha)
Might from Will (Sidereal)
Night from Day (Lunar)
Seed from Tree (Dragon-Blooded)
Sub-Division (Infernal)
Podge
Hodge and
Profane Fate
Recumbent Destiny
28
29
31
24
32
27
25
26
30
33
33
33
Index
145
Symbols
INDEX OF CHARMS
80
91
123
91
97
121
54
66
105
98
43
90
109
55
89
89
127
60
108
53
108
113
61
109
72
58
61
79
79
86
61
105
113
89
91
122
97
124
124
124
117
120
53
114
56
127
54
103
111
121
105
71
117
120
120
73
114
114
104
79
48
49
88
83
86
43
115
96
123
125
121
97
105
63
75
62
80
45
45
92
Index of Charms
46
146
70
106
92
42
82
50
99
119
46
74
73
80
44
95
117
123
69
63
112
85
123
91
95
49
108
62
118
82
94
72
70
100
67
80
64
65
69
78
55
110
50
68
46
82
57
71
89
109
82
111
110
42
92
76
86
72
43
43
64
77
94
112
93
123
83
83
64
105
91
89
81
115
60
73
67
111
50
83
59
59
85
93
114
64
117
97
110
79
113
63
120
51
97
117
Index of Charms
147
52
78
64
50
91
66
73
81
68
96
70
98
100
122
103
52
90
116
70
94
99
85
59
126
80
118
116
47
95
104
84
126
67
91
96
125
67
51
54
108
126
56
126
119
58
99
94
101
101
75
Symbols
E
Extra
Action
Flailing Pirouette Technique (Whirling Dervish Style) 126
Forked Tongue Technique (Linguistics)
76
Manifold Targeting Technique (Awareness)
46
Tale of Nine Cats (Performance)
69
Permanent
Blessing of Five Bells (Sail)
Chao-Body Technique (Resistance)
Chimera-Skin Mastery (Resistance)
Factious Soul Persuasion (Socialize)
Fantail Shimmy (Sail)
Formless Form (Martial Arts)
Hero-Worshipping Inspiration (Martial Arts)
Horseshoe Affinity Lure (Ride)
Idiosyncratic Interpretation of (Virtue) (Integrity)
Inimitable Style Invention (Martial Arts)
Instinctive Stallion Sympathy (Ride)
Invigorating Flame And Acid Bath (Medicine)
Lotus Root Distillation (Martial Arts)
Mission Restatement Process (Bureaucracy)
Moment of Spatial Eructation (Dodge)
Narcissus' Face Reflected (Athletics)
Perfect Excuse (Dodge)
Prayer Strip Poker (Martial Arts)
Running on Emptiness (Integrity)
Savor of Submission (Integrity)
Sifu-Scandalizing Synthesis (Martial Arts)
Softening of Suasion (Presence)
Square Circle Sorcery (Occult)
Triangular Circle Sorcery (Occult)
Wave-Mind Intuition (Sail)
53
122
124
84
52
49
50
73
117
49
72
67
50
110
92
43
91
50
117
117
50
81
98
97
51
149
Symbols
C
INDEX OF CHARMS
BY KEYWORD
Compulsion
Bandwagon Pedlar Ploy (Bureaucracy)
Butterfly Pinion Pitch (Thrown)
Decision-Bending Prana (Bureaucracy)
Flock-Gulling Instigation (Socialize)
Friends Like These (War)
Hearts Treasure Transposed (Presence)
Horseshoe Affinity Lure (Ride)
Hostility-Redirecting Hocus (Melee)
Imposition of Deduction (Investigation)
Instant Diplomacy Ploy (Presence)
Mind-Luring Mien (Presence)
Mondo Moment (Linguistics)
Perfect Excuse (Dodge)
Pigeon Rehoming Method (Ride)
Schismatic Innoculation Technique (Socialize)
Counterattack
Balanced Unbalance (Athletics)
Bamboo Unbending Maneuver (War)
Centrifugal Farce (Dodge)
Dramatic Death Rehearsal (Performance)
Dream Deflection Technique (Integrity)
Equilibrium Catapult (Athletics)
Expect the Unexpected (Awareness)
Grey-Space Shuffle (Dodge)
Incisive Counterpoint Contortion (Socialize)
Knockback Takeaway Technique (Melee)
Reflected Steel Stroke (Melee)
Subtle Daydream Concoction (Integrity)
Crippling
Elsewhere Explosion Shot (Thrown)
Wind-Whipping Method (Whirling Dervish Style)
109
105
111
87
88
82
73
80
63
82
82
76
91
73
87
43
90
91
71
117
43
45
92
85
80
79
116
104
126
Emotion
Factious Soul Persuasion (Socialize)
Golden Apple Enticement (Thrown)
Instant Diplomacy Ploy (Presence)
Intimate Seduction Serenade (Performance)
Madness Adjustment Device (Medicine)
Narcissus' Face Reflected (Athletics)
Piercing the Heart (Archery)
Value-Adding Veneer (Larceny)
84
106
82
70
68
43
60
95
Form-type
Whirling Dervish Form (Whirling Dervish Style)
126
Illusion
Aggression-Reflecting Facade (Dodge)
Dramatic Death Rehearsal (Performance)
Dream Deflection Technique (Integrity)
Enemy Of My Friend (War)
Even False Things (Investigation)
Excision of Awareness (Melee)
Factious Soul Persuasion (Socialize)
91
71
117
88
63
80
84
55
77
100
69
82
71
109
111
110
63
47
68
104
91
66
116
94
95
108
Knockback
Balanced Unbalance (Athletics)
Bolt of Fresh Air (Archery)
Equilibrium Catapult (Athletics)
Impact-Shifting Stance (Resistance)
Swaying Bough Strike (Whirling Dervish Style)
43
61
43
123
126
Obvious
Another Dragons Claws (Thrown)
Bathing in Brimstone (Survival)
Becoming the Arrow (Archery)
Blessing of Five Bells (Sail)
Bowyers Guarantee (Archery)
Breastplate Bypass Technique (Melee)
Bull-Takes-Wing Technique (Archery)
Chimera Sheds Its Skin (Resistance)
Chimera-Skin Prana (Resistance)
Dance of Seven Veils (Whirling Dervish Style)
Dream Lotus Unfolding (Lore)
Elusive Blade Stroke (Melee)
Essence Reflux Prana (Lore)
Everybody Knows Shapes (Linguistics)
Fantail Shimmy (Sail)
Flailing Pirouette Technique (Whirling Dervish Style)
Fletchers Rejoinder (Archery)
Foe-Cleaving Flow (Melee)
Forked Tongue Technique (Linguistics)
Form is Emptiness (Martial Arts)
Full Hand Empty (Martial Arts)
Horse-Unification Posture (Ride)
Impact-Shifting Stance (Resistance)
Infinite Impact Absorption (Resistance)
Madness Adjustment Device (Medicine)
Manifold Targeting Technique (Awareness)
Mind-Luring Mien (Presence)
Moment of Perfect Gravity (Athletics)
Omnipresent Ointment Understanding (Resistance)
105
55
60
53
61
79
61
124
124
127
120
79
121
75
52
126
59
79
76
49
49
74
123
123
68
46
82
42
123
150
83
105
91
59
117
91
122
59
80
76
104
126
58
94
83
Reactor
Essence Reflux Prana (Lore)
Glory-Stealing Arrogance (Performance)
121
70
Servitude
Mantra of Necessary Union (Survival)
57
Mission Restatement Process (Bureaucracy)
110
Shaping
Anima-Suppressing Intervention (Occult)
97
Bilateral Bargain Binding (Bureaucracy)
108
Bond-Trading Treaty (Bureaucracy)
109
Brother-Hooded Cloak (Socialize)
86
Charm-Filching Prana (Occult)
97
Chimera Sheds Its Skin (Resistance)
124
Chimera-Skin Mastery (Resistance)
124
Chimera-Skin Prana (Resistance)
124
Cryptic Inhabitation (Survival)
56
Dream Lotus Unfolding (Lore)
120
Echo-Solidification Technique (Craft)
114
Farseer Feint (Stealth)
101
First (Ability) InsolencyEssence Confounding (Excellencies and Related Charms)
40
Glory-Stealing Arrogance (Performance)
70
Identity Theft (Larceny)
95
Living-With-Rocks Approach (Survival)
55
Mantle-Trading Misdirection (Presence)
82
Moment of Perfect Gravity (Athletics)
42
Needle As Compass Method (Investigation)
64
Omnipresent Ointment Understanding (Resistance) 123
Paralocative Presence Prana (Presence)
83
Profile Minimization Approach (Presence)
83
Rainbow Warp Removal Technique (Craft)
114
Recasting the Mold (Occult)
97
Reflection-Reification Technique (Craft)
113
Ritual of Instant Ordination (Occult)
97
Sailing Between the Waves (Sail)
52
Second (Ability) InsolencyEssence Ominous (Excellencies and Related Charms)
40
Soul-Soothing Poultice (Medicine)
68
Strength in Numbers (War)
90
Superior Supine Position (Stealth)
99
The Earth is My Sheepdog (Survival)
55
The Underlying Self (Stealth)
102
Venom Reversal Treatment (Medicine)
67
Voodoo Exchange Student (Occult)
96
67
94
101
120
86
108
117
111
117
88
86
63
75
62
107
87
76
46
106
82
63
85
91
108
118
82
70
69
110
71
82
111
86
77
94
81
85
64
110
63
87
64
70
90
116
70
85
69
85
85
76
76
116
84
108
101
123
105
55
122
151
120
120
86
63
77
63
62
118
100
71
86
64
83
111
59
63
117
87
101
85
102
76
Touch
Anima-Suppressing Intervention (Occult)
Anointment of the Hardy Fool (Medicine)
By Whim Reforged (Craft)
Centrifugal Farce (Dodge)
Charm-Filching Prana (Occult)
Core Principle Concentration (Craft)
Dream Lotus Unfolding (Lore)
Eager Mount Spirit (Ride)
Essence Reflux Prana (Lore)
Fantail Shimmy (Sail)
Flesh-Knitting Pattern (Medicine)
Horse-Unification Posture (Ride)
Identity Theft (Larceny)
Impact-Shifting Stance (Resistance)
Improvised Construction Scheme (Craft)
Investment of Mist and Shadow (Stealth)
Mantle-Trading Misdirection (Presence)
Mount-Promoting Touch (Ride)
Needle As Compass Method (Investigation)
Object Reconfiguration Technique (Craft)
Pet Rock Promotion (Craft)
Plague Substitution Method (Medicine)
Rainbow Warp Removal Technique (Craft)
Reallocation of Resolve (Integrity)
Recasting the Mold (Occult)
Rewriting the Spine (Lore)
Self-as-Notebook Technique (Lore)
Soaring Steed Attitude (Ride)
Stone Skin Substitution (Resistance)
Venom Reversal Treatment (Medicine)
Walking Wounded Manipulation (Medicine)
Training
Contagious Indoctrination Practice (Lore)
Edifying Embodiment of Efficacy (Craft)
Pet Rock Promotion (Craft)
Rewriting the Spine (Lore)
Subtle Heresy Foundation (Performance)
152
97
66
113
91
97
114
120
73
121
52
66
74
95
123
112
100
82
72
64
112
115
67
114
117
97
120
120
73
122
67
67
120
114
115
120
70
War
Bamboo Unbending Maneuver (War)
Battle Intelligence Instinct (War)
Battlefield Taunt Technique (War)
Blessing of Five Bells (Sail)
Carrying-My-Brother Formation (War)
Eager Mount Spirit (Ride)
Enemy Of My Friend (War)
Fantail Shimmy (Sail)
Fleeting Parley Tactic (Socialize)
Flotsam Half-Hitch (Sail)
Forked Tongue Technique (Linguistics)
Friends Like These (War)
Instant Diplomacy Ploy (Presence)
Logistical Nightmare (Bureaucracy)
March Into Temptation (Performance)
Marching-Like-Water System (War)
Mind-Luring Mien (Presence)
Moment of Spatial Eructation (Dodge)
Mondo Moment (Linguistics)
Noetic Alignment Concentration (Linguistics)
Perfect Rabble Formation (War)
Ripple-Reading Insight (Sail)
Sailing Between the Waves (Sail)
Strength in Numbers (War)
Tongue-Twisting Impedition (Linguistics)
Wave-Mind Intuition (Sail)
Yeddim Whitewash Trick (Stealth)
Yeddims Forgotten (Stealth)
90
89
89
53
89
73
88
52
86
51
76
88
82
110
71
89
82
92
76
77
89
51
52
90
76
51
101
101
Symbols
A
Action-Delayer
Mondo Moment (Linguistics)
AttackRedirection
Aggression-Reflecting Facade (Dodge)
Hostility-Redirecting Hocus (Melee)
Influence-Diverting Trance (Dodge)
AttackRetry
Dart Diversion Tactic (Thrown)
Fletchers Rejoinder (Archery)
Attribute-Enhancer
Equilibrium Catapult (Athletics)
Narcissus Blossom Technique (Athletics)
Narcissus' Face Reflected (Athletics)
76
91
80
91
103
59
43
43
43
Background-Manipulation
Inner Circle Infiltration (Bureaucracy)
Balance-Enhancer
Flawless Footstep Meditation (Athletics)
108
42
Concealment
Anima-Swathing Artifice (Lore)
Brother-Hooded Cloak (Socialize)
Cryptic Inhabitation (Survival)
Farseer Feint (Stealth)
Hidden in Plain Sight Attitude (Stealth)
Horse-Unification Posture (Ride)
Investment of Mist and Shadow (Stealth)
Living-With-Rocks Approach (Survival)
Sensory Interclusion Method (Stealth)
Standing Somewhere Else (Stealth)
The Underlying Self (Stealth)
Yeddim Whitewash Trick (Stealth)
Yeddims Forgotten (Stealth)
Counterattack-Breaker
Angelic Countenance of Innocence (Dodge)
Crippling-Mitigator
Ailment-Redirecting Regimen (Resistance)
CripplingMitigator
Walking Wounded Manipulation (Medicine)
121
86
56
101
99
74
100
55
101
100
102
101
101
91
123
67
Disguise
Anima-Swathing Artifice (Lore)
Fang-And-Feather Aura (Survival)
Identity Theft (Larceny)
Inhuman Countenance Construction (Larceny)
Instant Image Improvization (Larceny)
Living-With-Rocks Approach (Survival)
Subtle Transfiguration Knack (Larceny)
The Underlying Self (Stealth)
Value-Adding Veneer (Larceny)
DomainMonitoring
Border-Riding Ward (Ride)
Cryptic Inhabitation (Survival)
Policy Perturbation Sense (Bureaucracy)
Umbrella of the Heart (Integrity)
121
55
95
95
94
55
94
102
95
72
56
111
118
ElementalAdjuster
Erisian Elemental Expression (Occult)
96
ElementalAttack
Another Dragons Claws (Thrown)
105
Erisian Elemental Expression (Occult)
96
Psychedelic Peacock Shot (Archery)
59
Sword of Essential Idiosyncrasy (Melee)
80
ElementalDefense
Erisian Elemental Expression (Occult)
96
EnvironmentalDamageMitigator
Bathing in Brimstone (Survival)
55
Dancing Between Raindrops (Survival)
54
Invigorating Flame And Acid Bath (Medicine)
67
Excellency
(Ability) Efforts Discounted (Excellencies and Related
Charms)
40
First (Ability) ExcellencyEssence Overwhelming (Excellencies and Related Charms)
39
Second (Ability) ExcellencyEssence Triumphant (Excellencies and Related Charms)
39
Third (Ability) ExcellencyEssence Revisited (Excellencies and Related Charms)
39
FamiliarCreation
Pet Rock Promotion (Craft)
Flurry-Breaker
Evasion Vector Response (Thrown)
Grey-Space Shuffle (Dodge)
Knockback Takeaway Technique (Melee)
Moment of Spatial Eructation (Dodge)
Flurry-Enhancer
Feather and Snowflake Unison (Athletics)
Form-Enhancer
Formless Form (Martial Arts)
Hero-Worshipping Inspiration (Martial Arts)
115
105
92
80
92
44
49
50
Grapple-Breaker
Balanced Unbalance (Athletics)
Equilibrium Catapult (Athletics)
Group-Enhancer
Blessing of Five Bells (Sail)
Mantra of Necessary Union (Survival)
Moment of Spatial Eructation (Dodge)
Narcissus' Face Reflected (Athletics)
Umbrella of the Heart (Integrity)
Yeddim Whitewash Trick (Stealth)
Yeddims Forgotten (Stealth)
GroupEnhancer
Schismatic Innoculation Technique (Socialize)
43
43
53
57
92
43
118
101
101
87
Healing
Erisian Elemental Distillation (Craft)
Erisian Elemental Rejuvenation (Resistance)
Flesh-Knitting Pattern (Medicine)
Invigorating Flame And Acid Bath (Medicine)
Omnipresent Ointment Understanding (Resistance)
Venom Reversal Treatment (Medicine)
HealingSelf
115
123
66
67
123
67
153
55
Insolency
First (Ability) InsolencyEssence Confounding (Excellencies and Related Charms)
40
Second (Ability) InsolencyEssence Ominous (Excellencies and Related Charms)
40
Limit-Adjuster
Madness Adjustment Device (Medicine)
Savor of Submission (Integrity)
Limit-Mitigator
Soul-Soothing Poultice (Medicine)
68
117
68
Mount-Enhancer
Carrying-My-Brother Formation (War)
Eager Mount Spirit (Ride)
Mount-Promoting Touch (Ride)
Soaring Steed Attitude (Ride)
Movement-Enhancer
Becoming the Arrow (Archery)
Convergence of Parallels (Sail)
Grey-Space Shuffle (Dodge)
Ground-Avoiding Step (Athletics)
Hurtling Hermit Technique (Athletics)
Marching-Like-Water System (War)
Moment of Perfect Gravity (Athletics)
Moment of Spatial Eructation (Dodge)
Pebble Proxy Propulsion (Thrown)
Ship of Five Days (Sail)
Wormhole Handshake (Larceny)
MultipleAttackMitigator
Exponent of Manifold Avoidance (Dodge)
Feather and Snowflake Unison (Athletics)
Villain Multiplication Nature (Dodge)
89
73
72
73
60
53
92
42
44
89
42
92
105
52
94
92
44
91
Navigation
Whistling in the Darkness (Survival)
Numerology-Enhancer
Divisional Remodulation (Lore)
56
121
Object-Stashing
Occulted Cargo Trick (Larceny)
ObjectImprovization
Echo-Solidification Technique (Craft)
Improvised Construction Scheme (Craft)
93
114
112
PerfectAttack
Bowyers Guarantee (Archery)
Foe-Cleaving Flow (Melee)
Vanishing Point Convergence (Thrown)
PerfectDefense
Absent-Minded Absorption (Melee)
Dramatic Death Rehearsal (Performance)
Evasion Vector Response (Thrown)
Infinite Impact Absorption (Resistance)
Perfect Excuse (Dodge)
Time Flies Like a Banana (Archery)
PerfectSocialAttack
154
61
79
104
80
71
105
123
91
60
85
117
46
85
76
117
123
67
74
46
103
59
108
108
Range-Extender
Stone-Skipping Fillip (Thrown)
RecumbentDestinyEnhancer
Farseer Feint (Stealth)
Superior Supine Position (Stealth)
The Underlying Self (Stealth)
Yeddims Forgotten (Stealth)
Regain-Enhancer
Unwavering Focus Meditation (Awareness)
103
101
99
102
101
47
Semi-PerfectDefense
Form is Emptiness (Martial Arts)
Sense-Enhancer
Border-Riding Ward (Ride)
Ethereal Trawling Net (Occult)
Holographic Perception Praxis (Awareness)
Instant Assembly of Impressions (Investigation)
Ladder and Loophole Awareness (Investigation)
Ripple-Reading Insight (Sail)
Sense-Hopping Excursion (Awareness)
Shadows on the Soul (Awareness)
Spirit Whiskers (Occult)
Wave-Mind Intuition (Sail)
Witness-Detecting Sense (Stealth)
SensoryPenaltyMitigator
Third Eye Open (Awareness)
Sickness-Mitigator
Ailment-Redirecting Regimen (Resistance)
SicknessMitigator
Plague Substitution Method (Medicine)
Snake Oil Savior (Medicine)
Stunt-Enhancer
Epic Winning Attitude (Presence)
Glory-Stealing Arrogance (Performance)
Summoning
Animal Magnetism (Survival)
Horseshoe Affinity Lure (Ride)
Pigeon Rehoming Method (Ride)
Surprise-Mitigator
Battle Intelligence Instinct (War)
49
72
97
46
62
65
51
46
47
96
51
99
45
123
67
66
83
70
54
73
73
89
48
45
45
46
99
56
Tracking
The Earth is My Sheepdog (Survival)
Tracking-Mitigator
Sailing Between the Waves (Sail)
Ship of Five Days (Sail)
Way of the Cloven Hoofprint (Survival)
55
52
52
54
UMI-Adjuster
Softening of Suasion (Presence)
UMI-Mitigator
Gaze of Perfect Disregard (Awareness)
Refuge of Intransigence (Investigation)
Soul-Soothing Poultice (Medicine)
The Gifts of Faith (Awareness)
UnexpectedAttack
Dart Diversion Tactic (Thrown)
Elusive Blade Stroke (Melee)
UnexpectedSocialAttack
Surreptitious Topic Switch (Socialize)
81
46
63
68
47
103
79
85
Vehicle-Enhancer
Blessing of Five Bells (Sail)
Fantail Shimmy (Sail)
Flotsam Half-Hitch (Sail)
Ship of Five Days (Sail)
53
52
51
52
Weapon-Retrieval
Bow Bends the Air (Archery)
Short-Cut Draw (Melee)
Weapon-Stashing
Bow Bends the Air (Archery)
Occulted Cargo Trick (Larceny)
Short-Cut Draw (Melee)
WeaponCreation
Another Dragons Claws (Thrown)
Fight With Tools (Linguistics)
Psychedelic Peacock Shot (Archery)
Sword of Essential Idiosyncrasy (Melee)
WeaponImprovization
Branch and Brush Armory (Melee)
Doorknob and Donkey Barrage (Thrown)
Empty Hand Full (Martial Arts)
Quiver of Sticks and Stones (Archery)
WillpowerPoolExtender
Running on Emptiness (Integrity)
WoundPenaltyMitigator
Anointment of the Hardy Fool (Medicine)
58
78
58
93
78
105
77
59
80
79
105
49
59
117
66
155
Symbols
T
INDEX OF SPELLS
131
Index of Spells
156
DISCORDIANS
[TODO: Character Sheet goes here ]
Discordians
157