You are on page 1of 157

Discordians

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
bf80d9613bf2784dd300165d0c2631c6fcb01541.
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

Chapter One: Eris Discordia

Chapter Two: Character Creation

12

Chapter Three: Traits

17

Chapter Four: Charms

38

Chapter Five: Numerology and Other Magics

128

Chapter Six: Storytelling

133

Chapter Seven: Characters

136

Chapter Eight: Panoply

138

Discordians

Introduction
I tell you, one must still have chaos in one
to give birth to a dancing star!

wide. Discordians both wizened and green are introduced here,


as examples or ready-made antagonists.
ChapterEight:Panoply
Lastly, no foray into the worlds of the Exalted would be
complete without some strange and wonderful toys. Find here
some crafted for and by the Children.

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

How to Use This Book


The Manual of Exalted PowerDiscordians is an extension of White Wolfs Exalted game, providing rules and
background information to run stories featuring the mysterious Chosen of Eris, be they as player characters or antagonists.
This is not a complete game by itself: youll need to consult the
Exalted core book to play. The books contents are as follows:
ChapterOne:Eris Discordia
This chapter describes how the lucky few are Chosen by
Eris to do her work, and how the process of their Exaltation
functions. It reveals detailssome of which may even be correctabout some of their power groups in various realms of existence. It also sheds some light on the origins and motivations
of Eris Herself.
ChapterTwo:Character Creation
This chapter contains the rules for generating a Discordian character.
ChapterThree:Traits
This section explains how standard Exalted traits apply to
Erisian Exalts, and details their unique features.
ChapterFour:Charms
Here you can read the juicy details of the mystical Charms
with which the Discordians find themselves equipped.
ChapterFive:Numerology and Other Magics
This chapter details the Discordians ability to bend the
rules of reality around them, in small but effective ways, by
sheer force of will. It also includes some comments on Sorcery.
ChapterSix:Storytelling
As ever, this chapter gives suggestions on how a Storyteller can run a Discordian story, or fit them into a tale featuring or focussing on some of the other types of Exalted.
ChapterSeven:Characters
Although most of the Children of Eris seem to be relative
newcomers to Creation, they have already spread their tendrils

[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

that mastering transcendent power requires coming to a new


understanding of oneself. It is also the inspiration for the idea
of Divisional Realignment, and hence the separation between
Divisions and Parametadivisions.
V for Vendetta, Alan Moore
While not quite Exalted, V is clearly a heroic mortal whos
a likely candidate for being sprinkled with fairy dust. Also, he
disrupts Fate in his own way.

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

Chapter One: Eris Discordia


events subtly stir things in ways which have greater and wider
implications than expected; that, and a name: Eris Discordia.

Background

The Discordian Exaltation

I can explain it to you,


but I cant understand it for you.
There are several theories about where the Discordian Exaltedthe Children of Erishave come from, and what they
are up to. They do not claim to be hero, villain, or victim;
guardian, guide or genius; or not consistently, leastways. Perhaps they are heralds but, if so, their message has yet to be understood. They re-cast themselves on a whim, and perhaps that
is the message. Some, all or none of the following may be true,
but one thing is certain: theyre causing trouble out there somewhere.

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

First I must sprinkle you


with Fairy Dust.
The mechanics of the Discordian Exaltations are unknown, beyond the motic patterns common to all such shards
of power. Eris has not come forth to explain where she got them
or how many they are and, if they have passed through Lyteks
office, its only been to raid his drawers for spare memories of
other Exalts. Few enough have been identified by scholars (or
other Discordians) while embodied that nobody has a clear idea
of the human traits they are drawn to.
From the point of view of her lucky Chosen, however,
the experience of Exaltation is confusing but unmistakable. It
arrives at times of crisisseldom the life-or-death crunch point
of many Exaltations, rather when a mortal finds radical insight
into the world or herself, be it on a physical, political, mystical
or other level. She somehow realizes that the rules that she has
taken for granted are not right, or are not the only kind of right,
and that order and chaos are equally a matter of interpretation.
The orthodox beliefs of Creation say that gods, spirits and
the Dragon-Blooded are there to make things work, or else they
would fall apart and return to the Wyld. But one could just
as easily say that Creation fell togetherclearly, the Fair Folk
are still drawn to it; or perhaps samsara made it inevitable
and that the Scarlet Empress Realm has stifled the world, and
stopped the more far-flung parts from recovering faster, insofar as they must devote energies to staying independent. The
newly Exalted Erisian sees that being unbound need not mean
falling apart. A man on the Blessed Isle might notice a carving
in a dark corner of a temple roof where a craftsman has clearly departed from both doctrine and blueprints to include some
unorthodox tableau and unavoidably recognize that, despite
its heresy, it warms the heart and in its own way promotes respect for the gods. A woman in Nexus might see a slave walk
free, when an aging master simply forgets that he owns that
slave and then realize that the same thing could have happened, if it had been the slave who forgot. A barbarian lost in
a storm in the North might be set upon by some beautifully
beastly raksha from the skies and carried away in its claws
only to have it deposit him safely within walking distance of
Whitewall.
At such a moment, the world seems to stop, and some
manifestation of Eris appears to the character. It may be a rainbow-haired woman, a shower of glittering motes, a disembodied voice, or simply a warm and incredibly fuzzy feeling. Whatever it is, the deep meaning of the Discordian Exaltation is communicated: while the character may become a champion for her
own particular new insight, the core of the matter is that she

Chapter One Eris Discordia

embeds in herself an understanding of change, and of the fact


that every way of seeing the world makes sense in its own way.
Thereafter, the experience and state of Erisian Exaltation
is in one aspect fundamentally different from that of all other Exalted, in that the uplifted mortal does not know where
she stands. The Terrestrials and the original, true Celestials,
generally know what they have become and what roles they
might expect to play, when destiny brings an Exaltation to
them. Autochthons chosen know what they are on a more fundamental level, coming to life with an immediate knowledge of
their place. Even the twisted agents of the slain or subjugated
Primordials are somewhat aware of the choice they are being
given, and who they are to serve, and they at least think they
know how it will change them. But after that moment of the
world holding its breath, Eris leaves her Children to their own
devices, without map or mission. So, what will your character
do next?

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 True Story of Eris


Eris is, in fact, a god known to the Bureaux of Yu-Shan as
Nagula, the Goddess of The Line Between Order and Chaos.
Her purview is the notion and fact of the boundary between
Creation and the Wyld. It is an ever-shifting and necessary
thing, at least until Creation falls to the Wyld, or grows once
again to tame it all. It definitely exists but can never be found
precisely. Other gods are thankful for her existence but often
afraid even to talk to her, as her conversation always seems to
be on the brink of nonsense. The Sidereals are wary of her also:
standing so close to the edge of Fate as she does, her movements
are extremely difficult to track or predict.
This combination of thankless task, mind-bending concepts and semi-pariah status has gradually been disconnecting
her from sympathy with either Creation or the Wyld. Some in
heaven also irrationally hold her partly to blame for the Fair
Folk invasion, although it was never her role to defend the
edge of Creation, only to tend to it. And then she stumbled on
a small cache of unused Exaltations, encased in an interleaving of twisted Wyld pocketsperhaps as some backup strategy
of Autochthonsand was inspired. She found a way to bind
them to her, and has been sending each out with a different
notion of what she really wants. Her hope is that theyll show
the rest of Creation what it would really mean for the boundaries of reality to shift. She doesnt really have a plan, beyond
avoiding detection and enjoying the show. But her grip on both
these Exaltations and her own sanity is far from firm

First Age Erisians

Why havent you head of these Discordians before?


Have the Sidereals heard of them? What have they been
doing all this time? Come to that, why arent they in the
legends of the First Age? Well,
There werent any. Only in the Time of Tumult,
as the boundaries of Creation and all its neighboring realities are beyond fraying, has enough inherent Chaos
arisen to allow these Exalts to exist.
They appear in a few tales from the First Age,
but the lens of legend leaves them largely indistinguishable from Sidereals, Lunars, or whatever Parametadivision they had adopted.
Ironically, the increasingly insane Solar Exalted, frustrated at failing to ever understand them fully, hunted them down as "anathema" and purged them
from all records, including their own.
As the Primordial War finally broke out, the
known score of Discordians in fact erased themselves
from Creation. They used a powerful Discordian artifact to boost a combined activation of all their Recumbent Destinies, leaving behind no memories of them,
only an indestructible piece of parchment bearing the
sentence, "Our work here is done." But as each new
realm of reality formedAutochthonia, the Underworld, Malfeasmore Discordians arose there, and have
been working in secrecy.
There were a few, but the records of them are
largely misinterpreted as the results of "bleeding edge"
Twilight-caste breeding experiments or something similar. How and why their numbers have grown since then
is a mysteryindeed, nobody knows how many there
are.
There are some surviving records of them, but almost none have been found since the Usurpation. There
are some surviving Discordians, too, with great and mystifying powers.

The True Story of Eris


Thats the story hinted at by a certain twisted Sidereal Elder, who has a grudge against poor, half-mad Nagula, and wants
to make trouble for her. But occasional audits have found nothing, so nobody really believes it.
In reality, Eris is the one being who knows her true identity or rather, his, for Eris is a pseudonym of Xaos, God of
Things Not Yet Discovered. Behind the screen in his office in
the Forbidding Manse of Ivy, he hides not only his Wyld-dissolved form but the fact that he can now reach out and operate
in many places at once, a power that ought to lie far above his
station. He knows that he must find a way to communicate the
true name and nature of the Wyld to the inhabitants of Creation, or they will be undone by it. Since speaking the name
directly failed too many times, he pored over his lists of unique
secrets for some other way and, ironically just as the aforementioned Sidereal claims, found a cache of unused Exaltations in
the Wyld.
He has now begun to set these Exaltations loose in all the
realms he can reach, inspiring their recipients to find a way to
communicate the genuine experience of the terrible freedom of

Chapter One Eris Discordia

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.

The True Story of Eris


Thats a summary of the dossier planted in the Bureau of
Secrets, in a location which leaves it Fated to be the last file
read in the Age of Sorrows. But the dossier is a fake. Left intentionally undiscovered, its existence is on the periphery of Xaos
awareness, such that he unknowingly drops hints about it from
time to time; and known, therefore, to slightly more than one
person, it has entirely escaped the notice of Nara-O.
Eris is, in fact, one of the Incarnae. At least, one who was,
is, and/or will be a sister to the Maidens. Those who come close
to understanding the current five know that they can be replaced, over the course of the thing the Creation-bound know
as time. Even ignoring the Convention on Forbidden Gods,
most of the Bureau of Destiny know about the Little Sister, and
some can read the strange portents in the sky, which hint ever
more strongly that a New Alignment is coming. Constellations
drift and blur by minute, significant amounts, but the broken
Mask makes the signs impossible to read clearly.
Nobody really knows, or will admit to knowing, what the
coming of a new Maiden would look like. It might well begin
with unexplained twists in the Loom, strange new fragments
of concepts arising, and, by some counts, perhaps as many as
twenty Exalted witnessed in various places, whose Exaltations
cannot be accounted for. And in the Time of Tumult, with
the world around the stagnant Scarlet Empire flowing wildly,
what new reality-defining concept could be more fitting than
the balance between life and death, chaos and order, security
and freedom? Nobody can prove this for sure, not even Jupiter
to herself, but some know it in their bones.

The True Story of Eris


No, these are ridiculous rumors and hearsay. The Convention on Oversight has dealt with these reports, and there
is nothing to them. There is no Eris, thats all you need to
know. (Any suggestions that some of the Five-Score Fellowship have unlocked powers never seen before, and gone further
astray than any ronin to date, are erased.)

The Time of the Primordials

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

The True Story of Eris


Ah, but they are blessed who, in what they believe to be
the privacy of their own minds, fear the activities of Oversight
in this matter; for their fears are small things, in comparison.
The real story (which happens to be Eris favorite) is far beyond
what the minds and souls of most could bear.
Some of the more scholarly inhabitants of Yu-Shan know
a simple story, old even to them, called The Doctrine of the
Original Snub. It tells that Eris was a god, excluded from a
party planned by the other gods, so she crept in and planted a
golden apple inscribed To the most beautiful, and left them
to fight over it. Yet there is no record of such a god, nor such an
event, so most treat it as a charming diversion, perhaps a coded version of some ancient political incident, interesting only
for the fact that similar stories recur among most of the peoples of Creation. Interestingly, in southern parts of the East,
the "golden apple" is replaced with an orange, which may have
something to do with why Erisians treat that color as elemental.
However, if one were to read gods as Primordials, the
party as the founding of Creation, and the apple as the Games
of Divinity, then all the strife since would make a bit more
senseor at least, one would know who to blame. And this
is the truth: Eris Discordia is in fact another Primordial, one
who avoided involvement in the War and (as far as any extant
records tell) most of Creations history. Her own repeated rejection by her brothers and sisters, who sought to exile Chaos
from their stronghold against the Wyld, gave rise to a good deal
of fellow-feeling with the Great Maker. Whether she persuaded him to provide her with her own helping of Exaltations or
simply read his blueprints over his shoulder is unknown, as is
quite how many she has. He was not the only one to hide in the
Limbo of Elsewhere, though its not clear whether she abandoned her interest in Creation before or after his departure, or
whether shes been lurking on the fringes all this time. It may be
that his impending demise and possible return have stirred her
to some extent; doubtless she has her own motives and timetables as well.
Among those who have dared to contemplate this line of
thought, some believe that she wishes the dissolution of Cre-

ation, not to Oblivion but as a return to the pure Chaos of


the Wyld. On the other hand, some say that it was Eris who
first planted the idea of forming a stable Creation, as she found
complete Chaos boring. If anyone can do anything they like,
nobody really needs to come into conflict, and wheres the fun
in that? Among those who have been in the Wyld long enough
to have more than two hands, it is acknowledged that, whatever she might want today, shes likely to change her mind tomorrow, so one shouldnt really take any of these theories stories too seriously. But almost everyone who has heard these
theories treats them as thoroughly academic; after all, everyone knows that all the Primordials are dead, departed or imprisoned. Imprisoned, yes: all 23 of them; and Eris has nothing to
do with that, obviously.

Other Stories of Eris


Other rumors about Lady Chaos may or may not include
the following.
Perhaps it was she who suggested to the more wellknown Celestial Maidens that some Exalted of their own
would save them spending quite as much time worrying about
the Loom (while secretly hoping theyd end up meddling as
much as other mortals).
She is said to have both helped the Wyld invasion of Creation when it seemed in danger of overrunning the Wyld (complete Order being as boring as complete Chaos), and to have
sent her agents to fight off the Wyld invasion, when it looked
like Creation might be destroyed.
The Discordians may be the Chosen of the Wyld itself,
in the form of a new ishvara, if some great unshaped has found
a tale to weave some Exaltations into the act of passage through
the Gateway of Sundraprisha, hoping to surpass the destruction of the Balorian Crusade and unmake Creation in a more
subtle way.
She could be some other Forbidden or neglected power:
the goddess of the Yozis binding, or some transgressive subsoul of Cecelyne which wrestles with balancing what is permitted and what is not.
Maybe she is the goddess of the Reclamation, who would
become the latest of the Forbidden, if only her existence were
known. After all, she and her Chosen display Malfeas arrogance in placing themselves at the center of things, without
caring whether others agree; Cecelynes fascination with borders and rules, with as much will to free others from them as
to make them conform; an understanding of proper order that
mirrors She Who Lives In Her Name, without believing that it
is fixed, or even feasible; Adorjans mad freedom of will, without destructive cruelty; the Ebon Dragons blithe willingness
to lie, without it being a compulsion.
Maybe Sidereal theories about advanced ronin are almost right, except that these Exalted are in fact Lunars, who
have merged with the Wyld without falling completely into
chimerism. Eris, then, is one of the craziest faces yet shown by
Luna.
She may have something to do with the fact that, during
the most recent Calibration, the Changing Moon Lunar who
ventured to the mountain-top sanctum of Sessen Douji (see
The Roll of Glorious Divinity I, p. 60) found it entirely filled
with lotus flowers, but empty of the god himself.

Empty Drawers

If the Discordians are Celestial-level Exalted, why


arent their exaltations showing up in Lyteks office?
Here are some possibilities
They are, but hes hiding them.
They are, but for some strange reason nobody is
able to notice them. The Unconquered Sun could, of
course, but he hasnt deigned to drop by for millenia.
Eris has arranged for there to be a god whose
purview is Discordian Exaltations specifically, and
houses said god in luxurious comfort, far away from prying eyes. Thus, the exaltations never head for Lyteks
office.
Despite their level of power, Erisian Exaltations
dont actually last beyond their bearers' lifetimes, as
with Dragon-Blooded and Alchemical Exalts. Out of
Chaos they are born, and unto Chaos they return.
They would show up, but the last time any were
free for any length of time was before he took office, or
at least before the last time he tidied. In this Time of Tumult, these exaltations have no trouble finding the next
mortal faced with a shocking realization, so they never
make it as far as his bureau.
All Erisian Exaltations currently in existence are
actually held by First Age Discordians, who have been
out in the Wyld, or have used advanced Charms to bury
their existence deep within unwitting mortals. Your
character is one of the first new Erisians for years.

The Last True Story


All the foregoing stories make the classic assumption of
any tale: that there are beings and agents responsible for things
that happen. One thought which has occurred to nobody (except perhaps some Erisians) is that mortals may be Exalting all
by themselves. After all, Discordian Exalted are appearing in
every realm where mortals treadeven Autochthonia. If this
were true, the established powers would likely hope for some
explanation along the lines of the Salinan Working, and then
look to pin down the responsible (or rather, irresponsible) sorceror and make him or her revoke it. However, its just possible its begun to happen spontaneously, under no-ones control. The original Exaltations were activated by the Incarnae
channeling their greatness into Autochthons vessels, but they
also relied on the inherent potential for greatness within mortals. After millennia of being lifted up and beaten down, and
the vital need for heroes as the Age of Sorrows draws closer to
its end, the essence of Exaltation may have rubbed off on some
of the souls which have been bound to them over the ages, allowing that greatness to channel itself.

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.

Chapter One Eris Discordia

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]

Chapter One Eris Discordia

11

Chapter Two:
Character Creation
Revelation

That man lives best whos fain


to live half mad, half sane.
Jan van Stijevoort
Creating a character for an Exalted game generally involves finding the seed of an epic hero or villainnot so for the
Chosen of Eris. Discordians are neither, and would rather be
iconoclasts than icons. Like all Exalted, they do certain things
amazingly well, and may be individuals of remarkable character, but they are chosen when circumstance brings them to see
the world in a new way, and mostly they follow that inspiration
and just do their own thing. They have no well-known place in
the world as Exalted, and their new insight is apt to shake the
solid ground they thought they stood on as mortals.
So, what are they, then? They are mischief-makers and
mystics, tricksters and eccentrics, anarchists and clowns, who
see their own truths with such unquestioned conviction, or
flexibility of interpretation, that they gradually bend the world
to fit them. Don Quixote, V, Coyote, Loki, the Joker of Batman, the Fool of the Tarotthese are some of their counterparts in our myths. They are women and men who have
touched enlightenment, and found that it has stuck to them for
some reason, but see their own humanity all the more clearly
for it. Champions of free will, they will gladly force it on others, whether they like it or not. Eris herself will provide little
or no help, but your character and her cabal may head out on a
path which leads them by various would-be allies. Ultimately,
they will have to work it out for themselveswith great power
comes, sadly, no instruction manual.

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.

Step One: Character Concept


The first is to formulate a basic character concepta sentence or two describing occupation, goals, values and quirks.
Discuss this with your Storyteller to work out how this concept
will fit into or influence the kind of series which is planned.
Talking to other players may also help, particularly in terms of
working out how you may have come to know each other.
You should also find out what, if anything, your Storyteller has decided about the origins of Eris. This could affect many things, from the experience of Exaltation, to your
characters Motivation, and the attitudes of other power groups
and types of Exalt.

Any of the typical character and story themes for Exalted


may be applicable, but you will also need to decide what incident or insight led to your characters Exaltation, and how he
or she is likely to relate to the world thereafter. This may be
connected to the position your character held in the world up
to that point, or may have been prompted by some entirely unforeseeable event. Your choice in this area will typically feed
into your choice of Motivation and Division. Some examples
are given in the section on Discordian Exaltation.
Dont feel that you must get this right at character creation. Although some parts of your character will be fixed, the
core of the Discordian insight is that there are many Ways, but
no One True Way, so you can find ways for the story to lead
your character to successive new fundamental viewpoints in
future.

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

Chapter Two Character Creation

12

of the story, rather than the core of the character. Therefore,


you should discuss this with the Storyteller and other players
choosing to mimic a Solar may be inadvisable if your game begins on the Blessed Isle, for instance.
A player can decide that the character picks, deliberately
or subconsciously, at the moment of Exaltation, or can leave
them free to do so reflexively at some opportune moment. This
leaves you with some flexibility, but your character will not
have enhanced anima effects, nor access to the magical material bonuses of artifact armor and weapons. Whether or not
you need that flexibility may depend on what your Storyteller
has planned for you. Keep in mind that your characters Parametadivision can be changed later through the ritual of Divisional Realignment or by such other means as the Storyteller
invents or permits. Characters can never return to the state of
having no Parametadivision, however, so later changes cannot
happen in an instant.

Step Two: Attributes


The Discordian Divisions relate to different ways of understanding and relating to reality, and thus they influence the
channels through which mortals express those thingstheir
Abilities. The innate make-up of your characters mortal and
Exalted being, Attributes, are chosen freely as normal for most
Exalts. Decide the ranking of your characters Physical, Social,
and Mental skills, then allocate eight dots among the most effective group, six among the next, and four among the least.
Each begins with one free dot and cannot exceed five at character creation.

Step Three: Abilities


A newly-exalted Erisian chooses three Abilities from her
Division as her Divisonal Abilities, and five others as Favored,
which may or may not include the remaining two Abilities associated with her Division. This arrangement makes Erisian exalts a little more flexible than other kinds, aside from the Solars. Assign a single dot to each of these, and then a further
18 dots across all of your characters Abilities. None may be
raised above three dots at this pointthat can only be done
later when bonus points are spent. Players receive four dots
of Specialties to distribute amongst their characters Abilities.
The Abilities associated with each Division are as follows.
Anchor Abilities make the singular wanderer self-sufficient: Athletics, Awareness, Martial Arts, Sail, and Survival.
Arrow Abilities connect the high-strung lovers with the
focus of their attentions: Archery, Investigation, Medicine,
Performance, and Ride.
Apple Abilities feed the strife and synergy that the glorious Corpsmen stir up around themselves: Linguistics, Melee,
Presence, Socialize, and War.
Archway Abilities lean the borderline watchers toward
approaching things from different sides and angles: Dodge,
Larceny, Occult, Thrown, and Stealth.
Anvil Abilities support the high-handed regulators in
making sure that systems and strucures run as they see fit: Bureaucracy, Craft, Integrity, Lore, Resistance.

Step Four: Advantages

er beings of power in the world of Exaltedmore supporting


Backgrounds than most mortals will ever know, access to a
quirky but powerful set of Charms, and more-or-less the same
Virtues as anyone else.

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.

Step Five: Finishing Touches


The remaining traits of Willpower, Intimacies, Essence,
and Health Levels are discussed last, since they depend on some
of your previous choices. Bonus points are available to push
your character past the basics in certain areas of your choice.

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

Chapter Two Character Creation

13

than others to want to change their Intimacies, though they


find it no easier, and various of their Charms relate to Intimacies.

Essence and Essence Pools


Though none in Yu-Shan has taken responsibility for creating them, the self-proclaimed Chosen of Eris are equivalent
to Celestial Exalted, and begin with a permanent Essence rating of 2.
The Personal Essence pool for a Discordian contains a
number of motes equal to his Essence times two-and-a-half,
plus his permanent Willpower. The larger Peripheral Essence
pool contains motes equal to his Essence times five, plus his
Willpower, plus the sum of his Virtues.

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.

Character Creation Summary


Character Creation Process
Step One: Character Concept
sion

Choose concept, Division, and optionally Parametadivi-

Decide what revelation led your character to exalt, and


chose a Motivation of change and balance.
Note anima and other powers for your charecters Division
and, if chosen, Parametadivision.

Step Two: Attributes


any.

Note that all Attributes start with one dot before you add

Prioritize the three categories: Physical, Social, Mental


(8/6/4).

Step Three: Abilities


Choose three Divisional Abilities from the list for the
characters Division, and a further five Favored Abilities. (The
Favored Abilities may include the remaining Divisional Abilities.)
Choose Abilities (28at least one must be in each chosen
Divisional or Favored Ability; none may be higher than 3 without spending bonus points; add 4 dots of Specialties)

Step Four: Advantages


Choose Backgrounds (10none may be higher than 3
without spending bonus points), Charms (10at least 5 from
Divisional or Favored Abilities) and Virtues (5all begin at 1;
none may be higher than 3 without spending bonus points),
with one Virtue rated at least 3 chosen as primary.

Step Five: Finishing Touches


Record Essence (2), Willpower (total of two highest
virtuesmay not start at 8 unless at least two Virtues are 4
or higher); Personal Essence ([Essence x 3 2] + Willpower),
Peripheral Essence ([Essence x 5] + Willpower + [the sum of
characters Virtues]) and health levels (7, plus any gained from
Charms).

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.

Chapter Two Character Creation

15

The Sub-Division: Breaking in to the cabals of the Infernals.


Erisian Element: Bindingimprisonment, allegiances,
ties and oaths.
Anima Powers: Spend 10 motes to help break barriers for
the scene.
Division of Labor: Going underground among the Jadeborn.
Erisian Element: Focusunwavering attention, dedication, trance.
Anima Powers: Spend 10 motes to avoid gaining Hodge
and Podge for the scene.
The Indivisibles: Reshaping the stories of the raksha.
Erisian Element: Dreamstories, hopes, imagination
and unreality.
Anima Powers: Spend 10 motes to access latent Graces, or
gain from others' use of Virtues.

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

1 (2 per 1 if in a Divisional or Favored Ability)

Virtue

Willpower

Intimacies

3 to increase starting Intimacies to (Willpower + Compassion)

Essence

Charms

6 (4 if Divisional or Favored)

Chapter Three: Traits


Divisions
Divide and conquer!
Where other Exalted split themselves into Castes, Erisians
take the more direct route and call these splits Divisions. Followers of the Most Beautiful will of course proclaim allegiance
to all sorts of other organizations, as it suits them; but these
more fundamental classifications come from the powers granted to them by That Woman, and are based on how they relate
to themselves and the rest of reality. Each Division has a Divisional mark, five favored Abilities and a number of anima powers. The names and symbols of the Divisions are intuitively understood by all Erisian Exalted, but so far few others recognize
them. The Immaculates, if they were to see a Discordian truly, would know him as Anathema but have no specific appellations beyond that; their sobriquets are names they have invented for themselves.
Besides the nature inherent to their Exaltation, each also
belongs to a Parametadivision, which mimics and has an Affinity with one of the other Exalted types, or some other group
of powerful beings. This alignment provides additional anima
powers and has an associated Erisian Element and, in most cases, a magical material. Some Parametadivisions may provide
other specific additions or changes to traits and powers. Under certain circumstances, a characters Parametadivision can
change.

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+

In every action in which the character spends


motes, the anima glow flares up to a bonfire,
clearly showing its iconic imagery. The light is
sufficient to read by up to 10 yards and the character can be seen up to a mile away. The glow
subsides to the previous level in any action in
which the character does not spend peripheral
Essence.

In addition, every Discordian can activate the following


common anima effects.
By spending 1 mote she can cause her Divisional mark
to glow brightly for a scene, as if having spent 8-10 motes of
Peripheral Essence (though this does not cause anima flare).

Motes of
Peripheral
Essence
Effects
1-3

The Divisional mark glitters on the characters


forehead and may be seen from some angles. A
successful (Perception + Awareness) roll at difficulty 3 allows a character to notice the symbol.
The symbol can be covered to prevent it being
noticed.

4-7

The mark glows brighter, reducing the difficulty


of the (Perception + Awareness) roll to 1.

8-10

The mark burns brightly and is evident to any


who see it, though it may still be covered. NaturChapter Three Traits

17

1st Division: Anchor


Those in the Anchor Division find their inspiration and
power in instincts and impulses. They are half-emergent from
the mud, grounded and fluid, self-aware of their borderless
selves. They can be undefeatable, not because they can withstand all comers but because they do not observe the division
between self and opponent.
Common choices of Parametadivision would be Good
from Bad, Night from Day, the Sub-Division or even the Indivisibles. Like Solars they are full of belief in their own power
and righteousness, more because they ignore others than because they set themselves above everyone else. Like Lunars they
are creatures of sometimes animal instinct. And like the Yozi
and their Chosen, they can tend to see the world through a focus of their own beliefs, failing to understand others. In some
cases they may even have some connection with raksha, where
they are low in Graces, or in bedlam.
Symbol: A ring, the unbroken circle.
Anima color: Orange
Anima effects: By spending 5 motes, an Anchorite can
enhance their self-focus to unnatural levels. The player rolls
(Essence) dice and subtracts the number of successes from all
internal penalties of any sort (e.g., from wounds) for the rest
of the scene. This effect applies automatically once his anima
banner reaches the 8-10 mote level.
Associations: Id, pre-conscious desire; Narcissus, being-one; focus, self-sustenance; thoughtless selfishness
Sobriquets: The Most Beautiful, Anchorites, The Voices
Whistling in the Dark, The Ignorant Children, The Traveling
Sailsmen, Monks of the Inaccurate Order
Concepts: itinerant hermit, martial monk, long-distance
sailor, barbarian hunter, watchman, woodsman, explorer
Abilities: Athletics, Awareness, Martial Arts, Sail, Survival
Quote: Make me one with everything.

18

2nd Division: Arrow


The Arrows of Eris pierce the boundary of the self, bridging the inner and outer aspects of being. They understand that
to achieve ones own goals, one must gain the help of others,
and work round or co-opt their desires. They can be beguiling
and friendly but are ready to bring their manipulations to a
sharper focus if necessary to get to the heart of the matter.
Popular Parametadivisions for these characters are Night
from Day, Might from Will and the Indivisibles: Lunars, Sidereals and raksha (with sufficient Grace) are often consummate
manipulators, each in their own way.
Symbol: Two concentric rings, joined by an arrow.
Anima color: Pink
Anima effects: By spending 5 motes, a Mirror-Bearer can
skilfully read the desires of those around her. For the rest of the
scene, she gains a bonus number of dice equal to her Essence on
any Investigation or Socialize rolls for Reading Motivation of a
single subject. The bonus may apply to multiple rolls targeting
separate individuals in a scene, but does not apply to any single
roll targeting more than one being. This bonus is not included
in the limit for dice added by Charms. This effect applies automatically once her anima banner reaches the 8-10 mote level.
Associations: Ego, negotiation and persuasion; conscious
and compromising desire; lovers, becoming-one; curiosity; selfsacrifice; loneliness
Sobriquets: Matchmakers, The Soft and Steady Hand,
The Mirror-Bearers, The Heart-Strung, Puppeteers
Concepts: treasure-hunter, wandering bard or clown,
state inquisitor, hedge-wizard, evangelical missionary, agent
provocateur
Abilities: Archery, Investigation, Medicine, Performance,
Ride
Quote: [TODO]

Chapter Three Traits

19

3rd Division: Apple


The Apples of Eris eye are made to be seen and tasted, as
an inspiration and a focus of action. They throw themselves into the midst of situations and are at home in conflict, whether
or not it is of their own making. The leaders, fighters and executive action brigade of the Discordians, this Division makes
things happen by organizing, persuading, confusing or, if necessary, hitting large numbers of people until they act together.
To this end they will apply or disregard rules and restrictions
as suits them.
These Chosen may find themselves drawn to the Parametadivisions of Good from Bad, Seed from Tree or Blood from
Stone slightly more than others. Solars are the ultimate imposing Exalted and designed to be leaders. The Dragon-Blooded
have fulfilled that role reasonably in the Second Age, and the
Realm is an impressively well-organized society, if ripe for stirring up. Alchemical Exalted are born to lead their people, too,
in practical terms and as inspirations.
Symbol: A circle with a short vertical line crossing it at the
top.
Anima color: Pale green
Anima effects: By spending 5 motes, the soldiers of the
Apple Corps can enhance the abilities of those working with
them, choosing a single Ability to enhance for a given scene.
During each action the character takes, he has a pool of
(Essence x 2) dice which he can add to any roll (or static calculation, like DV) involving the selected Ability by any other being
within (Essence x 5) yards. In mass combat valid targets for this
assistance are unit of which the character is a member, and its
commander and any special characters as individuals. The dice
may be split among multiple actions by multiple beings, but the
total dice added to any roll may not exceed normal limits for
the target. If the target is a mortal or of some other kind which
does not have powers to add dice up to a limit, the Discordian
limit calculation is used, with the targets traits. This dice pool
is refreshed at the start of the characters next action. This effect activates automatically once the characters anima is flaring at the 11-15 mote level.
Associations: Super-ego; virtue, law; teamwork, competition; community, pride; strife, jealousy
Sobriquets: The Apple Corps, Tower-Builders, Taskmasters, Overseers, Offendis
Concepts: Realm Talon-leader, ambitious war-lord, influential courtier, Confederation of Rivers diplomat, popular
foreman
Abilities: Linguistics, Melee, Presence, Socialize, War
Quote: [TODO]

20

4th Division: Archway


They who stand in the Archway are those who cannot
help but notice the gaps, correspondences and short-cuts between one thing and another. The place they stand connects
the physical and the immaterial, the seen and the unseen, the
here and there, the realms of reality, the truth and the other truth. They seek to uncover mundane and mystical secrets
and understanding, sometimes to set themselves above others,
other times to set them free. They are often peripherally involved in multiple sizable covert organizations or networks, to
spy on, subvert or control them. Exalted of this Division count
as priests, though that does not automatically make them Holy.
The most obvious choices of Parametadivision for these
Exalts are those of Might from Will and the Sub-Division,
but Night from Day and the Indivisibles are not uncommon.
Sidereals work with one of the most powerful magical underpinnings of everyday Creation, and they are themselves obscured, since the breaking of the Mask. Infernals have made
much of their preparations in secret, hidden away from mortals, but are working to bridge once of the greatest magical gaps
of all. Lunars and raksha alike are found on the fringes of Creation where it unwinds into the Wyld fabric from which it was
wrought.
Symbol: A circle with two curved lines crossing to form
an arch inside it, their ends also crossing the boundary of the
circle.
Anima color: Indigo
Anima effects: Spending 5 motes gives the Gatekeeper insight into how to bypass barriers, for the rest of the scene. This
grants her a bonus number of dice equal to her Essence on Larceny attempts to pick locks, or on appropriate rolls (e.g., Perception + Occult, Intelligence + Lore) to understand how to open
artifact doors, mystical portals etc. It will only help her sidestep a barrier, or open it in an appropriate manner, not break
through or destroy a barrier, though it may help her understand
whether that is the only option available to her. This power
does not directly reveal the location of hidden portals, but the
knowledge of how to open them may be sufficient, or may imply their location. On the other hand, knowledge may not be
enough: the Gatekeeper may learn that the quartermasters key
will open the door, but will not magically gain the key. At the
Storytellers discretion, the character may also use her anima
power to help bypass specific obstacles in social or bureacratic situationsthese could be opposing actions by other characters, or processes designed to prevent or restrict people from
achieving some end. In melee and mass combat this power reduces by -1 any bonuses a target gains to his DV from shields or
cover. These effects applies automatically once her anima banner reaches the 11-15 mote level.
Associations: Collective unconscious; mystery, learning,
confusion; flexibility; transgression, duplicity
Sobriquets: They Who Stand in the Doorway, The Gatekeepers, The Unhinged, Mid-day Shadows, Invaders of the
Faith
Concepts: practicing mystic, escapologist and knifethrower, crime lord, cult activist, spy-master or double agent,
demon-summoner
Abilities: Dodge, Larceny, Occult, Thrown, Stealth
Quote: The Grey Illusion is that all realms of reality have
their underlying rules. The Erisian Illusion is that they have
none.
Chapter Three Traits

21

5th Division: Anvil


The Chosen of this Division are defined by their awareness of the structures and patterns which suffuse and support
all things, large and small. Even in the Wyld, the shifting stories of the raksha have their own narrative rules; even Oblivion
has its own ever-expanding shape, and a subtle texture to the
screams which echo from its maw.
The systems they work with are the same ones the Archway poke holes through. The Authority struggles at times to
remember that order is as much an illusion and an invention
of the mind as chaos, but finds it convenient to use the flaws
in every system to chisel and beat the world into shape on the
Anvil of themselves. Some gleefully oppose the Chaos-bringing efforts of other Discordian Exalted. As one of their many
holy books said: Eristic Avatars are sent down into Creation,
for the purpose of keeping things from becoming so well ordered that they stop working. This they often accomplish by
insisting that certain arbitrary interpretations of reality are the
only valid ones. That causes Strife which results in Confusion
which revitalizes Holy Chaos.
The Parametadivision of Blood from Stone and the Division of Labor attract many of the Architects, with others not
infrequently choosing Seed from Tree or, perhaps surprisingly, the Indivisibles. Alchemicals are crafted by the Maker, so
the building of structures is in what passes for their blood. The
Mountain Folk are rigid in themselves, and bound. The Realm
and its outposts is one of the most visible organizations in Creation, if not always the most effective. Lastly, the raksha claim
to abhor form but cannot help playing with it, and even the
great unshaped are aware of it in some part of their being.
Symbol: A shape half way between anvil and eye, surrounded by an invisible pentagon, and then a circle.
Anima color: Grey
Anima effects: By spending 5 motes reflexively, a figure of Authority can take advantage of the web of connections in his life. His anima power allows him to transfer all
external penalties from a single source for the scene, moving
them off himself into his relationship with a specific being or
group via one of his Backgrounds. Transferring penalties to a
group via Abyssal Command, Backing, Command, Cult, Followers, Henchmen, or Spies applies the penalties to the relevant group instead. Transferring penalties via Allies, Class,
Contacts, Echoes, Familiar, Family, Influence, Mentor, Past
Life, Pineal Gland, or Whispers instead applies an equal internal penalty to the characters attempts to use that Background.
Dots of any Background available through Liege or Infamy can
also be used, and only that specific Background is affected, not
the Liege or Infamy Background itself. The Sifu Background
can also be used, which not only prevents the character from receiving training, but applies an internal penalty to any actions
by the character involving Styles learned from the Sifu.
The character can transfer penalties from a single source
to a single Background, and cannot transfer more points than
he has dots in that Background. For example, if the character
faces a -4 external penalty and chooses to transfer it into his
three-dot Backing with the local Guild headquarters, that organization will suffer a -3 external penalty while the character continues to suffer a one-point penalty. If penalties from
the chosen source increase later in the scene, points continue
to be transferred until the total number of dots in that Background is reached. If the character has dots in a single Back22

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.

What about the ?

This book does not yet contain descriptions of the


Parametadivisions which mimic Dragon Kings, Nocturnals and other remarkable types of beings, but theyll appear at some point.

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.

Alternatively, they can commit that Essence and


Willpower to hide the fact that they have enlightened Essence
at all, making them appear to be an ordinary mortal of Essence
1 (or, if they normally have Essence 4 or more, a heroic mortal
with Essence 2 and no mote pool). This effect continues even
as the Exalt spends motes, though observers may be able to determine the source of the power. Unless they are mimicking
the type with which they have an Affinity, use of an Obvious
Charm or an expenditure of 11 or more motes of their Peripheral
Essence causes the effect to end immediately, and the Willpower is no longer committed.
When their anima appearance is changed in this way, be it
for a scene or indefinitely, magical powers which can determine
the type of an Exalts Essence (such as the Solar Charm All-Encompassing Sorcerers Sight) will also perceive the purported
type. Attempts to see through this (e.g., using a Charm such as
Eye of the Unconquered Sun) add the Exalts Essence to their
difficulty or, in the case of a contested roll, the character adds
(Essence) successes. This alteration is a Shaping effect rather
than an Illusion. Effects which prevent Shaping will nonetheless not prevent this alteration or suppression of apparent anima, unless they are specifically crafted to that end.

Other Affinity Effects


In order that they may blend in with those they are trying to influence, the Affinity of a Discordian also confers upon them any cosmetic effects which would be appropriate. For
example, those in the Parametadivision called the The Division by Zero will give a fairly convincing impression of walking corpses, whereas those in the Division of Night from Day
have animal tells, and those in the Division of Seed from Tree
show some of the elemental coloring of the Dragon-Blooded,
if their Essence is high enough. Furthermore, as described in
ChapterFour:Charms, any Discordian may cause the Obvious
effects of a Charm to mimic those of any other Charm they
know of, from any Exalted or other source.
Those Erisians bearing an apparent Essence signature befitting a creature of darkness are treated as such, for the purposes of Charms and other effects. They may take extra damage from Holy effect, for example, and cannot themselves use
Holy Charms, though they may learn them.

Chapter Three Traits

23

The Division of Good from Bad


Erisians of this Parametadivision take on the mantle of excellence and leadership to reflect the light of the Solars. They
inspire others by example, taking control where it suits them,
pushing and dragging others to where they need to be. Equally
they will shine a light on what they see as wrong or deficient,
whether or not they have an alternative in mind: upheaval is
preferable to broken order. They are rarely hidden, unless that
is what they excel in, and unlikely to be overlooked.
Element: Orange
Magical Material: Orichalcum
Affinity: Solar
Anima effects: Common Solar anima effects, at a cost of
1 mote each:
Cause her caste mark to glow brightly for a scene (as if
the character had spend 4-7 motes of Peripheral Essence).
Cause her anima to glow brightly enough to read by for
a scene (as if the character had spent 8-10 motes of Peripheral
Essence).
Know the precise time of day for the rest of the scene.
By spending 10 motes, the character can reflect some of the
Holy power of the Solars. For the rest of the scene, she adds
(Essence 2) dice to any kind of attack or defense roll against
creatures of darkness. The anima power actives automatically
once the character spends 11-15 motes of Peripheral Essence.
Associations: Beautiful sunsets; scrap-heaps and forges;
firebreaks and scorched earth; perfect self-belief; headstrong
leadership
Sobriquets: The Law Unto Themselves, The Golden
Gifts, Suns of Eris, Holy Terrors, Brass Monkeys
Concepts: ronin, elite palace guard, charismatic king,
campaigner for Elemental rights, rising star of the Guild
Quote: The Nagas of the South-East Mountain Tribes
say that the sun shines by day because, being a woman, it is
afraid to venture out by night.

24

The Division of Night from Day


The Chosen who take to this Parametadivision ape the
Chosen of Luna and, being born of confusion, are quite at
home in mimicking their volatile natures. They change their
forms, opinions, tactics and allegiances at whim; they will hold
at least some more enduring values and loyalties, but even these
are not immutable.
They have some form of marking or animal characteristic,
similar to the Lunars Tell, manifesting in any form they take.
This is both less obvious and less magical than a true Tell. It
can be hidden under clothing and need not make one think
of animals or Lunars without other reasons to do so, or unless
the player wishes it so. Nonetheless, someone who notices it on
the character in more than one form will be aware that those
forms are connected somehow, even through the confusion of
Recumbent Destiny. There is no Illusion hiding it, but the difficulty to notice it with a (Perception + Awareness) roll is equal
to the characters (Willpower + [Essence 2]).
The Moonlight Lyres may choose to carry silvery tattoos
as well. These tattoos are not really moonsilver and never form
the correct patterns to have their intended effect in any case. A
contested (Perception + Occult) roll against the same difficulty
as before may find a flaw in the tattoos design revealing it as
not quite Lunar and not really moonsilver, if any have cause to
look for it.
For both pseudo-Tell and fake tattoos, the Storyteller may
apply bonuses of +1 to +5 to observers rolls, depending on how
familiar they are with Lunars, how actively they are looking for
these signs, and so on. Lastly note that the forms of these markings are selected when the character joins the Parametadivision
and cannot be changed thereafter.
Element: Sweet
Magical Material: Moonsilver
Affinity: Lunar
Anima effects: Common Lunar anima effects, at a cost of
1 mote each:
Cause her caste mark and tattoos to glow brightly for a
scene (as if the character has spent four to seven motes of Peripheral Essence).
Cause her anima to glow brightly enough to read by for a
scene (as if the character has spent eight to 10 motes of Peripheral Essence).
Cause her pseudo-Tell to become unmistakable and impossible to miss as being (apparently) a Tell.
Know the precise day of the lunar month, the phase of
the moon and the time of day for the rest of the scene.
By spending 1 mote the character may cause her tattoos (if
any) and pseudo-Tell to completely vanish for one scene.
By spending 10 motes, a Moonlight Lyre can take on the
form of any type of creature she has seen, roughly equivalent
in mass to her normal form, for one scene. She cannot duplicate individual creatures exactly but can, of course, apply a Disguise action to her new formif it is sufficiently dexterous or
she has an accomplice to apply the disguise. This is a true transformation, a Shaping effect rather than an Illusion, but it is a
superficial one. She retains her normal Attribute and Ability
ratings, combat statistics and so on, and close inspection by an
expert will reveal that the creature is somehow unnatural. She
can take on the form of a human or other intelligent race but
that grants a bonus of +2 to those attempting to spot something

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]

Chapter Three Traits

25

The Division of Seed from Tree


The Princes of the Earth are the lucky ones flattered by
the imitations of this Parametadivision. Though hostile to
all anathema, the Dragon-Blooded are an influential, widespread, mobile host, organized but far from acting in perfect
harmony: often it is easiest to hide a tree in the forest. These
Erisians will work together with their fellows and followers for
the good of some group, as they believe Eris would see it. That
said, the group they lead may not be quite the same as the one
theyre trying to help.
Element: Boom
Magical Material: Jade
Affinity: Dragon-Blooded
Anima effects: By spending 10 motes, a character may
gain some benefits of his selected element for one scene. Firstly, he may add his Essence in dice to attempts to resist damage
from environmental effects of that element, where Wood includes plant toxins. Secondly, at Step 10 of attack resolution,
he may subtract 1 from any damage caused by the relevant element, to a minimum of 0, even if it is not from an environmental source. For example, this applies to damage from the anima
power of a Fire Aspect Dragon-Blooded. Lastly, a specific power is available corresponding to each element, as a Shaping effect.
For Air, leaping distance is multiplied by the his Essence.
For Earth, his Essence is added to rolls to resist grappling
or knockback.
For Fire, he can ignite flammable materials with a touch.
For Water, he can breathe water as easily as air, and will
not drown.
For Wood, he can exude a mild plant toxin: living creatures with whom he makes skin-to-skin contact must make a
successful (Stamina + Resistance) roll against the characters
Essence or be affected for the rest of the scene. The poison
causes no damage but imposes a -1 internal penalty due to nausea. Multiple doses stack their penalties, up to the characters
(Essence 2).
These anima powers activate automatically at the 11-15
mote level of Peripheral Essence expenditure. Note that, if the
character takes a miscellaneous action to change to a different
element while anima powers are in use, this will cancel their
effectand doubtless confuse any onlookers.
Associations: Empire-building, hidden agendas, wheels
within wheels; insubordination, mutiny, revolution; pretenders, bastards, usurpers
Sobriquets: The Knights of The Five-Sided Temple, Fallen Apples, Imitant Wyrms, The Harvest Ripe and Scattered
Seed
Concepts: oblivious sybarite, scheming courtier, impassioned politician, sorcery researcher, apparently-reliable army
officer
Other rules: Anima flux does not truly apply to those Exalts in this Parametadivision, though an Illusion of that raw
elemental power will manifest, within a number of feet equal
to the characters permanent Essence. At the 8-10-mote level
it will feel distinctly uncomfortable but will not cause damage
or other adverse effects. At the 11-15-mote level it imposes 1 die
of external penalty (i.e., zero or one levels) on each attack or
other action directed at the Exalt, from characters who are unable to soak lethal damage with Stamina (i.e., excluding Exalts),
as they instinctively try to avoid the (non-existent) damage.
26

At the 16+ level it imposes a number of penalty dice equal to


the characters permanent Essence, which applies to all characters. This Illusion may be subconsciously resisted for a scene by
spending one Willpower, but observers must spend a further
three Willpower to recognize the Illusion for what it is, and remember it. In that case, the Illusion will not affect them for the
rest of the story. This in itself will not necessarily cause onlookers to realize that the character is not a Dragon-Blood, but it
may raise their suspicions.
Quote: [TODO]

The Division of Might from Will


To turn what could be into what is, one needs both direction and action, wisdom and strength. Erisians who work with
this understanding act like the Sidereals, guiding others along
paths by keeping these two threads in harmony, or diverting
them by twisting or breaking one or both. Commonly they prefer to pull strings in the background but they are known also to
wade into the middle of things to untangle a mess, or step up
to be seen as a sign and guiding light to others.
Element: Pungent
Magical Material: Starmetal
Affinity: Sidereal
Anima effects: Common Sidereal anima effects, at a cost
of 1 mote each:
Make her caste mark obvious for one minute, as if the
character had spent 8-10 motes of Peripheral Essence.
Know the exact time and date by sensing the position of
celestial bodiesor other significant bodies, meaning this ability works in realms such as Malfeas or (insofar as time has meaning there) the Wyld.
Attune her anima to the ripples cast by doorways between worlds. For the rest of the scene, the character recognizes the presence of gateways to Heaven, Malfeas, the Underworld, the Wyld, Autochthonia, Elsewhere or any other alternative reality, within (Essence x 100) feet. She does not learn
the gateways precise location, only that it is present.
By spending 10 motes, one of the Foolish Sages gains the
ability to step fully into or out of Fate, for one scene. Similarly he can change whether or not he is Creature of Darkness.
The character may change his status any number of times within the scene, and may change both aspects together, but each
change requires a miscellaneous action. Alternatively the character can pay a further 2 motes on a given action to make it
reflexive, and may do so automatically whenever a Fate-based
effect could target him. Stepping outside Fate grants immunity to memory-altering effects of Sidereal Charms, to the crafting or transferring of crafted destinies, and to being located via
the Loom of Fate. It will not remove a destiny or Fate-based effect which has already been applied, unless the description of
that effect states that it works in that way. Stepping fully into Fate, the Exalt allows Fate-based effects to occur as normal.
The confusion of identity that the Recumbent Destiny causes
is not removed, as it is not a Fate-based effect. A Foolish Sage
who enters Autochthonia will soon realize that he can step into
or out of the Design of Autochthon as well. He cannot be within the Design and the Loom simultaneously, however. Taking
on the status of Creature of Darkness generally does not confer
benefits, other than to mislead those who are capable of detecting that status. This effect costs 5 motes once her anima banner
reaches the 11-15 mote level and 2 motes at the 16+ level.
Associations: Manipulation, tampering; misdirection,
disinformation, corrupt bureaucracy; arrogance, irresponsibility; hard but needed lessons
Sobriquets: Foolish Sages, String-Pullers, Loom Tuners,
The Nebulous
Concepts: incognito courier, diverting seductress, military logistics officer, spy in the Bureaux of Yu-Shan, assassin
Quote: [TODO]

Chapter Three Traits

27

The Division of Blood from


Stone
Just as the Makers Chosen are constructed in the image
of mortals, to give them a face which is not too foreign to the
populace, so Erisians of this Parametadivision don a new skin to
walk unchallenged among those alien cultures. They are aware
that, particularly in Autochthonia, they are a piece in a large
machine; but they also know that every living cog has its own
will and destiny.
Members of the Seventh Column must choose a particular
Alchemical type to mimic initially, but can change that later.
Element: Prickle
Magical Material: Any of orichalcum, moonsilver, jade,
starmetal, soulsteel, and adamant.
Affinity: Alchemical
Anima effects:
Common Alchemical anima effects, at a cost of 1 mote
each:
Cause her anima banner to flare up to any desired level
of display for the rest of the scene.
The character may take a miscellaneous action to change
small details of her appearance, to mimic the installation of different Charms. In this case she remains recognizably the same
and this is not suspicious to Autochthonian natives. Alternatively the character may adopt the appearance of an Apostate
with Voidtech Charms, with the expected effects on her encounters. This does not itself change her material alignment.
If the character changes material while anima powers are
in use, this will cancel their effectand doubtless confuse
any onlookers. If changing alignment means that it no longer
matches some artifacts which a character has already attuned,
the attunement is unaffected, but he will no longer gain material-specific bonuses when wielding it, unless and until his anima powers are activated.
By spending 10 motes reflexively, one of the Greys can gain
access to the material-specific bonuses of all his attuned artifacts, regardless of his own current alignment, at no additional attunement cost and without the need for a (Wits + Lore)
roll. In the case of weapons and armor made from the magical
materials, the character may optionally replace the bonuses of
any item with those for the material with which he is currently
aligned. This applies even to artifacts tainted with Vitriol.
If the character is not wielding a weapon made from the
magical materialseither because his weapon is made of something else, or because he wields no weaponhe nonetheless
gains the attack bonuses of his own material. Defense bonuses are applied similarly to characters not wearing armor made
of the magical materials. This effect lasts for one scene, and
applies automatically once her anima banner reaches the 8-10
mote level.
Associations: Faith, dogma, tools; hierarchy, society, service, the greater good; free will, conflicting loyalties, conflicted
madness
Sobriquets: Bishops of Greyface, Greys, Loose Cogs, The
Seventh Column
Concepts: re-interpreter of dogma, conciliatory Apostate,
trans-national ambassador, covert visitor from Creation, fervent nationalist
Other rules: The cosmetic effects of the Bishops Exalted
Affinity extend to them leaving chemical trails as anima levels
28

rise. However, this is only an Illusion and will gradually fade,


vanishing by the end of the scene. The usual rules for resisting
Illusions apply, though onlookers will generally not do so unless they are specifically looking for Illusions or have a reason
to suspect the Erisian is not the Alchemical she appears to be.
Erisians in this Parametadivision cannot be re-fitted or repaired in Alchemical vats and will not increase in size as their
Essence rises, though their bearing may become more imposing.
To some Alchemicals, this may be enough to give away their
foreign nature.
Quote: The part with the greatest number of degrees of
freedom ultimately governs the system.

The Division by Zero


Discordians are drawn to this Parametadivision if they
choose to devote themselves to opposing the Neverborn, the
Abyssals, and their mundane and magical allies. The paths of
Erisian Chaos may be about tearing things down, but more to
set them free than not to destroy them. Death is part of life, but
Chaos is never Oblivion, for that is the end of possibility.
Given the obvious dangers, they are most likely to do their
work from within: wreaking destruction where it will lead to
some good; bringing people to an understanding of endings
which avoids despair; freeing ghosts from the attachments that
hold them back from Lethe; sabotaging Deathlord plans by being too blatant in their actions. At times they pretend Resonance by using the balance effects of Numerology to cause damage but leave reparation in their wake.
Element: Dirt
Magical Material: Soulsteel
Affinity: Abyssal
Anima effects: Common Abyssal anima effects, at a cost
of 1 mote each:
Cause their anima to flare to any level of display up to the
810 mote level. This display lasts for a scene or until reflexively
dismissed, after which the characters anima dims to its actual
level.
Attune her Essence to the emanations of the Underworld for a scene, extending this sixth sense to a radius of
(Essence x 100) yards.
By default these Exalted respire normal Essence, except
when they change their essence signature to that of an Abyssal,
in which case they respire death-aspected Essence. By spending
1 mote, a character can switch between respiring normal and
death-aspected Essence, independently of his current Essence
signature. He can switch any number of times in a day but
will revert to his natural state at the next sunset or sunrise (or
equivalent time in the Underworld or other realm), or when he
changes his Essence signature.
By spending 10 motes, a Finger of the Left Hand can reanimate a corpse as a zombie extra, or take control of a single existing zombie (or equivalent) within a 10-yard range. Both newly-animated and existing zombies affected by this power decay
rapidly, suffering one aggravated level of damage per day until
they disintegrate. If another being actively controls an existing
zombie, it must make a contested (Essence + Willpower) roll
against the character to retain control.
Alternatively the character may reflexively spend 10 motes
to take control of a being which has taken sufficient damage to
take it into or past its Dying health levels. This stabilizes the target at its current level (or its last Dying health level, if it would
have died outright) and heals one level of lethal damage every
6 ticks, until the being reaches Incapacitated. At the same time,
the being becomes able to move around and act physically as
normal, under the characters direction as a Total Control effect. The target cannot interact socially while it remains unconscious, but its wound penalties are reduced to -2. If the target
is healed above Incapacitated, the control ends immediately. If
the target is still Incapacitated at the end of the scene, the control ends and the being returns to unconsciousness.
Either or both of these powers may be activated at no
cost once per action, when the character has spent at least 11-15
motes of Peripheral Essence.

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!

Chapter Three Traits

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

target. The character must make a contested roll of (Essence +


temporary Willpower) against the source of the effect. If the
character succeeds, the oath is simply regarded as not having
been broken in that action. If she fails, its effects apply as normal.
Reduce a targets effective Echoes, Past Life, Pineal
Gland, Solar Bond or Whispers rating by the characters
Essence, to a minimum of zero, for one action. The character
will know intuitively if the affects of these Backgrounds are being applied to anyone in range, and may respond immediately,
though she does not automatically know to whom the effect
applies.
Associations: Old power, rulership; founding, origination; caste systems, obedience, knowing ones place; rebellion,
resentment
Sobriquets: The True Religion, The Urgent Legion, Inmates, Revivalists, The Tied and Sleeping, Brass Eyes
Concepts: orphan turned Yozi cultist (Adorjan), anti-Reclamation spy (Ebon Dragon), greedy warlord (Malfeas),
heretical preacher (Cecelyne), disruptive agent in the Realm
bureaucracy (She Who Lives in Her Name)
Quote: Study Demonology with an enemy this Sun-day

The Division of Labor


To Eris' Children the Mountain Folk are long overdue
an injection of Chaos, and therefore some choose to walk
among them. They were trapped in Creation, then neglected, exploited, bound, and lastly abandoned by Autochthon. A
hero among them created the caste system to stave off decline,
but they need another change. That they have access to some
of the best manufacturing and weapons facilities in Creation,
back doors into the Blessed Isle, and raksha souls, are happy coincidences.
Simply making off with handy artifacts is an option, but
unlikely to be entertaining enough by itself. Discordians who
spend time under Meru may try to stir up Jadeborn society by
posing as heroes, opposing existing heroes to emphasize their
cause, or help or hinder the Darkbrood as suits them. Influencing Dragon-Blooded society directly would be difficult, but
gaining vital information or interfering with the equipment for
their plans are quite possible.
An Uprising Pillar must choose a Jadeborn Caste to mimic
when he takes on this Parametadivision, but may change that
at any time with a miscellaneous action. The choice of Caste
has no effect on his powers, but will naturally affect his interactions with others.
Element: Focus
Magical Material: Jade
Affinity: Mountain Folk (Jadeborn)
Anima effects: Jadeborn do not have animas nor, therefore, anima powers. The Erisians of this Parametadivision do,
however, and are unable to truly suppress their anima unless
other effects are employed. If they attempt to make their normal anima appear as a Jadeborn anima, it will manifest as follows.
Motes of
Peripheral
Essence
Effects
1-3

The Jadeborn aspects of their appearance are enhanced, making them more striking.

4-7

Jadeborn rocky skin and crystalline or metallic


highlights become unusually pronounced and
have a slight glow, to a level which may be noticed by observant onlookers (roll [Perception +
Awareness] at standard difficulty).

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

The character appears to be made from rock, and


glitters gently all over. The Appearance bonus
applies to all Jadeborn Castes. Stealth Charms
fail and mundane Stealth attempts suffer a +2
difficulty.

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]

Chapter Three Traits

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.

The Not-So-Great Curse


It may be because the Discordian Exalted were created
long after the Primordial War, or successfully hid any involvement they had, or because their matron really is a Primordial,
but somehow they have avoided the effects of the Great Curse.
However, their Exaltations have been constructed imperfectly
(or made to be perfectly imperfect?), so they dont get off entirely lightly. Rather than Limit, these Exalted accrue points
in two separate measures, Hodge and Podge. When a character
spends Willpower to channel her primary Virtue, or when she
applies unnatural mental influence to a target and that target
successfully resists, she gains a point of Hodgeoverriding the
will and actions of the individual, their inherent chaos, is just
wrong, ysee. When she spends Willpower to act against her
primary Virtue or resist unnatural mental influence, she gains
a point of Podgeresisting the your own urges and the will of

others suppresses disorder in another way. In either case she


can gain no more than one point of each per scene.
When the count of Hodge reaches 10 (or more), the character is driven to oppose the tenets, tendencies and desires of the
dominant order, as she understands them. The dominant order
is determined as follows. If there is a single character present in
the scene with a higher Essence than all others (including the
Discordian), their beliefs are taken on. Beings which the character cannot perceive are ignored for this effect. The character
need not know the precise beliefs of the individual; she might
take on the typical beliefs of a Solar, for example, if she believes the dominant character to be a Solar. If no suitable individual exists, take the perceived most dominant social structure
or formal organization of the town, kingdom or similar large
grouping in which the Exalt finds herself. Failing that, i.e., if
no one society is dominant, or there is no social grouping nearby, take the inherent tendencies of the nearest major environmental force, be it an elemental pole of Creation, the Wyld, or
somewhere on the other side of a magical portal.
When the count of Podge reaches 10 (or more), the character is driven to act strictly in accordance with the dominant
order, again insofar as she understands it. If both reach or pass
10, the character must support the dominant order and oppose
the next most dominant, or the other way roundher choice.
If the dominant order is an environmental one, the next most
dominant will be the next-nearest environmental one. This effect lasts one scene, after which both counts reset to zero.

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

One day ago

One week ago

One month ago

One season ago

Chapter Three Traits

33

Willpower
Points
Maximum onset time
4

One year ago

One decade ago

Willpower
Points
Maximum duration
0

One scene or hour

One day

One week

One month

One season

One year

The targets must have been observing the character during


the selected time period, though she need not have been aware
of their observation for the effect to apply to them. Thereafter,
whenever an affected target wishes to recall the characterher
presence, appearance, actions and so onhe must roll (Wits
+ Integrity) at a difficulty 1 but with an internal penalty of -3,
or -(Discordians Essence) if greater. A target who is himself
a Discordian gains his Essence in bonus dice, however. The
target rolls each time he attempts to remember until he has
made (Discordians Essence) successful rolls. Failure on any roll
means the target has forgotten the details of his observations
and makes no further rolls. Similarly, gaining more successes
than the Discordians Essence in a single roll means the target
has clearly remembered the details, and need make no more
rolls to retain his memories.
Failure to remember does not mean a complete blank in
experience, rather the target will remember some of what happened but with the details confusedthey will be sure that the
persons gender was opposite, or that there was in fact a group
of five or six acting in concert, or that events which happened
in one scene were spread out over several days, or that they were
Lunar rather than Solar. The specifics are up to the Storyteller
but the effect is to make it harder to connect the memories with
reality, making them less likely to connect the Exalt with them,
should they meet again. In a group of witnesses there may be
several distinct groups of slightly different memories, or each
person may have his own recollection.
Certain Backgrounds allow the character to selectively exclude individuals from a target group. She may also always
choose to exclude specific Essence-users with whom she is acquainted, meaning those with whom she has interacted for at
least a few scenes.
Physical records of the characters interactions are also
subtly tweaked by this effect. Attempts to track down accurate information about her using such skills as Bureaucracy, Investigation, and Survival, for example, have their difficulty increased by (Discordians Essence 2). Rolls which would have
succeeded but for the increased difficulty turn up misleading
or confused information, as per the effect on memories. Failed
rolls simply indicate a normal failure.
Only the memories of the original observers are directly
affected so, if a Discordian waits too long to erase her tracks,
hearsay and rumor may contain some record of her. However,
34

discerning the truth through such reports is subject to the same


increased difficulty as for physical records.
As well as provoking confusion in witnesses and records,
the Recumbent Destiny offers some protection from the
machinations of Yu-Shan. If someone attempts to locate the
character by inspecting the Loom of Fate within a week of her
activating her Recumbent Destiny, she is always treated as having Essence 1 and, after applying any other modifiers, the difficulty is multiplied by her (Essence 2). Furthermore, if the
seeker botches only after accumulating enough successes that
he would have found the character but for this extra multiplier
then, rather than fail to find the character at all, he will incorrectly identify a different strand as belonging to the character.

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 a single follower.

Provides up to 5 followers.

Provides 20 followers.

Provides a loyal band of 100


followers.

Provides a small army of 1,000


followers.

The Exalt can choose a group of up to 5 core followers who


will recognize him or her without the need for the Recumbent
Destiny to be suppressed. Beyond that, lifting the obscuration
succeeds automatically for followers, but has the usual implication that any onlookers will also see him or her directly.

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

Chapter Three Traits

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

vant knowledge or skill (as adjudicated by the Storyteller). If


the number of successes on this roll exceeds the characters
Dodge MDV, the Echoes from the past overwhelm the character and he finds himself unavoidably compelled to act in accordance with the Motivation and Intimacies of one of those past
lives for one scene, as if subject to an overflowing of Hodge.
On the other hand, if the roll is botched, the character is underwhelmed with the wisdom he receives and is compelled to
act against that past life, as with an overflow of Podge. Neither
of these conditions actually affects the characters Hodge or
Podge tracks. If the character is subject to an overflow of Hodge
or Podge in the same scene where Echoes have already overtaken him, the overflowing tracks are reset but the effects are delayed until the start of the next scene.

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.

Focus: Unwavering attention to a person, activity, idea


etc.devotion, worship, zeal; idealistic love or incurable hatred; dedication to a profession, masterful construction; meditation, trance.
Dream: Unreal things brought to mindthe stories and
fears of sleep, natural or otherwise; hopes, aspirations and
goals; unattainable perfection, frustration; daydreams, distraction, withdrawal from reality.
Binding: Things constrained, externally or by their natural relationshipsimprisonment, slavery, cultism, allegiance;
marriage, family ties, debts and oaths; canals, cement, manacles,
retaining walls, ripening fruit.
Exactly which locations or experiences count as sufficiently raw as to be usable for Elemental Rejuvenation is left
to the Storytellers discretion. The orange anima of the Anchor Division is only powerful enough during those actions on
which it flares to its full glory. The Indivisibles are likely to heal
surprisingly quickly overnight; members of the Division by Zero have been known to carry boxes of earth around to sleep in;
and those in the Sub-Division bound by a particularly onerous
oath sanctified by an Eclipse-caste Solar might find it has some
peculiar side-effects.

Chapter Three Traits

37

Chapter Four: Charms


Quite what is the source of Discordians' Charms is as
much a mystery as the identity of Eris herself. They are based on
the typical learned Abilities of mortals, so at first glance would
not appear to be drawn from the panoply of some Primordial
power. However, each tree includes Charms which stretch the
bounds of applicability into feats which may seem only vaguely
or metaphorically related to the Ability which underlies them.
Regardless, Eris' chosen wield these powers with ease and glee
to bring discord in her name. They are also perhaps more prone
that other Exalted to invent Charms of their own, to keep
everyone guessing.
Discordian Exalted are not able to learn the Charms
of other Exalted, though other Exalted who can learn foreign Charms, such as Zenith Caste Solars, may learn Discordian ones. However, Discordians can automatically and freely
change the Obvious aspects of their Charms to mimic other
Charm effects theyve witnessed or heard offrom Exalted,
gods, demons, or other magical beingsas long as they are at
least as Obvious. If an onlooker is attempting to discern the exact identity of a Discordian Charm in use, and the character is
attempting to disguise it as a paritculary Charm belonging to
some other Exalt type, a contested roll against the characters
(Essence + Ability) is required to see the truth.

Design Note: Charm Themes and


Mechanisms

To help you see some coherence in the Discordians


strange mix of Charms, and to give you ideas for designing your own, a mention of some of the common principles behind them seems in orderthough that may be
an illusion.
Common themes in these Charms include confusion, interference, cheating and other rule-bending, improvisation, reinterpretation, reconstruction, reversal,
and transcendence.
Mechanics which are often employed include Elsewhere (because, hey, nobody else is using it much and
because Eris Discordia is in Limbo), unnatural mental
influence, Intimacies and Motivations, stunts, Shaping,
plus a sprinkling of Charms which change the way certain traits and rules work.
Some design thought has been given to the structure of Charm trees for the Children of Eris. They must
regularly confrontnay, become!the unexpected and
unknowable, so they tend more to generalism than specialism. This affects their Charm tree structures in two
ways. Firstly, most Charms in each tree are accessible
without Excellencies, with them serving as prerequisites
for the more powerful and unique Charms for a given
Ability. Secondly, those niche Charms tend to include
ones which stretch the boundaries of the meaning of an
Ability, so that characters who invest heavily in an Ability can gain some facility in areas which might seem unrelated.

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.

Chapter Four Charms

38

FIRST (ABILITY)
EXCELLENCY: ESSENCE
OVERWHELMING

SECOND (ABILITY)
EXCELLENCY: ESSENCE
TRIUMPHANT

THIRD (ABILITY)
EXCELLENCY: ESSENCE
REVISITED

(Any (Ability) Excellency)

FIRST (ABILITY)
INSOLENCY: ESSENCE
CONFOUNDING

(Ability) Efforts Discounted

Excellencies and Related Charms


First (Ability) ExcellencyEssence
Overwhelming
Cost: 1m per die; Mins: (Ability) 1, Essence 1; Type: Reflexive
(Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Each mote spend on this charm adds 1 die to the pool
for the relevant roll, to a maximum of (Ability + stunt rating)
motes. If used to enhance a static value, roll the number of dice
provided by this Charm and add one to the static value for each
success.
With a suitable stunt and a surcharge, can be used to enhance an action using any other Ability. The action cannot involve activation of Charms from the other Ability, though it
may involve the effects of Permanent Charms or those which
are not counted as a Charm activation. The surcharge is 1m for
Abilities in the same Division, 2m for those in a neighboring
Division, or 4m for those in the other two Divisions. The maximum number of dice which can be added is based on the lower
of the two Abilitiesthe Ability for which this Excellency has
been purchased and the other Ability for which it is being activated. If this Charm is used in combination with the Second
or Third Excellencies, the surcharge is paid only once for the
action, not once for each Excellency activated. This flexibility explicitly does not extend to allowing an Excellency in one
Ability to be used as a prerequisite for a Charm in another, only
to affect rolls or static values based on other Abilities.

SECOND (ABILITY)
INSOLENCY: ESSENCE
OMINOUS

Second (Ability) ExcellencyEssence


Triumphant
Cost: 2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This Charm adds one guaranteed success to a dice roll, or
one to a static value, for every two motes spent, to a maximum
of (Ability + stunt rating) motes. Each success purchased is the
equivalent of adding two dice with the First Excellency or any
other dice-adding Charm, and counts toward the Discordian
dice-adding limit. This Excellency can be used to enhance actions from other Abilities in the same manner as the First Excellency.

Third (Ability) ExcellencyEssence


Revisited
Cost: 2m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 4
for attacker or Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
A character invokes this Charm after making a roll based
on the chosen Ability, tipping the balance in her favor for a
moment, in the knowledge that it will tip back before long. It
adds (Ability 2) automatic successes to the roll, or increases
a static value by a like amount. Successes added by this Excellency do not count towards the Discordian limit on dice added
by Charms. However, the next non-trivial use of that Ability
is subject to an equal external penalty. The Storyteller is free
to decide what constitutes an important usethe intent is to
prevent a player freeing a character from this looming redress
by taking some irrelevant action such as tying a shoelace.

Chapter Four Charms

39

This Excellency can be used to enhance actions from other


Abilities in the same manner as the First Excellency. Unlike the
Third Excellency of several other types of Exalt, it can be used
in Combos with the First and Second Excellencies.

(Ability) Efforts Discounted


Cost: 2m+, 1wp; Mins: (Ability) 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Ability Excellency
Each two motes spent on this Charm reduces the cost of
the first three Excellencies by one for the scene, when used
with the selected Ability. It recudes the cost by no more than
the characters permanent Essence, and to a minimum of zero
motes. It cannot be used to reduce the cost when an Excellency
is stretched to apply to other Abilities.

First (Ability) InsolencyEssence


Confounding
Cost: 3m; Mins: (Ability) 2, Essence 2; Type: Reflexive (Step 4
for defender)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
[TODO: Needs reviewing/play-testing for game balance.]
A Discordian activates this Charm specifically to counter
the efforts of those engaged in dynamic imbalance against him.
It forces the target to re-roll his action and accept the less desirable of the two results. If the target uses some Charm or other
power which allows a re-roll, the cost of both are spent but no

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.

Second (Ability) InsolencyEssence


Ominous
Cost: 3m or 6m; Mins: (Ability) 4, Essence 3; Type: Reflexive
(Step 2)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
[TODO: Needs reviewing/play-testing for game balance.]
At times the interference of Erisian Exalts is subtle and
elaborate, at others more direct. This Charm targets another being making a roll or using a static value. Spending three
motes on this Charm increases the target number for the opponent to 8 or reduces a static value to three-quarters of its normal, while spending six motes increases the target value to 9 or
reduces a static value by half. Reduced static values are rounded up and cannot be reduced to zero. Rolled actions also cannot botch, always achieving at least one success. This Charm
can only be applied against actions which affect the character
directly, be it individually or as part of a group. Again, this Insolency can oppose actions from other Abilities for a surcharge.

Discordian Flaws of Invulnerability

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.

Chapter Four Charms

41

1st Division: Anchor

GROUND-AVOIDING STEP

Equilibrium Catapult

BALANCED UNBALANCE

(ANY ATHLETICS
EXCELLENCY)

Moment of Perfect Gravity

FLAWLESS FOOTSTEP
MEDITATION

NARCISSUS BLOSSOM
TECHNIQUE

Narcissus' Face Reflected

Feather and Snowflake


Harmony

Hurtling Hermit 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

Feather and Snowflake


Unison

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.

Moment of Perfect Gravity


Cost: 6m, 1wp; Mins: Athletics 5, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Obvious
Duration: Indefinite

Prerequisite Charms: Any Athletics Excellency, GroundAvoiding Step


Many fools regard a self-centered attitude as a bad thing,
but the Law Unto Themselves understand that it is in fact
the perfection of focus. Extending the understanding of the
Ground-Avoiding Step, the character learns to make himself
the center of all things, at least from his own perspective.
Once this Charm has been activated, and for as long as
the motes remain committed, he will not fall, no matter his surroundings. He may move along any surface which provides sufficient purchase, and will remain in any given orientation in
space, unless he or something else causes him to move. This
Charm by itself does not prevent the character from being
moved by combat, winds, waves and so on. If the character is
falling or otherwise freely moving when the Charm is activated, he will continue to do so, but will no longer gain or lose
speed, or change direction, except due to subsequent forces, including the resistance of the surrounding medium (e.g., air). If
the character is stationary and has a surface to push against, he
may move up to his current horizontal jumping distance in any
direction. Thereafter he may hang in midair for as long as he
wishes, though moving from that spot may be difficult without
wings of some sort.
The Charm remains active even if the character becomes
Inactive, though not if he dies.

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

Rather than simply throwing herself at the ground and


miss, a Discordian may choose to throw an attacker, hoping to
score on the rebound.
This Charm allows the character to throw her attacker if
she succeeds on an opposed (Strength + Athletics) roll, with
the character receiving bonus successes equal to her Essence.
As a Counterattack, it can also be defended against with any
applicable perfect defense, in place of the roll. If the character
wins the roll, her attacker is thrown a number of yards equal to
her own current horizontal jumping distance, in any direction.
The opponent must check for Knockdown to avoid ending up
prone. Targets which strike hard objects take one die of damage
for each yard they would otherwise have travelled. This will
usually be bashing damage but may be lethal depending on the
environment.
This Charm can be used as a means to break out of a grapple. It is applicable against attacks of any kind, including ranged
and area-effect, although in those cases it becomes Obvious. It
can also be used when attempting a feat of strength to throw
an object, at least doubling the thrown distance.

Narcissus Blossom Technique


Cost: 2m + 3m per dot; Mins: Athletics 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The perfection of the physical form based on athletic prowess can have benefits beyond mere improvement of
physique. The Most Beautiful are able to channel their own
Essence to boost this enhancement beyond the dreams of mortals.
Activating this Charm, the player rolls the characters
(Appearance + Athletics). For each success, the she may add
one die to any dice pool derived from one of the characters
Strength, Dexterity, Stamina, Charisma, Appearance or Wits.
The dots may all be added to one Attribute, or they may be
spread across several. Each dot applied increases the cost of the
Charm by 3 motes, though the player need not apply all the
dots. The dice added count towards the total which may be
added by Charms.
At Essence 4+, the Charms duration extends to Indefinite.

Narcissus' Face Reflected


Cost: (+2m, 1wp); Mins: Athletics 4, Essence 3; Type: Permanent
Keywords: Combo-OK, Emotion
Duration: Permanent
Prerequisite Charms: Narcissus Blossom Technique, Any
Athletics Excellency
TODO
This Charm allows the character to extend the benefits of its prerequisites to a group equal in Magnitude to the
characters Essence, inspiring them to greater achievements
through her own perfection. All beings who can see the characteror otherwise perceive her physical gracetemporarily
gain a positive Intimacy to her, as an Emotion effect, and simultaneously gain the same Attribute improvements. The tone
of the Intimacy must be one of awe, lust, adoration or other
inspiring attraction. If there are any unwilling observers, the
character must roll ([Dexterity or Appearance] + Athletics) and

Chapter Four Charms

43

compare her successes to the Mental Defense Values of those


observers. Any whose MDV is greater are immune, while others must pay two points of Willpower to resist. Resisting means
that the target neither takes on the Intimacy nor benefits from
the Attribute enhancements.

Hurtling Hermit Technique


Cost: 4m, 1wp; Mins: Athletics 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Narcissus Blossom Technique
The Traveling Sailsmen believe that, sometimes, the journey is more important than anything else (not just the destination). Thus they direct their energies completely to travelling.
This Charm allows the character to travel (running, jumping, swimming and so on) at a rate equal to (her normal maximum x Essence), as long as she keeps the Charms motes committed. She may use this Charm in combination with other objects or magics which affect her travel, but she cannot use it
with any sort of vehicle. While travelling she suffers no fatigue
penalties and need not eat, drink or sleep. She suffers an internal penalty equal to her (Essence 2), rounded up, to any
Perception rolls to notice things going on around her; but observers have an equal external penalty to any attempts to notice, identify or track her.
Stopping, or interacting with other people or objects except to directly, physically facilitate her journey will end the
Charm. For example, opening a door and running through a
building would not affect the Charm, but asking for directions
would.

Feather and Snowflake Harmony


Cost: 1m per point; Mins: Athletics 3, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Flawless Footstep Meditation
Focussing her mind and body on the current moment, the
Ignorant Child is able to let go of distractions and bring to bear
a unnatural amount of coordination when attempting several
things at once.

44

This Charm allows the character to subtract a number of


points from the penalties associated with multiple actions and
flurries, up to her Athletics rating, provided they each involve
Strength, Dexterity, Stamina or Athletics. If any action in the
flurry does not involve one of these Traits, the Charm is not applicable. Each point spent reduces the penalty by one for every
action. Thus, spending as many motes as there are actions in
the flurry will reduce the penalty to 0 on the first action, -1 on
the second, and so on.
Instead of internal penalties from the characters own flurry, this Charm may be applied to reduce onslaught penalties
from a single attackers flurry. This Charm is explicitly allowed
in Combos with Charms based on other Abilities.

Feather and Snowflake Unison


Cost: 5m, 1wp; Mins: Athletics 5, Essence 2; Type: Reflexive
(Step 1 or Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Feather and Snowflake Harmony
The truly dedicated Child of Eris may increase her physical focus to legendary levels.
For the rest of the scene following activation of this
Charm, internal penalties for multiple actions and flurries are
reduced by the characters (Essence 2), rounded up, for each
action which involves Strength, Dexterity, Stamina or Athletics. If a flurry includes actions which do not involve any of
these Traits, that action is subject to the full flurry penalty, but
the Charm remains in effect for subsequent actions in the flurry.
Alternatively, this Charm may be activated to oppose
any attacks using a flurry, from any number of opponents at
once. In this case, onslaught penalties are similarly reduced by
(Essence 2). Although the Charm is not Stackable as normal,
it can be activated twice, once in each alternative version, to
provide both benefits for the scene.
This Charm is explicitly allowed in Combos with Charms
based on other Abilities.

THE GIFTS OF FAITH

UNWAVERING FOCUS
MEDITATION

Gaze of
Perfect Disregard

Shadows on the Soul

(ANY AWARENESS
EXCELLENCY)

Sense-Hopping Excursion

THIRD EYE OPEN

HOLOGRAPHIC
PERCEPTION PRAXIS

Sensory Insinuation Trick

Expect the Unexpected

Execution Echo Sense

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.

Expect the Unexpected


Cost: 4m; Mins: Awareness 3, Essence 2; Type: Reflexive (Step
9)
Keywords: Combo-OK, Counterattack
Duration: Until next action
Prerequisite Charms: Third Eye Open, Holographic Perception Praxis
TODO

The Chosen of Eris invokes this Charm in response to


an attack which is initially unexpected, and which she fails to
block or dodge. This Charm is applicable even if the character
has used some other effect to make it no longer unexpected:
it works because the attacker believes their attack is a surprise.
The character is permitted a counterattack against the original
attack, and against any other attacks from the same source, unexpected or not, until her next action. This Charm does not
make a counterattack possible if the attacker is an invalid target, for example by virtue of being out of range, or immaterial.

Execution Echo Sense


Cost: 2m or 4m; Mins: Awareness 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Expect the Unexpected
In the moment one moves from decision to action, ripples
and echoes begin to spread. The Ignorant Children are at one
with those around them, and can feel the moment in the mind
of its instigator, before the wave-front even reaches them.
This Charm removes the unexpected quality from any one
such physical or social attack by a sentient being. This generally
includes animals but excludes natural plants, mindless undead,
and automata. By spending an additional two motes, the character also reveals any immediate mindless threats posing mortal danger to him. This covers attacks by the above categories

Chapter Four Charms

45

of beings, and adds (Essence) automatic successes to any valid


Awareness roll to notice poison, concealed pits, or even social
threats, if the character could validly notice them. For example,
he might notice suppressed shock in the faces around him as he
makes to do something which is punishable by death according
to local law. The character cannot activate this Charm while
asleep, Inactive, or otherwise normally unable to act.

Gaze of Perfect Disregard


Cost: 4m; Mins: Awareness 3, Essence 3; Type: Reflexive (Step
1 or Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Unwavering Focus Meditation
The Wholly Fools see the inner and outer worlds of body
and mind as one, and may attend to or ignore any part with
equal ease.
This Charm has two alternative effects. Activated in one
way, in Step 2 of social combat, the character turns his focus
inward, ignoring the pressures of the outside world. In this way
it provides a perfect social dodge, even against social attacks
which are undodgeable. Afterwards, he will remember that the
attack occurred, who made it (if he was aware of that), and
that he defended himself against it, but will have no memory of
the intent of the attack nor the content of the communication
which delivered it.
On the other hand, the character may activate it on Step
1 to turn his focus entirely outward. This enables him to take
one action which ignores any ongoing Compulsion, Illusion or
Emotion effect, or to suppress a Virtue without paying a point
of Willpower. This does not allow him to sidestep Servitude
effects, since their continuing power is focused in the outside
world, nor does it fend off the impact of Limit Break. In addition, since he is ignoring his Virtues, he cannot channel them
on this action.

Holographic Perception Praxis


Cost: 3m; Mins: Awareness 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
TODO
With this Charm, the Ignorant Child is able to apply all
his senses at every point within (Essence x 10) yards simultaneously, regardless of intervening barriers. This effectively means
that he can see through walls, behind peoples backs and so
on. Any external penalties to his senses may be reduced by up
to (Essence) points, at Storyteller discretion, if they do not apply over most of the area. For example, attempting to blind the
character by shining a light or throwing sand in his eyes will
likely be ineffective.
At Awareness 3, he cannot be surprised by an attack from
behind, from cover etc., and penalties from coordinated attacks
are reduced by (Essence). The character can still be surprised
by things which his current senses cannot perceive, e.g., attackers who suddenly materialize, or by things which do not appear
dangerous, e.g., a disguised assassin.
The power of this Charm applies equally well to any unusual senses which the character may have, e.g., to see spirits,
sense Essence flows etc. Magical protections against scrying or
eavesdropping can oppose this Charm, but only if they cover
a whole area, rather than a boundary. For example, a Privacy
46

Veil (The Books of Sorcery, Vol. IIIOadenols Codex, p. 31)


would be ineffective, since it hampers those listening through a
doorway, whereas an Exalt using this Charm is already listening from both sides of the doorway.

Manifold Targeting Technique


Cost: 3m per attack, 1wp; Mins: Awareness 2, Essence 3; Type:
Extra Action (Speed +1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Holographic Perception Praxis
TODO
This Charm provides the Exalt with a magical flurry of
two or more physical attacks using the Archery, Martial Arts,
Melee, or Thrown Abilities. Each attack costs 3 motes, including the first, and the character may make a number of attacks
up to (her permanent Essence), regardless of the Rate of any
weapon involved. The Charm allows her to make these attacks
without multiple action penalties and with a DV penalty equal
to the highest penalty for any one attack. The Speed of the
combined actions is one more than the Speed of the longest
single action. For weapons with a Rate less than 1, the character must spend one (or more) of her extra actions reloading or
realigning the weapon after each attack.
With Awareness 4, if Holographic Perception Praxis is also active the character may ignore all DV penalties from these
attacks (but not from other sources), as she perfectly positions
herself after each attack to be prepared for all responses.
A second purchase at Awareness 4 and Essence 4 reduces the cost to 5 motes and 1 Willpower in total, providing (Essence) attacks, but this variation can only be used if
<<Awareness_hpp> is active and each attack is against a separate target.

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-

roundings. He can move at most half his normal walking speed,


and any actions other than movement will cause him to miss
details from the borrowed senses. Note that the character gains
any benefits of unusual senses which the current target has or
activates, but is limited to his own understanding to interpret
those impressions. He cannot use any Charms through the target.

Unwavering Focus Meditation


Cost: 3m; Mins: Awareness 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
TODO
Activating this Charm, the Exalt focuses her attention on
a single point, be it real or imaginedfor example, a candle
flame. As long as she maintains her commitment of attention
and motes then, for the purposes of regaining motes of Essence,
she is regarded as at ease when undertaking strenuous activity (regaining four motes per hour) and completely relaxed
when at ease (for eight motes per hour). The rate at which she
regains Essence, from rest and all other sources, is multiplied by
([Essence + 1] 2) rounded up. Additionally, she may roll to regain Willpower once every (25 Essence) hours. However, the
focus required to enhance her recuperation in this way imposes
a -4 internal penalty on all actions.
This Charm cannot be used while the character is sleeping or otherwise unconscious, and is incompatible with the
Charms or other actions which require the senses to be focused
elsewhere, e.g., Holographic Perception Praxis.

Sensory Insinuation Trick


Cost: 6m, 1wp; Mins: Awareness 3, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: Sense-Hopping Excursion
TODO
This Charm allows the Exalt to impose part or all of his
own perceptions on the target. At the point at which the
Charm is activated, the character must be able to identify the
target through at least one sense, not necessarily sight. Thereafter the effect is maintained as long as the target can still be
sensed or remains within (Essence x 100) yards.
The character may pick out any objects or creatures he can
percieve, or even general aspects of his own external or internal
senses (darkness, nausea etc.), to apply to the targets senses. In
the case of objects or creatures, he may cause them to appear
anywhere around the target, though he cannot control their
apparent behaviour, unless he can control the actual behaviour
of the original.
The conentration required to transfer perceptions in this
way puts the character at a -2 internal penalty to all actions
which require use of the senses, as long as he maintains the illusion. Since this Charm constitutes unnatural mental influence,
it may be resisted as such, and activating it gains the character
a point of Hodge.

The Gifts of Faith


Cost: 3m; Mins: Awareness 2, Essence 3; Type: Reflexive (Step
2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Those who are a Law Unto Themselves choose their own
state of mind and heart, though they may accept anothers
viewpoint if it suits them.
This Charm may be activated whenever the character is
subject to a hostile Illusion or Emotion effect, imposed by another being, which she could resist in her current state. Instead
of resisting she thoroughly accepts it and, in doing so, strengthens her own will. She immediately regains as many points of
temporary Willpower as she would need to have spent to resist
the effect. She may not take any action herself to throw off the
effect until as may scenes have elapsed as points of Willpower
she would have had to spend, although external effects might
work against it.
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.
At Awareness 3+ this Charm can also be applied to Compulsion or Servitude effects, and to fantasies employed in Shaping Combat. At Essence 4+, if the Willpower regained would
take her over her permanent Willpower total, she may use
those excess points to pay toward any Charms activated in a
Combo with this Charm, or any other effects reflexively activated in the same tick, provided that they do not involve resisting or avoiding the influence. After that tick, the excess points
are lost.
Use of this Charm does not affect the characters Hodge
or Podge rating.

Shadows on the Soul


Cost: 4m; Mins: Awareness 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency, The Gifts
of Faith
Building on deep insight into the means by which words
of power can dominate her own mind, a child of Chaos can see
it happening in others.
While this Charm is active, any ongoing Illusion, Emotion, Compulsion, Servitude or Total Control effects active on
any beings she can perceive become Obvious to her senses. She
is aware of the general content of the effect, but not its source.
With Awareness 4 and Essence 4, the character can also
see most other forms of magical control, at the Storytellers
discretionfor example, demonic possession, spells such as
Sorcerers Irresistable Puppetry, and so on.

Chapter Four Charms

47

EMPTINESS IS FORM

(ANY MARTIAL ARTS


EXCELLENCY)

Full Hand Empty

Empty Hand Full

(ANY MARTIAL ARTS


FORM-TYPE CHARM)

Formless Form

Inimitable Style
Invention

Form is Emptiness

Hero-Worshipping
Inspiration

Sifu-Scandalizing
Synthesis

(ANY SIDEREAL STYLE


FORM-TYPE CHARM)

Prayer Strip Poker

LOTUS ROOT DISTILLATION

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

Recumbent Destiny, that target instead clearly remembers the


characteror, perhaps, forgets to forget her.

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

Charm does not by itself remove the unexpected quality from


the attack. If the surprise attack is one which requires a Join
Battle roll, then the character acts on tick zero, and does not
roll.

Empty Hand Full


Cost: 3m or 5m; Mins: Martial Arts 2, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Emptiness is Form
A martial artist can do great damage with his bare hands,
and more using the weapons with which he has honed his skill,
but the Voices Whistling are insouciantly ready to turn any
handy object into a deadly weapon.
This Charm allows the character to reflexively pick up and
arm himself with any nearby object which roughly fits the size
of a form weapon for some style he knows. The object can be
used as a mundane weapon of the appropriate type, for Martial
Arts attacks and defense, without any penalties due to it being
an improvised weapon.
An unattuned artifact form weapon can instead be used,
but this raises the Charms cost to 5 motes, and requires a feat
of Strength with a difficulty equal to twice the Strength minimum required to wield it if it were attuned. The character
gains no magical material bonuses for this but, if he wields the
weapon continuously for the scene, he may choose to immediately attune it at the end of the scene, paying the appropriate
cost.
If the character is disarmed, he can reflexively pay 1 mote
to re-activate this Charm for another weapon, which is immediately readied, provided one is within reach.

Full Hand Empty


Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Martial Arts Excellency
The hand of the martial arts expert is empty not only because it holds no weapon, but because it is poised, ready to act in
whatever way is required. Going beyond such mundane teachings, the Erisian martial artist realises that the only true empty
hand is one which is not there at all.
This Charm supplements a Martial Arts attack, the character sending her limbs slicing through Elsewhere to strike distant foes. She adds twice her Dash distance to the range of the
attack, and her attack gains the Reach tag, while her target suffers a -1 external penalty to his DVs. The character cannot effectively make a grapple attack with this Charm, since her limbs
extend to their new location only for an instant. She can, however, use it for Defend Other actions at range.

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.

Inimitable Style Invention


Cost: ; Mins: Martial Arts 5, Essence 3; 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 style from which she has mastered a Form-type Charm.
Thereafter, she may develop custom Discordian Charms
based on the Martial Arts Abilitywhich extend that style.
The character may purchase this Charm up to (Essence) times,
allowing her to extend a number of different styles. Note that
this Charm does not allow the character to learn native Martial
Arts Charms from other Exalted types which extend their own
Hero styles. Nothing prevents them from developing their own
similar custom Charms, although they are likely to be slightly
more expensive or less effective. Charms developed in this way
are not part of any Martial Arts style, and have the Native Keyword, so can only be learned by other Discordians who have
purchased this Charm for the same Martial Arts style. Additionally, all Charms developed using a given purchase of this

Chapter Four Charms

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.

Prayer Strip Poker


Cost: ; Mins: Martial Arts 5, Essence 5; Type: Permanent

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.

Lotus Root Distillation


Cost: ; Mins: Martial Arts 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
This Charm is the Erisian version of the one known to
Solars as Swallowing the Lotus Root, which allows learning
of Terrestrial Martial Arts Charms at half the normal experience cost, and removes the surcharge for elementally aspected
Styles.

Wave-Mind Intuition

STORM-IN-A-TEACUP
METHOD

(ANY SAIL EXCELLENCY)

RIPPLE-READING INSIGHT

Blessing of Five Bells

Ship of Five Days

Sailing Between the Waves

FLOTSAM HALF-HITCH

Convergence of Parallels

Fantail Shimmy

no longer applies. Stormy weather or other disturbances may


apply an external penalty, normally no worse than -2.

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

Cost: ; Mins: Sail 4, Essence 2; Type: Permanent


Keywords: Combo-OK, War
Duration: Permanent
Prerequisite Charms: Ripple-Reading Insight
This Charm enhances the Ripple-Reading Insight such
that each invocation lasts one scene, instead of just a moment.
This means that all Sail actions in that scene, to navigate or predict weather, gain the two-die bonus. In addition, the character
gains 2 bonus successes when opposing any Stealth effects used
by beings or objects moving through the range of the Charm.
This bonus does not apply to movement which does not continually disturb the environment, e.g., moving instantly from
outside the range to just next to the character for a surprise attack, or moving immaterially.

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

Chapter Four Charms

51

To set sail on the ocean is to put oneself at the mercy of


the elements; best, then, to have a few tricks up your sleeve.
This Charm allows the Travelling Sailswoman to hold together
a ship or other large vehicle in which she is travelling, when it
is threatened with destruction. For each two motes spent, she
removes 1 health level of post-soak damage to the vehicle.
With Sail 3 and Essence 3, the Exalt can alternatively expend a point of Willpower to pull together the remains of a destroyed vehicle, or any suitable junk, into a serviceable raft or
similar vehicle. At least half the volume of material must be of a
type which would be watertight, bouyant and so on. The resulting craft will have one Health Level per two motes expended on
its construction, all of which are at the Minor Damage (M) level
(half Speed and Maneuverability, -1 external penalty to piloting
rolls). It will require only 1 crew member and be capable of carrying (Essence x 2) passengers. The construction may optionally include a mast and, given vaguely suitable materials, even
sails; it need not be water-bound: sand-ships or gliders can also
be created. The resulting craft will last as long as if it had been
constructed normally. This Charm cannot repair any damaged
magical powers.

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).

Sailing Between the Waves


Cost: 7m, 1wp; Mins: Sail 4, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, War
Duration: One scene
Prerequisite Charms: Ripple-Reading Insight, Fantail Shimmy
The ever-shifting curves of water, the manifold cracks of
the earth, the fragments of cloud in the skyall these provide
ample hiding places, if only one can think small enough. This
Charm subtly shapes the surrounding environment to reduce
any successes on attempts to notice or track it to zero, after all
modifiers have been applied. If this effect is opposed by a perfect perception effect, add the characters Essence in automatic
successes to the opposed roll.
The vehicle cannot be observed by any means, and leaves
no tracks. The effect will end immediately if the vehicle
changes speed or course, takes a Join Battle action or interacts
with objects of any significant size. The vehicle may, however,
change course at the moment the Charm is activated, depending on its maneuverability. Moving over any terrain which the
vehicle would normally be able to traverse does not count as

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.

Ship of Five Days


Cost: 6m; Mins: Sail 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Five days
Prerequisite Charms: Any Sail Excellency, Flotsam HalfHitch
One way or another, the Children of Eris seem to have
avoided being bound by those oaths which reinforce the borders of existence; either that, or theyre just good at avoided being caught breaking them. With this Charm, any vehicle on which the Anchorite travels may make a five-day journey which leads it and its contents into another realm. The locations which these madmen are believed to have visited include Creation, Yu-Shan, the Underworld, Malfeas, the Wyld,
Autochthonia and, allegedly, even Elsewhere. The start of the
journey must be isolated (with very few observers other than
those with animal intelligence or less) but within a few hours'
travel of some at least minimally intelligent civilization. The

destination will be similar, and as suitable as possible to the type


of vehicle used, but beyond that, the character has no control
over the exact spot at which the voyage will end.
During the voyage the vehicle will be, for most of the time,
undetectable by almost any means. It will appear momentarily in unpredictable locations, not necessarily lying in a straight
line, five times each day. It is liable to surprise anyone nearby,
though it will avoid damage to itself or its surroundings. Except
for those brief moments, the passengers will be unable to perceive anything beyond the edge of the vehicle.
This Charm is inapplicable unless the character is in a vehicle. The character will be incapable of leaving the ship, voluntarily or accidentally, or altering its course until the journey
is complete. Even if he dies, it will drift on to the far side of
whatever border is being breached.

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

precisely desired final destination is likely to be around 10 miles


away for each 100 miles covered, and there are no guarantees
of safe travel in those last few miles. There is also no certainty
that the mode of transport chosen at the start, e.g., a small boat,
will be suitable at the end.
The parallels which allow this kind of travel are capricious concepts, so it may or may not be possible to make a journey between the exact same two end-points on any given occasion. Travellers should also be aware that their passage will
leave both mundane and mystical traces: there may be witnesses at various points on a roughly straight line between the start
and end of the route; and in Creation, for example, there will
be tell-tale snarls in the Loom of Fate which could be used to
find the destination. However, the fragmented nature of the
trail imposes an external penalty on the pursuer equal to the
characters (Essence 2), rounded up.

Blessing of Five Bells


Cost: (+ 3m, 1wp); Mins: Sail 5, Essence 4; Type: Permanent
Keywords: Obvious, War
Duration: Permanent
Prerequisite Charms: Any Sail Excellency
Calling on the capricious benificence of Eris, her Children
sing forth a blessing in the cadence of five strange, bell-like
tones, never the same from one occasion to the next.
This Charm allows the Exalt to pay a surchange of 3 motes
and 1 point of Willpower on any activation of a Sail Charm,
to extend their effect beyond the vessel carrying the Exalt,
to a further (characters Essence) vehicles within a range of
(Essence x 5) miles. In the case of Convergence of Parallels,
the blessing multiplies the maximum number of individuals
who may be affected by (characters Essence), and they may be
spread across up to (characters Essence) vehicles within range.
The Willpower cost of that Charm is altered to be 1 point per
vehicle, not per individual.

Chapter Four Charms

53

Fang-And-Feather Aura

ANIMAL MAGNETISM

DANCING BETWEEN RAINDROPS

WAY OF THE
CLOVEN HOOFPRINT

The Earth is My Sheepdog

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).

Way of the Cloven Hoofprint


Cost: 3m; Mins: Survival 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Strange snakes are proverbially said to lie with their forked
tongues. Exalts, being human, generally have legs, and Discordians choose at times to lie with their feet. (This differs from

54

Mantra of Necessary Union

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,

the hunter will find that a number of other animals, equal in


Magnitude to (Essence 2), have also been drawn in, though
they will be of various indigenous types, not necessarily the
kind hunted. The character may thus acquire additional food,
or may have to fight local creatures to keep his prize.

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.

The Earth is My Sheepdog


Cost: 4m, 1wp; Mins: Survival 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Animal Magnetism, Way of the Cloven
Hoofprint
Where others search intently for those they wish to track,
the Discordian Exalt harnesses the twin powers of confusion
and laziness, to cause her very surroundings to bring the quarry
to her.
This Charm supplements an attempt to pursue some target, temporarily applying subtle Shaping to the environment
around said target, to confuse them and herd them towards
the Lawbreaker. This imposes an external penalty equal to the
characters Essence on attempts at evasion by the subject of pursuit. Even if other effects prevent the character from catching
her quarry, this Charm may delay its outright escape, if it cannot gain an advantage of three accumulated successes. The alterations to the environment make the path of pursuit more obvious in general, giving a bonus +2 dice to any others attempting to follow the same quarry (or, indeed, the character) for the
next day. The terrain over which pursuit occurs need not actually be earth: even in the Deep Wyld, this Charm makes bizarre
but effective changes to the targets surroundings.
A being is a valid target for this Charm if the character
can see (or otherwise sense) them directly, or has a trail to begin with, which is sufficient to allow a roll to track them. Effects which prevent Shaping from affecting the target directly
make no difference to this Charm, since it applies to the environment around the target. Effects which counter Shaping in
an area around the target reduce the penalties and bonuses of
this Charm by an amount equal to the difference in Essence
between the character and the source of the effect, to a minimum of zero.

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

Chapter Four Charms

55

time and act normally on the immediately following tick. This


Charm is not applicable in artificial structures (e.g., buildings),
unless they are in some way the natural environment, as within the body of Autochthon. It is, however, applicable in realms
other than Creation: within Malfeas, for instance, the Silent
Wind is itself part of the environment, so the character may
avoid its effects by choosing to be swept along as part of it.
Use of this Charm gains the character a point of Podge.

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.

Whistling in the Darkness


Cost: 8m, 1wp; Mins: Survival 3, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
Joyful company sustains the soul, and the lone loud voice
which is sure of its own location can surely find all other things:
A jug of wine, a leg of lamb and thou! / Beside me, whistling
in the darkness.
This Charm replaces the normal Survival roll for routefinding, guaranteeing that the character knows the direction of
her desired destination and (if one exists at all) a passable route
towards it, as long as the motes remain committed. The destination must be a specific place known to the character, rather
than one specified by characteristics (e.g., the home of my enemy). It need not be a place which they have already visited,
however.
The route need not be safe, and it may be passable only
by means currently unavailable to the character, such as sail or
flight, or through a gateway the character cannot open. To gain
this benefit, the character must continually whistle at a reasonably audible volume, giving a -4 penalty to all Stealth effects, a
-2 penalty to evasion of pursuit, and a -2 penalty to communication of all but the simplest of concepts.
The character need not eat, drink or sleep while the
whistling continues: she will accumulate fatigue penalties as
normal but will not die. A normal day of food and rest at

the Charms cessation will restore her to her previous level of


health. The character may substitute chanting, humming, gesturing wildly or any other similarly obvious and awkward activity. He may simply choose to stop the Charm and then activate it again after rest, but there is no guarantee that the same
route will be found again.

Mantra of Necessary Union


Cost: 4m, 1wp; Mins: Survival 4, Essence 4; Type: Reflexive
Keywords: Combo-OK, Servitude
Duration: Indefinite (Special)
Prerequisite Charms: Any Survival Excellency, Whistling in
the Darkness
The beautiful Chaos which is life must sometimes make a
trade-off between freedom and security, sacrificing some of its
identity to preserve the rest.
This Charm allows other Survival Charms employed by
the Anchorite to be extended to a group equal in Magnitude
to the characters Essence, as long as the members focus entire-

ly on a word, phrase or mental image which the Priest imparts


to them. This focus prevents the targets from doing anything
other than physically following the Exalt and carrying out the
basics needed for survival: hunting, foraging, eating, sleeping,
remaining alert for predators, and reflexively defending themselves. This effect constitutes unnatural mental influence; in
most cases targets will be expected to accept it, but nonetheless
the character gains a single point of Hodge. Normal animals are
assumed to consent unless they are actively hostile towards the
character. The effects also extend to objects owned by the targets, if applicable. The motes for this Charm must be committed for as long as the other Charm effect(s) which are to be extended. If this additional commitment ends early, the extended
effects persist for one scene, after which the original Charms
revert to applying only to the character himself.

2nd Division: Arrow

Chapter Four Charms

57

Time Flies Like a Banana

QUIVER OF
STICKS AND STONES

Psychedelic Peacock Shot

FLETCHER'S REJOINDER

Becoming the Arrow

Piercing the Heart

Bowyer's Guarantee

(ANY ARCHERY
EXCELLENCY)

Bull-Takes-Wing
Technique

BOW BENDS THE AIR

Witch Way Arrow

Bolt of Fresh Air

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.
58

The character may also apply this Charm to any reusable


ammunition from an attack, summoning it back to his hand either before or after raw damage is calculated. If the ammunition
is summoned back before the damage calculation, no damage
is done and no poison or other contact effects apply, but the
target may still take advantage of any counterattacks available.
If the ammunition is specifically destroyed, it cannot be summoned back.
A second purchase at Archery 3 and Essence 3 allows the
character to use the Charm with an Indefinite duration, applied to a weapon, suspending it in Elsewhere. It will remain
there as long as the motes remain committed. When they are
reflexively released, it will appear in his hand, or fall to the
ground at his feet if both hands are occupied.

Witch Way Arrow


Cost: 4m; Mins: Archery 3, Essence 3; Type: Supplemental

Keywords: Combo-OK, Obvious


Duration: Instant
Prerequisite Charms: Bow Bends the Air
It is hard to defend against things you cannot see or touch,
even if you know they are coming. The Soft and Steady Hand
sends her shot on an esoteric curve through Elsewhere, reappearing at exactly the right time to strike the target.
This Charm supplements an Archery attack in a number
of ways. It applies a -2 external penalty to the defenders DVs,
unless he or she can somehow see into Elsewhere. It causes the
attack to ignore any Hardness or soak due to armour or any similar protections beyond the targets own skin, and to ignore DV
bonuses due to cover. It does not cause the attack to ignore natural soak, or soak added by Charms. It furthermore effectively
allows shots to pass through solid objects, though some magical
wards may prevent this. If the character cannot otherwise percieve the target through any such objects, the attack will suffer a -4 external penaltyas severe as blindnessunless some
other effect improves the situation.

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.

Quiver of Sticks and Stones


Cost: 3m or 5m; Mins: Archery 1, Essence 2; Type: Reflexive
(Step 1 or Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
TODO
This Charm allows the Moonlight Lyre to use any vaguely
suitable small objects as ammunition for her bow, flame piece
or other Archery weapon. The effects of any standard type of
arrow may be reproduced, though the Storyteller may apply
bonuses or penalties depending on materials available. Dust,
grains, pebbles and so on may be used as firewand ammunition,
but the range will be halved unless the substance is easily flammable, and the damage will be be bashing, not lethal, unless it
is particularly hard and sharp. Reloading with easily reachable
objects from her surroundings will take the character no longer
than normal for the weapon in question. The Storyteller may
impose a Speed penalty, or require extra actions to reload, if
suitable objects are harder to reach, however.
Unless other effects apply, the improvised items of ammunition must be normal, physical objects, though they might be
magical objects. They must be of approximately normal size and
weight for the weapon in question, but they need not be particuarly aerodynamic. This Charm removes any accuracy penalties which the character would otherwise suffer due to these
weapons being improvised.
By spending a further 2 motes, the Discordian can also improvise any mundane sort of bow if vaguely suitable materials
are available. The bow will cease to function as such after the
scene ends.

Psychedelic Peacock Shot


Cost: 1m or Special; Mins: Archery 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Stackable
Duration: Instant
Prerequisite Charms: Quiver of Sticks and Stones
TODO
This Charm supplements an Archery attack, either adding
Erisian elemental effects to the characters existing ammunition, or conjuring a sliver of Essence to act as ammunition itself, aspected towards a element of the characters choice. Any

Chapter Four Charms

59

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.

Becoming the Arrow


Cost: 3m or 3m, 1wp; Mins: Archery 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Archery Excellency, Quiver of
Sticks and Stones
TODO
This Charm supplements an Archery action by allowing
the character to use himself as ammunition. This allows him to
Jump towards his target, up to one fifth the range which the attack would otherwise have. If the action is an attack, the character may make an unarmed attack, or one which uses weapons
which can be wielded at the same time as his current Archery
60

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.

Piercing the Heart


Cost: 5m; or 8m, 1wp; Mins: Archery 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: One scene or Special
Prerequisite Charms: Any Archery Excellency
As recounted in stories of old, a well-timed magical arrow
can influence the course of peoples lives. Erisians bring these
legends to life with Piercing the Heart: the Exalt mimes shooting an arrow, firewand or similara weapon is required, but
no ammunition is actually usedand sends an invisible bolt of
Essence, carrying emotional influence towards a single target.
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 the attack achieves even one success, this Charm inspires any one desired emotion intensely for one scene. Resisting the influence costs two Willpower, and will make the target
aware of the attempt at unnatural influence.
By spending an additional 3 motes and 1 Willpower, the
Exalt can cause the emotion to fade gradually over the course
of (characters Essence) days. After the first scene, the effect
can be resisted for only 1 Willpower. However, even once they
have resisted it, the target will tend to regard the temporary
emotional aberrance as having been genuinely their own, fabricating some convincing explanation for themselves, until the
Charms duration ends. If they are to recognise and remember the unnatural effect once the Charm has ended, they must
spend a further 2 Willpower, after which they become permanently aware of what happened. Witnesses may spend 1
Willpower to realise the source of the emotion provided they
saw the Exalts attack, but they may do this at any time at or
after that initial attack.
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.

Time Flies Like a Banana


Cost: 10m; or 10m, 1wp; Mins: Archery 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant

Prerequisite Charms: Fletchers Rejoinder, Quiver of Sticks


and Stones
TODO
This Charm allows the Moonlight Lyre to bend and loop
the flow of time, loosing an arrow to meet an incoming attack
at precisely the right instant to knock it off track. This perfectly
parries any attack, even if it is unblockable. By spending 1 point
of Willpower, the character can even apply this Charm without
ammunition, by miming the shot. In this case, the Charm gains
the Obvious keyword, as a strange ripple of distorted moments
passes through the air on the way to deflect the attack.
With a second purchase at Essence 4+, the character can
use this Charm in a Defend Other action to defend any other
being who would be a valid target for an Archery attack by her,
by shooting down an attack as it heads toward that target.
This Charm is subject to one of the Discordian Flaws of
Invulnerability.

Bolt of Fresh Air


Cost: 3m; or 5m, 1wp; Mins: Archery 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Witch Way Arrow
TODO
This Charm supplements an Archery-based attack by the
character, rapidly opening and closing a semi-stable portal to
Elsewhere at the point of impact, causing a violent upsetting of
the targets balance. The target must roll his (Stamina + Resistance) against the characters (Strength + Archery). The attack
must hit (i.e., not be dodged or parried), but need not inflict
damage. If the target fails this check, he is knocked prone (as a
Knockdown effect, rather than Knockback).
By spending an extra two motes and a point of Willpower,
the character can force all beings within (Essence x 3) yards of
the point of impact to check for Knockback, each rolling (Stamina + Resistance) againt the characters (Strength + Archery).
Inanimate objects up to roughly human mass will, if they are
not fastened down, also be knocked back. If the target dodged
or parried the attack without using a perfect defence, they must
make a second check to avoid being knocked back from wherever the projectile landed. If the Erisian herself is within this
radius, she will not be knocked back, and her affinity with dynamic chaos means she will luckily avoid being hit by any flying objects.
The character may make this attack without any ammunition, simply by miming an attack using a suitable weapon. In
this case, the target will not suffer damage from the attack itself, but is at a -4 penalty to his DV, since the only indication of
the impact will be a shimmering in the air at the last moment.

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-

Chapter Four Charms

61

it is not exceeded. It is not impossible to have each portal in


a different realm of existence, if the character manages to fire
through some other other pre-existing gateway. In that case,

Evidence Reweaving Method

INSTANT ASSEMBLY
OF IMPRESSIONS

Pattern-Disturbance Sense

Imposition of Deduction

(ANY INVESTIGATION
EXCELLENCY)

Ladder and Loophole


Awareness

REFUGE
OF INTRANSIGENCE

Even False Things

Knot and Needle Awareness

READING
THE SOUL'S COMPASS

Sifting Through Tells

Needle As Compass Method

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

the distance is calculated as the sum of two straight lines, from


each portal to the pre-existing gateway.

actions if time allows, or more information is gained from other sources.


The memory is also unnaturally clear, removing one point
of external penalties to perception, within the range of the
Charm, at the point when it is activated. If this Charm is
used in Combos with sensory-enhancement Charms, or such
Charms are already in effect, then later Investigation actions
on the record are on the basis of the enhanced senses.

Evidence Reweaving Method


Cost: 3m; Mins: Investigation 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Instant Assembly of Impressions
TODO
This Charm allows the Mirror-Bearer to go beyond concealment of evidence to understand how to specifically mislead
observers, and to do so in a moment. The character makes a
(Wits + Investigation) roll and, for each success, immediately
understands one change which could be made to alter a specific
conclusion which investigators would draw. For example, she
might see how to make a lock appear to have been picked rather
than forced, make a footprint seem to be male rather than fe-

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.

Even False Things


Cost: 3m; Mins: Investigation 3, Essence 2; Type: Reflexive
(Step 1 or Step 2)
Keywords: Combo-OK, Illusion, Social, Stackable
Duration: Indefinite
Prerequisite Charms: Refuge of Intransigence
As Malaclypse the Younger himself said, Even false
things are true. Fully internalising this understanding allows a
Priest of Eris to conceive and to utter both truth and falsehood
with equal conviction.
This Charm allows the character to temporarily reverse
her belief about the truth or falsity of a given notion. For as
long as the motes remain committed, she is subject to an Illusion effect which changes her own belief. This affects mundane
or magical attempts to discern the veracity of the characters
statements, in word, writing, thought or any other medium.
Magical attempts to determine the truth as the character sees
it will be fooled by the Illusion. If such magic is strong enough
to require a roll-off, add a bonus of Essence successes. Effects
which impose a contradictory belief result in a contested roll,
with a bonus of (Essence 2) successes for the character. This
applies both to effects in play when the Charm is activated, and
those applied while it is active.
Social combat is affected while this Charm is active, in that
a character will use Charisma where Manipulation would normally apply, or vice versa, regarding the particular inverted belief.

Chapter Four Charms

63

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. The
character loses any possibility of resisting this Charms Illusion
by activating it, though she may still choose to terminate it at
any time.

Reading the Souls Compass


Cost: 5m; Mins: Investigation 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None
To draw others towards confusion or understanding, as
desired, it helps to know what really draws them. The Priests of
Eris have therefore learned to be particularly good at discovering what drives people.
With this Charm the Storyteller attempts to discover the
targets Intimacies and Motivations. The target may be an individual or a social group. The characters player rolls (Perception
+ Investigation) against a difficulty of ([the targets Manipulation + Socialize] 2). A successsful roll reveals one Intimacy,
which need not have been demonstrated in the current scene.
If the character already knows all the targets Intimacies, further successful rolls reveal the targets Motivation (or Motivations, in rare cases).

Sifting Through Tells


Cost: 5m; Mins: Investigation 4, Essence 3; Type: Reflexive
(Step 1)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Even False Things, Reading the Souls
Compass
As a well-known old mind-bender once said, we leak the
truth from every pore. Those of the Soft and Steady Hand can
seive the words and non-verbal cues they receive from those
around them to find, if not the truth, at least the holes between.
Activating this Charm allows the character to recognise
all deliberate lies or half-truths he observes during the scene,
whether communicated verbally or by facial expression etc. In
the case of a half-truth, the character can reflexively spend 1
mote to know which parts are believed to be a lie, though not
what the speakers true belief is. If the liar is subject to some
temporary Emotion or Illusion effect which causes him to communicate something contrary to his normal beliefs, this will also be detected. (This leaves the character in a rather confusing
belief situation if they are themselves subject to the same effect,
granting them an extra opportunity to shake it off if possible.)
If another Charm directly contests the effects of this one,
add (characters Essence 2) successes to oppose the other
Charm.

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
64

naturally belong where they are, or are not performing their


natural function. A lothario hiding in temple, a raksha in Creation, or a nobleman wandering the poor quarter of some town,
would stand out immediately. On the other hand a letter hidden in a secret compartment (intended for just such a purpose),
a spy among an enemys staff, or an assassin hiding in the shadows, might go undetected. What is or is not detectable to a
character is down to the Storytellers discretion.
Mundane attempts at concealment are useless against
this Charm. If some supernatural effect contests it, roll the
characters (Investigation + Essence) against the Essence of the
creator of the effect.

Knot and Needle Awareness


Cost: 6m; Mins: Investigation 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
TODO
The name of this Charm comes from the image of changes
made in the Loom of Fate, but it works equally well in other
sorts of reality. Activating it allows a character to sense the degree and type of influence which beings or objects have had, or
are likely to have, on the world. He will gain this knowledge for
all relevant beings and objects which he can currently see (or
otherwise clearly sense).
The measure of influence may be due to raw, Essence-fueled power, to some Destiny, or to mundane influence etc. Beings with awakened Essence of 3 or more are noticeable, as are
those with a similar rating in relevant Backgrounds such as Allies, Connections, Cult, Influence and so on. The Storyteller
may adjust the list of applicable Backgrounds. Artifacts, manses, demesnes and freeholds rated 3 or more are visible to the
character. Objects and beings lacking any of the above ratings
will nevertheless be picked out if they are likely to play, or have
played, a vital part in some pivotal event, e.g., an assassination.
The character will automatically know which traits or
types of events make each object or being notable, but will
not know trait ratings or details of events. To gain more detailed knowledge the character may make a ([Perception or Intellignce] + Investigation) roll. Knowing the rating of a single
trait is difficulty 2, as is getting an approximate timing for past
events. Getting a rough idea of individuals or power groups
involved in Backgrounds, or of the general nature of past pivotal events, is difficulty 4. This Charm cannot reveal precise
details, however: it might point someone out as being involved
in an assassination, but cannot tell whether they were assassin, guard, witness, or intended victim. Trying to determine the
rough shape of events, associations, or tendencies which lie in
the future, as opposed to the past or present, adds 2 to the difficulty. This is, of course, subject to the vagaries of Fate and
chance, and anything which disturbs that may change what
comes to pass.

Needle As Compass Method


Cost: 5m, 1wp; Mins: Investigation 4, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Stackable, Touch
Duration: Indefinite
Prerequisite Charms: Knot and Needle Awareness
TODO
Going beyond seeing the lines of possible power in the
world around them, the Puppeteer learns to twist them to his

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.

Ladder and Loophole Awareness


Cost: 8m, 1wp; Mins: Investigation 4, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Pattern-Disturbance Sense, Knot and
Needle Awareness
TODO
The name of this Charm comes from the image of gaps and
holes in the Loom of Fate, but it works equally well in other

sorts of reality. Activating it allows a character to sense objects


and beings which are hidden or disguised. The true appearance
of such things is not revealed, but their locations and the types
of concealment are.
For hidden, invisible or immaterial things, this Charm
halves any penalties to the characters interactions with them.
Against Stealth effects which can be contested by mundane
means, this Charm halves the difficulty and any added successes when the character contests it. Against Stealth effects which
are impenetrable by mundane means, the character will know
that a concealed being is present, but will not learn its location.
This Charm does not in itself grant the ability to interact with
immaterial beings.
Disguised things are revealed as such, including the nature
of the disguise. This Charm reveals mundane and magical disguises, including those using Lunar shapeshifting, Sidereal astrology, and any unnatural mental influences which cause the
character to mistake the true nature of something. (This does
not count as resisting the unnatural mental influence directly, so does not accrue Podge.) However, the identity of the disguised person or object remains unknown. If the digsuise itself imposes any penalties on the character, they are halved.
Furthermore, the character may add 2 dice to any rolls (of any
sort, not just Investigation) to see through or undo the disguise.
For the avoidance of doubt, raksha Assumption charms do not
count as disguises for the purposes of this Charm.

Chapter Four Charms

65

Shadow of Death

Soul-Soothing Poultice

Madness Adjustment Device

(ANY MEDICINE
EXCELLENCY)

SNAKE OIL SAVIOR

Plague Substitution
Method

Flesh-Knitting Pattern

ANOINTMENT OF THE
HARDY FOOL

Venom Reversal Treatment

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.

Snake Oil Savior


Cost: 2m; Mins: Medicine 1, Essence 1; Type: Simple (Dramatic
Action)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: None
TODO

This Charm allows the character to concoct some nostrum


which is in fact ineffective, but convince a patient that it will
cure. It is the Illusion of this Charm, rather than the potion,
which aids the target, so some attempt at medical theatricality is advised, including at least pretending to diagnose the illness. The patient can resist the effects by spending one point
of Willpower, though he or she is unlikely to do so unless she
has some reason to actively distrust the Exalts skills, or does
not wish to be healed.
As long as the target is subject to the Illusion, any penalties
the Sickness would apply are reduced by (characters Essence),
to a minimum of zero. Additionally, anyone attempting to cure
the disease may use the higher of the Discordians Charisma or
Manipulation in place of their own rating in the relevant Attribute. (Explaning why the target needs further treatment may
require a little smooth talking but will not normally break the
Illusion.) Similarly, the target may use that rating in place of
their own Stamina when making a Morbidity check, treated or
not.
A single application of this Charm creates enough mock
medicine to treat up to (Essence) individuals. However, it will
only work for those who were present when it was prepared,
or who see the benefits in effect on a subject. In addition, if
anyone treated subsequently dies of the illness, all who witness
it become likely to mistrust the characters skill in future and,
if currently under the effects of this Charm, may well unconsciously spend Willpower to resist the Illusion.

Plague Substitution Method


Cost: 3m, 1wp; Mins: Medicine 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Snake Oil Savior, Anointment of the
Hardy Fool
Most healers use observation, skill and judgement to determine the nature of the disease spirits affecting their patient.
Those whose healing power comes from Eris, however, choose
to bend the reality of the illness to their will, confounding
the spirits which generate it. This Charm allows the Exalt to
apply (Essence) points of reduction across the Virulence, Untreated Morbidity and/or Difficulty To Treat of the disease,
with Treated Morbidity reducing by the same amount as the
Untreated Morbidity. This Charm does not require diagnosis
of the disease before it can be used, but it does require a further attempt to actually treat the disease, unless the Untreated Morbidity is reduced to zero. If the disease spreads from
the victim before it is cured, any who are infected will suffer only the reduced form. The reduced form can also spread
to those already infected with the original disease, improving
their chances of survival even without treatment. In the face of
the Great Contagion, this Charm might slightly improve one
individuals chances, but the benefits will not spread to others.

Walking Wounded Manipulation


Cost: 7m, 1wp; Mins: Medicine 3, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Flesh-Knitting Pattern

The doctors of Discordia cannot heal Crippling wounds as


easily as the Solar Exalted, for instance, but they can rework the
body to press some parts of it into service where others are lost.
Applying this Charm allows the character to remove
penalties from any one Crippling wound by moulding the
patients flesh and bones until they fill in the gaps. The patient
does not suffer damage from this reshaping but they will fall
into a deep sleep, lasting for a number of days equal to the number of penalty levels removed. The reshaping is imperfect, however, and leaves the recipient with a -1 penalty to their Appearance.
Alternatively, the character may convert one kind of Crippling effect to another (subject to Storyteller approval), e.g., replacing blindness with a missing limb. In this case there is no
change to Appearance, unless the Storyteller judges that the
changes merit it.
These effects are permanent, unless removed by some effect which counters Shaping.

Venom Reversal Treatment


Cost: (4 + Toxicity)m; Mins: Medicine 3, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Shaping, Touch
Duration: Special
Prerequisite Charms: Anointment of the Hardy Fool
Mortal healers can create curative draughts to counter
most non-magical poisons, while some Exalted can magically purge venom from a victims body. The Soft and Steady
Hands, however, turn the virulence of a poison against itself.
This Charm allows the Exalt to adjust the nature of the inimical substance so that, as soon as a victim succeeds on a (Stamina + Resistance) roll, it begins to heal levels of damage, rather
than inflict them. The altered substance can only heal those
levels of damage which it inflicted, however. Once all such levels are healed, or the damage from all doses has run its course,
the toxin is deemed to have been expelled from the victims
system, and the Shaping effect ends. The character must keep
the motes committed to this Charm until this happens, or the
poison will revert to causing damate. If the expelled poison can
be collected, it can be re-used.
While under the effects of this Charm, mortal victims can
resist the toxin as if they were Exalted, while Exalted gain a
bonus equal to their own Essence. Some Erisians have been
suspected of using this Charm on themselves at the start of a
nights drinking, allowing them to consume copious quantities
with very few ill effects.
This Charm works against straightforward infection from
open wounds, but is sadly inapplicable against environmental
damage.

Invigorating Flame And Acid Bath


Cost: ; Mins: Medicine 4, Essence 3; Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisite Charms: Venom Reversal Treatment
[TODO: Insert flavor]
This Charm allows an Invader of the Faith to extend the
effects of Venom Reversal Treatment to a single source of environmental damage, adding the requirement that he keep the
motes committed until he is no longer at risk of damage. The
Shaping in this case only extends to those parts of the environment which come into contact with the Exalt in such a

Chapter Four Charms

67

way as to damage him, and they revert to their original effect


once the Exalt moves away. Thus, others cannot avoid damage from walking across hot coals simply by following in the
targets footsteps.

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

68

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.

Madness Adjustment Device


Cost: 8m, plus 1wp per point adjustment; Mins: Medicine 5,
Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Emotion
Duration: Instant
Prerequisite Charms: Soul-Soothing Poultice
Since Eris created her Children outside of Creation, far
away in space and time from the Usurpation, they have avoided the Great Curse of the Yozi. Furthermore, given their sensitivity to balance and imbalance, they have some intuitive sense
of such things, even though they may not understand them explicitly. A momentary flickering of tendrils in the color of the
characters anima flows between her and her target when this
Charm is activated, and those tendrils allow her to adjust the
targets rating of Limit, Resonance, Clarity, Stasis or similar,
either up or down, by the amount of Willpower she chooses to
expend. This Charm constitutes unnatural mental influence,
so the target may choose to resist it at a cost of 1 Willpower,
although that may in itself increase their Limit, for example;
by the same token, the Discordian herself will gain a point of
Hodge.
If the Exalt successfully reduces the targets rating, by
whatever value, the target will regain an equal number of
points of temporary Willpower, up to their normal maximum.
If the target has a normal minimum, such as the Clarity of the
Alchemicals with certain Charms installed, any reduction beyond this point (and corresponding Willpower gain) lasts only
for one scene, after which it returns to that minimum. Any of
the targets Charms or other powers which rely on this minimum are unavailable for the duration of this Charm.
A character who knows this Charm will automatically notice when anyone within (characters Essence x 10) yards of her
is about to enter Limit Break or a similar state. 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. This Charm is explicitly allowed in a Combo with SoulSoothing Poultice. Sadly, characters may not target themselves
with this Charm.

March Into Temptation

IMPLAUSIBLE IMPROVIZATION

Tale of Nine Cats

(ANY PERFORMANCE
EXCELLENCY)

SPROUTED HISTORY
RECITATION

Intimate Seduction
Serenade

Dramatic Death Rehearsal

LEGEND
FOR AN AFTERNOON

Subtle Heresy Foundation

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.

Tale of Nine Cats


Cost: 1m + 3m per extra action; Mins: Performance 3, Essence
2; Type: Extra Action

Keywords: Combo-OK, Social


Duration: Instant
Prerequisite Charms: Implausible Improvization
Experts in the misunderstandings of meaning and meaninglessness, the children of Eris can choose their words and actions to convey more than one story at once, carefully tuned to
different audiences.
This Charm provides the character with a magical flurry
of up to (Essence) social attacks, each of which she must direct
against a different target, though the target may be a group or
an individual, as appropriate to that attack. The MDV penalty
for the flurry is equal to the highest penalty for any one attack.

Legend for an Afternoon


Cost: 3m; Mins: Performance 2, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Social
Duration: One day
Prerequisite Charms: None
In a matter of minutes, the Midnight Lyres can persuade
folk that they are epic heroes, infamous villains or otherwise dramatic characters. Activating this Charm, the character
spends a few minutes talking to a group (of Magnitude up to
the characters Essence), attempting to convince them that he is
some famous individual, either one already known to them or
some completely invented figure. This Charm supplements the
relevant social attack roll, adding one automatic success and

Chapter Four Charms

69

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.

Sprouted History Recitation


Cost: 4m; Mins: Performance 2, Essence 2; Type: Simple
(Speed 3 in long ticks)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None
TODO
Opening mouth and mind, the character activates this
Charm in the presence of any being, and finds himself recounting excerpts from the history of that individuals deeds.
The information comes not from the Exalts own mind but
from the power of stories themselves (in game terms, from the
Storyteller), and so the information revealed will be generally
known, though not necessarily in the surrounding location. In
a matter of a few minutes, the character will have spoken of
some of the major encounters and actions of the targets life,
including some trivial but entertaining details, and some which
hint at the targets Motivation and/or Intimacies. All information will be true, and the character is guaranteed to learn at least
one new thing, though he may or may not recognise that.
If the target has successfully disguised themselves from the
character, the stories will adapt to avoid revealing their true
identity. For example, a Sidereal who is a Bronze Faction enforcer, but is currently wearing a resplendent destiny, might be
told of as having driven out heretics and evil-doers, without
specifying which ones.
To the target, the effect of this Charm is difficult to distinguish from a great skill in cold reading plus a smattering of
unexpected inside information. Nevertheless, in social combat
it is unnerving. The character rolls (Perception + Performance
+ Essence) and compares it to the targets Dodge MDV. If the
roll is greater, the target suffers an internal penalty of (-Performance) on the next action, due to a brief feeling of emotional
exposure.
The target must be able to hear the characters words
(or otherwise perceive them clearly and immediately). A city,
building, demesne or other location may also be a valid target
for this Charm, as long as the character can find a resident to
whom his performance can be directed.
This Charm may be used on a given target at most once per
story, unless the target has since done more significant deeds,
or the character learns facts elsewhere which specifically hint
at other dramatic parts of the targets past.

Intimate Seduction Serenade


Cost: 6m; Mins: Performance 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Implausible Improvization, Sprouted
History Recitation
TODO
70

This Charm supplements a Performance roll targeted at a


single individual, singing the praises of some individual, to win
or weaken the affections and loyalty of the target. The subject
of the song, poem, oratary etc. may be the Exalt herself, or any
other being living or dead, real or imagined. The target forms
a positive or negative Intimacy towards that individual, which
may be one of love, lust, loyalty or some other emotion chosen
by the character. If the target already has an Intimacy to the
subject, both are retained, which may result in internal conflict
and confusing behaviour.
The target can spend a point of temporary Willpower to
resist for one scene, and the Charms effects end once the target
has spent three points in total.

Subtle Heresy Foundation


Cost: 10m, 1wp; Mins: Performance 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social, Training
Duration: Instant
Prerequisite Charms: Sprouted History Recitation, Legend
for an Afternoon
TODO
This Charm supplements a Performance roll targeted at a
social group, which encourages them towards an almost or actually religious faith in some new idea. The object of this faith
cannot be the character herself. The idea need not actually be
heretical but it must be one which the people have not so far,
as a group, considered as a serious belief, and which unbalances
the current order.
The Moonlight Lyre must spend a scene addressing the
group. At the end of this time, if her persuasion was successful,
the character will have created a new cult, which contributes
to a Training effect which raises her Cult Background. To raise
the Cult rating to a given level, the character must found that
many brand new cults, each with a separate use of the Charm.
For example, to go from Cult 2 to Cult 3 requires three successful applications of this Charm. The character may start as many
new cults as the Storyteller will allow, though her Cult Background cannot be increased beyond normal limits. Also, a cult
only counts towards the Training effect of this Charm if it has
a different object from any other that the character has previously founded using this Charm. Cults founded by this Charm
may grow later, of course.
If the object of a new cult is a being, that being also gains
a rating of Cult 1, if it does not already have a Cult rating. The
character may choose some individual other than herself as the
target of the Training effect, in which case that individual cannot be the object of the new cult(s). If the target does not explicitly consent to this indirect worship, the Discordian must
pay the experience point cost for this Training.
The Charm does not in itself involve unnatural mental influence, though it may be supplemented with such.

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.

Dramatic Death Rehearsal


Cost: 10m; Mins: Performance 5, Essence 3; Type: Reflexive
(Step 9)
Keywords: Combo-OK, Counterattack, Illusion
Duration: Instant
Prerequisite Charms: Any Performance Excellency
We know not the moment of our deaths (unless were unlucky enough to feature in accurate prophecy); therefore, some
Discordians choose to practise, just to be prepared. An Exalt
who employs this Charm appears to die in a dramatic fashion,
reducing all damage from a single source to zero after all other
modifiers in Step 10 and becoming Inactive. This Charm functions as a perfect defence, with the special Flaw of Invulnerability that the character must remain Inactive for at least one full
action after activating it. Damage from one-off environmental
effects can be avoided with this Charm, but not ongoing effects
such as general scorching heat.
He will seem dead to any casual mundane or magical inspection: his pulse will seem to stop, his Essence flicker out.
Observers who have reason to disbelieve this, or are especially

motivated to be quite certain that the Erisian character is dead


(bring me his head!), will find themselves subject to an Illusion effect to accept the death and move on. If any observer
successfully resists the mental influence of the Illusion, the Exalt will know of it. The Illusion costs 2 points of Willpower to
resist.
The effect lasts as long as he remains Inactive, though he
may choose to reflexively end this at any time after the first action. Once he becomes active, for whatever reason, the Illusion
will not be effective on the same observers for the rest of the
scene. Indeed, for the rest of the story, observers gain a bonus
equal to (5 - Exalts Essence), minimum 1, to their rolls to see
through the Illusion of this Charm.

March Into Temptation


Cost: 6m, 1wp; Mins: Performance 4, Essence 3; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Illusion, Social, War, Stackable
Duration: Indefinite
Prerequisite Charms: Any Performance Excellency
Music may soothe the savage beast, or it may make things
even worse. Playing an instrument of her choice, or simply
singing, the Matchmaker employs this Charm to exert an unnatural mental influence on a group of Magnitude up to the
Exalts Essence. Those affected have either their Willpower,
or one of their Virtues (at the characters choice) reduced by
the characters Essence, to a minimum of 0, for as long as she
continues to perform. Alternatively, the character can provide
all affected targets with (Essence) bonus dice to all rolls for
one chosen Virtue, or Willpower, for the duration. For natural fauna, be they of Creation, the Underworld, Malfeas or
elsewhere, the character may elect to reduce their Control Rating instead. In mass combat, this Charm may be used to alter
Drill, Morale or the effective number of Relays. Although this
Charm is Stackable, stacked uses cannot benefit the same Trait.
At any time each member of the group may pay one point
of temporary Willpower to resist the influence for one scene.
If the character continues to play beyond the end of one scene,
however, they must spend again or come under the Charms
effects. After spending a total of three points of Willpower
against the effects of this Charm, a given individual will be free
of its effects for the remainder of the story. The target group
must be able to hear or see the character for this Charm to work.

Chapter Four Charms

71

PIGEON REHOMING
METHOD

Horseshoe Affinity Lure

INSTINCTIVE
STALLION SYMPATHY

(ANY RIDE EXCELLENCY)

Horse-Unification Posture

Eager Mount Spirit

Border-Riding Ward

MOUNT-PROMOTING
TOUCH

Soaring Steed Attitude

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

telligence or Awareness (characters choice). If the creature is


already rated as Familiar 3 or more, it gains a point of both Intelligence and Awareness, and can store 5 extra motes for each
dot of Familiar rating above 3 (again, this extra store starts off
empty). The creature also gains a temporary Intimacy of friendship and loyalty, though the creature is not outright compelled.
This Charm normally lasts one scene, but may be extended
indefinitely by spending 1 point of Willpower in addition to the
mote cost, and keeping both motes and Willpower committed.

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.

Pigeon Rehoming Method


Cost: 5m, 1wp; Mins: Ride 1, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Instant
Prerequisite Charms: None
The strange and varied activities of the Discordians often
call for travel at short notice. With this Charm the Puppeteer
summons one of any type of mundane creature suitable as a
mount, provided it is native to the realm of existence in which
she finds herself. Thus in the Underworld she could summon a
plasmic horse, in Malfeas some skittering sub-demon, or in the
Wyld some mount-like element of her shaped surroundings.
Summoning elementals, spirits, demons, raksha and the like is
beyond this Charm.
Depending on what other Charms the Exalt possesses, the
definition of suitability might be quite broad. However, creatures which could theoretically be ridden but are not normally mounts, e.g., a Sidereal Exalt, are not included. Creatures
of only animal intelligence have no choice but to answer the
summons; those of child-like or greater intelligence are under
a Compulsion to come, and to allow the character to mount.
After that, the unnatural mental influence of this Charm ends.
This Charm gently bends the strands of Fate (or the fabric of other realms than Creation) to ensure that the mount arrives as quickly as possible. If there are creatures of that type
within a mile, one will arrive on the next action; if the type of
creature chosen is one common in the surrounding area, it will
arrive in a matter of minutes; if rarer, it may not arrive until the
following scene; if unheard-of (for instance, a Tyrant Lizard in
the far North) it will arrive within a day. Creatures cannot be
summoned across the boundaries between the realms of Creation, Malfeas, the Wyld etc.; however, a demon steed could be
summoned within Malfeas, and so on.
Unique creatures and individuals within a type cannot be
summoned, nor can those types with an Essence of 2 or more.
These constraints do not apply if the creature is one with whom
the Exalt has previously formed a positive bond, through natural acquaintance, Charm use or other means. In that case, the
individual is not under a Compulsion to come, but is aware of
the summons and can take advantage of the bending of Fate
to arrive rapidly, if it chooses to answer the call and is not
restrained or barred from reaching the character. The invitee
gains a rough sense of how far away the character is (to the level
of order of magnitude of miles), but not where.

Horseshoe Affinity Lure


Cost: (+3m); Mins: Ride 3, Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Pigeon Rehoming Method
In some circumstances, even the strangest of mundane
creatures just wont cut it as a mount. This Charm upgrades
its prerequisite, allowing it to be applied to stranger and more
powerful creatures.
Purchasing this Charm allows the character to summon
a steed from two of the following categories: elementals and
spirits; ghosts; demons; raksha; automata and other artifact
mounts. Further categories can be purchased at a cost of three
experience points.
Summoning across the boundaries between these realms
is still impossible. The Steady Hand can summon creatures of a
type with Essence up to her (Essence - 1), and with this Charm
they are subject to Compulsion. However, specific individuals
still cannot be compelled, only invited. Again, any Compulsion
only lasts until the rider is mounted, so further means of control, or at least negotiation, may be necessary thereafter.

Eager Mount Spirit


Cost: 2m; Mins: Ride 2, Essence 2; Type: Reflexive (Step 1 or
Step 2)
Keywords: Combo-OK, Touch, War
Duration: Instant
Prerequisite Charms: Instinctive Stallion Sympathy
A connection to the wild nature of mounts can be used to
soothe them, as with the Instinctive Stallion Sympathy Charm;
or, it can be used to bring out that wilder side. With this
Charm, an Invader of the Faith can add a creatures normal
Control rating in dice (before application of effects such as that
of Instinctive Stallion Sympathy) to her Join Battle roll, or her
Join War roll, if acting as a solo unit. The character must either be already mounted, or close enough to mount normally,
in which case she also gains her seat on the mount instantly. If
battle has already been joined then, until her next action, she
can multiply her mounts movement rate and jumping distance
by her Ride rating, and add half her Ride rating to her (and her
mounts) Dodge DV, for that action.

Soaring Steed Attitude


Cost: 6m, 1wp; Mins: Ride 5, Essence 3; Type: Simple
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Eager Mount Spirit, Mount-Promoting
Touch
The chaos in the soul of a Priest of Eris can inspire his
mount to unnatural feats. With this Charm, the character enables the creature he rides to travel at its normal movement
rate (or a rate enhanced by other means) through one medium
which it could not normally traverse. For example, a giant squid
could run along the ground, a bird swim swiftly through the
ocean, or a horse float through the air. The mount and rider are
able to breathe in this environment if they could not normally, though they are not protected from environmental damage
(e.g., from running across lava fields, or swimming through the
body of Kimbery). The Charms duration may be extended by
repeated applications.

Chapter Four Charms

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.

3rd Division: Apple

ZERO-SECOND
DUPLICATION

MONDO MOMENT

Tongue-Twisting
Impedition

Forked Tongue Technique

Everybody Knows Shapes

Turkey-Based Distraction

(ANY LINGUISTICS
EXCELLENCY)

Noetic Alignment
Concentration

Letter-Without-A-Letter
Technique

Fight With Tools

copies without a supply of ink, though she still needs a brush,


quill or similar.

Linguistics

Everybody Knows Shapes

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

Cost: 4m + 2m per other communicator; Mins: Linguistics 3,


Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Social
Duration: One scene
Prerequisite Charms: Mondo Moment
TODO
For the duration of this Charm, all intelligent beings who
can see the Offendi can understand his meaning, as conveyed
through posture and gesture, without the need for a common
language. Sufficiently intelligent animals will be clear about his
meaning, as far as they are able to understand the concepts.
Beings who cannot see the character can understand him if
he touches them. Communicating particularly abstract or complex concepts requires a successful (Intelligence + Linguistics)
roll for every five long ticks, and any Social attack the character
would make first requires success a similar roll.
By default, this Charm does not enable the character to
understand others, only to convey his messages to them. He can
extend the effect to other speakers at a cost of 2 motes each,
up to a maximum of (Essence) individuals, including himself.

Chapter Four Charms

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.

Forked Tongue Technique


Cost: 3m per action; Mins: Linguistics 3, Essence 2; Type: Extra
Action
Keywords: Combo-OK, Obvious, Social, War
Duration: Instant
Prerequisite Charms: Zero-Second Duplication
76

Out of chaos comes order, a wise man said more than


once. The Knights of Five are able to transmit their orders along
many channels at once, weaving words and symbols in seemingly-random strands which nonetheless converge on their intended targets.
This Charm provides a magical flurry of between two and
(Essence) spoken or written actions, with a DV or MDV penalty equal to the highest penalty for any one action. Each action
may be directed at any valid target, including the same target
more than once. The actions may also be used to Signal units in
war, though target units are not themselves granted extra actions: they may receive multiple messages, but act at a normal
pace.

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.

Fight With Tools


Cost: (2m, plus 2m per dot of rating), 1wp; Mins: Linguistics 3,
Essence 3; Type: Supplemental
Keywords: Combo-OK, Illusion, Stackable
Duration: One scene
Prerequisite Charms: Any Linguistics Excellency
TODO
This Charm supplements an action to Join Battle or Ready
Weapons, allowing the Erisian Knight to fashion an Illusion
of any weapon of his choice by describing it in some way, be
it literally, in terms of the threat it poses, the great battles in
which it has been used, or similar. Onlookers need not understand the characters words to be affected, and can resist the Illusion by spending 1 point of Willpower. If the player provides
a description which merits a 2- or 3-die stunt, the cost to resist
the Illusion rises to 2 or 3 points of Willpower respectively. Observers gain another opportunity to resist if any of the following happen: one character sees through the Illusion and tries
to convince others; the character is disarmed or lays down the
weapon, in which case it vanishes, unless the disappearance is
suitably stunted (e.g., He sheathes his sword.); the weapon
appears mundane and parries an attack that causes at least 25L
damage before soak, since it does not break. Illusory ammunition for bows and the like disappears after impact, but this will
not be noticed in the heat of battle, unless someone specifically
looks for it happening. In any case, each observer gains no more
than two opportunities in a scene, and the character gains no
more than one point of Hodge in a scene.
The weapon conjured may have the appearance and statistics of any mundane or artifact example of its type, of any Artifact rating. However, the effective Artifact rating can be no
more than (Linguistics - 2), to a maximum of Artifact 3. The
character is further limited in that his Abilities are considered
to be no more than (Linguistics - 1) for the puporses of minimums required to wield the weapon. Thus, a Knight needs Linguistics 4 to wield a Grand Daiklave, and 5 for a Grand Goremaul, as well as the relevant Strength rating. The character
may weave an Illusion of paired weapons in a single use of this
Charm, but in that case the maximum effective Artifact rating
he can achieve is reduced by 1 for each.
The weapon may appear to be made of any materials, or to
glow, burn or otherwise be obviously magical, but it provides no
magical material or other bonuses. It may also have hearthstone
settings, filled as the character desires, but these are non-functional. The weapon also cannot have any unique magical abilities, although the character can cause it to show any decorative,
non-functional sensory effects at any time. Lastly, the character cannot make an unexpected attack with this weapon, unless
the target has already seen him wielding it in the same scene:
if they are unaware of its existence, they cannot be harmed by
their belief in it.
A second purchase of this Charm allows the character to
use it to conjure armor as well as weapons. The maximum effective Artifact rating is still (Linguistics - 2), to a maximum
of 3. The armor must be obvious, not concealed, though it may
achieve this by being a glowing cloak, for example, rather than
a bulky suit of armour. Conjuring armour that could not originally have been concealed, e.g., a reinforced breastplate, requires suitable stunting. The benefits of illusory armor cannot
stack with real armor of any kind, though it can stack with

other magical defensive effects. The character may nonetheless


summon armor for dramatic effect; for example, he could describe a fiery suit of superheavy plate, in the hope of intimidating opponents.
With the second purchase and Linguistics 4 the Charm
gains the War keyword and can be used in large battles. The
character may spend 6 motes and 1 Willpower to activate the
Charm to summon illusory weapons for a unit of Magnitude up
to the characters Essence, which raises the Might and Morale
of that unit by 1 for as long as opposing troops do not see
through it. The character must be a member of the unit, but
need not lead it nor be a special character within it.

Noetic Alignment Concentration


Cost: (2m or 2m, 1wp) plus distance; Mins: Linguistics 3,
Essence 3; Type: Simple (Speed 6)
Keywords: Combo-OK, Social, War
Duration: Instant
Prerequisite Charms: Any Linguistics Excellency
TODO
With this Charm, a Taskmaster can achieve momentary
conceptual resonance with another being and send orders or
other messages directly into its mind. She must know the target by name, and the two must either have met and exchanged
words before, or the character must hold an item giving some
kind of arcane link to the target. If the target goes under several
names, any of them will do. The Erisian principlnes of balance
mean that the target can send a corresponding message on the
following action, at no additional cost to either party.
The target must be within range, where the base range is
(Essence x 100) yards, with each additional 2 motes spent multiplying the range by 10. If the target is in some other realm of
existence, the message can still reach them at an additional cost
of 1 point of Willpower, provided some connection exists between the realms, which the character could traverse. The effective distance added by this connection is 10 times whatever
the journey would take at walking pace. Thus, a message sent
from Creation through an open gateway to Yu-Shan would incur no additional cost; but one sent across the five-day journey
of Cecelynes sands would have to travel an effective 750 miles
further. The character must pay the full cost if she is able, even
though she may not know the exact cost in advance. The cost
of contacting someone who turns out to be in the Deep Wyld
may thus be an unpleasant surprise. If target is out of range,
or magically protected from eavesdropping or mind-reading, or
the character does not have sufficient motes, her Charm fails
to activate and no motes are spent.
The messages will be received as verbal impressions, almost as if the recipient had day-dreamed someone speaking
next to them, although there is no actual sound. The message
may be anything which could be communicated within a single combat action, i.e., about 25 words, even if used in social or
mass combat situations. Social attacks which can be made verbally can be applied within the communication. The target may
make a social counterattack, and may also make a social attack
on their next action, if they choose to send back a reply. Note
that the effort involved in un-hitching her consciousness from
her immediate surroundings puts the character at a greater disadvantage than most Charm activations.

Chapter Four Charms

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.

BRANCH AND BRUSH


ARMORY

Breastplate Bypass
Technique

Elusive Blade Stroke

Knockback Takeaway
Technique

SHORT-CUT DRAW

Foe-Cleaving Flow

REFLECTED STEEL STROKE

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

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.
A second purchase at Melee 3 and Essence 3 allows the
character to use the Charm with an Indefinite duration, suspending a weapon in Elsewhere. It will remain there as long
as the motes remain committed. When they are reflexively released, it will appear in his hand, or falls to his feet if both hands
are occupied.

Reflected Steel Stroke


Cost: 4m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: None
A successful warrior grows to understand of the ebb and
flow, balance and unbalance of combat. Reading the moments
of mischance in her opponents strikes allows the Offendi respond instinctively with her own, and take advantage of both
strength and weakness.
Using her opponents own impetus and skill against him,
the character uses this Charm to counterattack at her full
dice pool. Each carry-over success from the original attack, regardless of whether it did any damage, adds one die to the
characters counterattack, to a maximum of her own Essence.

Breastplate Bypass Technique


Cost: 4m; Mins: Melee 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Branch and Brush Armory, Short-Cut
Draw
An Apple Corpsman may choose to attack directly, but is
just as likely to approach in unexpected ways, to cause maximum confusion. His powers allow him to draw the mystery of
Elsewhere over the edge or point of his weapon, causing it to
appear instead a short distance away, at a spot which will do the
most damage to his target.
This Charm supplements a Melee attack in a number of
ways. It applies a -1 external penalty to the defenders DVs, unless he or she can somehow see into Elsewhere. It causes the attack to ignore any Hardness or soak due to armour or any similar protections beyond the targets own skin, and to ignore DV
bonuses due to cover. It does not cause the attack to ignore natural soak, or soak added by Charms. It furthermore effectively
allows attacks to pass through solid objects, though some magical wards may prevent this. If the character cannot otherwise
percieve the target through any such objects, the attack will suffer an external penalty as severe as blindness (-4), unless some
other effect improves the situation. The target must still be in
melee range, though the weapon gains the Reach tag if it did
not have it already.

Elusive Blade Stroke


Cost: 4m; Mins: Melee 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Breastplate Bypass Technique
TODO

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.

Branch and Brush Armory


Cost: 3m or 5m; Mins: Melee 1, Essence 2; Type: Reflexive (Step
1 or Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
TODO
Activating this Charm, the Apple Corpsman reflexively
grabs a nearby object and employs it as an improvised melee
weapon, with normal ratings for whatever kind of weapon can
be described as most appropriate, and without any penalties
due to it being an improvised weapon. Clubs, staves and sledges
are the most likely equivalents. For the last, the character can
use any sufficiently large item which he can lift with a feat of
Strength. In general, any kind of weapon can be improvised, if
suitable scenery can be found.
An unattuned artifact weapon can be used but this raises the Charms cost to 5 motes, and requires a feat of Strength
with a difficulty equal to twice the Strength minimum required
to wield it if it were attuned. The character gains no magical
material bonuses for this but, if he wields the weapon continuously for the scene, he may choose to immediately attune it at
the end of the scene, paying the appropriate cost.
If the character is disarmed, he can reflexively pay 1 mote
to re-activate this Charm for another weapon, which is immediately readied, provided one is within reach.

Chapter Four Charms

79

Sword of Essential Idiosyncrasy


Cost: 3m, 1wp; Mins: Melee 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Any Melee Excellency
TODO
Concentrating for just a fraction of a second, the Overseer imposes her own understanding of reality on the space between her hands, conjuring a melee weapon of his choice out of
Essence aspected towards an Erisian element of the characters
choice. If she is a member of The Division of Seed from Tree
and has changed her anima to a Dragon-Blooded element, she
may instead choose to use the element of that anima. The
weapon is treated as a fine example of its kind, showing clear
signs of the type of Essence, and provides further benefits depending on the element, as described in the Archery Charm
Psychedelic Peacock Shot. For the normal elements of Creation, apply the benefits of the Dragon-Blooded Charm Dragon-Graced Weapon. The weapon can be given to others, but
cannot be used for any purpose other than Melee attacks, and
will vanish if used to attack the character. The weapon vanishes
in a burst of elementally-aspected Essence when the character
releases the commitment of motes, or at the end of the scene.

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.

Knockback Takeaway Technique


Cost: 4m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Reflected Steel Stroke, Branch and
Brush Armory
TODO
Activating this Charm, the character subjects himself to
the effects of Knockback (or doubles the distance, if it would
already apply), leaving himself prone, but gains the opportunity
to make a Disarming attempt as a Counterattack. The attempt
is made without the usual -2 penalty for close combat and, if he
succeeds and has hands free, he automatically takes hold of the
weapon. If he succeeds but cannot grasp the weapon, it lands
within his reach.
80

This Charm can only be activated when the character is


hit by or successfully parries a close range attack. It is inapplicable if the character dodges an attack, and is generally inapplicable against ranged attacks, though a suitable stunt may allow
it, if the projectile is one the character could reasonably grasp
and re-use. Also, the Disarm action reduces the characters DV
by -1 and he cannot use it in combination with any other counterattack. If the attacker was making a flurry of attacks against
the character, this Charm forces the flurry to end, unless the
attacker can move to keep up with him.

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

flashes, or using Obvious Charms or similar activities will end


the Illusion. This Charms concealment may be used to set up
an unexpected attack, but that attack will also break the Illusion.
Alternatively, the character may make the target lose
touch with one of its Intimacies, believing that the formerly
important person or value is of no particular importance. If the
character knows one or more of the targets Intimacies, he may
choose a particular one to detach. If not, or if he wishes to leave
things to chance, the Storyteller selects one. The scene then
counts as a scene spent weakening the Intimacy. Provided it

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

ONE PLUS ONE MAKES THREE

Profile Minimization
Approach

Epic Winning Attitude

Instant Diplomacy Ploy

PERSONAL PRESTIGE
INSINUATION

(ANY PRESENCE
EXCELLENCY)

Heart's Treasure
Transposed

Mantle-Trading
Misdirection

Paralocative Presence
Prana

mum of zero, regardless of whether or not the target expends


Willpower to reduce the natural mental influence.

Presence

Personal Prestige Insinuation

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-

Cost: 4m; Mins: Presence 3, Essence 2; Type: Supplemental


Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: None
TODO
This Charm supplements a Presence-based social attack to
cause its targets to believe that the Overseer has a certain level of authority, making it undodgeable and adding his Essence
in automatic successes. Note that this Charm does not involve
unnatural mental influence.

Chapter Four Charms

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

rolls (an appropriate Social Attribute + Presence) and compares


it to the MDV of each onlooker. Any whose MDV is exceeded
by this total suffer a natural mental influence which applies a
-2 external penalty to all actions whose focus does not include
the character, for the duration of the Charm. Targets will instinctively realise that it will be easier to interact with the character than to ignore him. However, if a target succeeds at an action which excludes the character, the penalty drops to -1. This
Charm may be used in both combat and social situations.

Instant Diplomacy Ploy


Cost: 4m; Mins: Presence 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, War, Social
Duration: One scene
Prerequisite Charms: Mind-Luring Mien, One Plus One
Makes Three
The first step to winning is not to be defeated, and sometimes the best defense is to give no offense. This Charm supplements a Presence-based social attack targeting up to (Essence
x 5) individuals joined in battle or debate or about to join or,
in mass combat, the leader of a unit with Magnitude up to the
Erisians Essence. The roll is an attempt to persuade the participants that battle (or social conflict) is not a good idea after
all, at least for the moment. The targets must be able to understand the character, unless some other effect makes this unnecessary. Each target or unit which is successfully affectedthat
is, whose Mental Defense Value is less than the characters successesis persuaded to refrain from attacking. The effect lasts
for the rest of the scene, or until any affected individual or unit
makes another Join Battle, Join War or Join Debate roll. If a target has been wounded in an exchange already, from the character or others who are clearly his allies, they gain a number
bonus dice to defend against the attack equal to the number of
Health levels or (for social units) Loyalty points lost so far. The
target individual or unit leader must be able to hear or see the
character for this Charm to work, though they do not need to
share a language.
The initial effect is an unnatural mental influence of
Compulsion and may be resisted by spending a point of temporary Willpower. Any compelled character or unit who breaks
the truce is subject to a further Emotion effect of shame at their
betrayal, inflicting a -2 internal penalty for the rest of the scene,
which costs a further 2 Willpower to resist. Spending Willpower to resist both of these effects exempts a character from any
further invocations of this Charm in the scene. Any character
or unit who is attacked, whether by another affected by this
Charm or by a third party, is immediately released from the
Charms effects.
Depending on how the character handles the parley, the
opponent(s) may not realise they were under the effects of a
Charm when the scene ends, and may or may not choose to
continue with hostilities. If the Discordian side simply decides
to flee, they gain a head start: automatic successes on the first of
any contested Tracking/Evasion rolls, equal to the characters
Essence, reducing by one on each subsequent roll, down to 0.

Hearts Treasure Transposed


Cost: 5m, 1wp; Mins: Presence 4, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Indefinite
Prerequisite Charms: Any Presence Excellency
TODO

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.

Paralocative Presence Prana


Cost: 8m, 1wp; Mins: Presence 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious, Shaping, Stackable
Duration: Indefinite
Prerequisite Charms: Hearts Treasure Transposed
TODO
This Charm allows the Discordian to create a physical duplicate of herself. It may be activated multiple times to create
further duplicates, but no more than (Essence) may be maintained at once. Each duplicate is based on a single Intimacy,
adopting it as the focus of its Motivation and effectively removing it from the character. If and when the duplicate ceases to
exist, the character regains the Intimacy. In the mean time, that
Intimacy still counts towards the maximum number she can
have herself. The duplicate can have no Intimacies of its own,
being single-minded in its point of view.
A characters duplciates are essentially mortal, with a permanent Essence rating of 1 and no mote pool. They have their
own Health tracks and Virtue channels, but all share one
Willpower pool with the character. They may draw on her
Charms and mote pool, but only for actions which are in support of their Motivation. If a duplicate does so, it counts as
the original characters Charm use for that action, though the
character may veto this use. Similarly, they may take Numerology actions in support of their Motivation, but doing so prevents the character from using Numerology in the same action. The character may also veto attempts by the duplicates
to spend from her Willpower pool. The copies are not under
the characters control, other than by persuasion, and may act
against her wishes in support of their drive.
The Discordian and her duplicates can take a miscellaceous action to share awareness for one scene, each continually able to know what the others are perceiving, thinking and
doing. This spreading of identity imposes a -1 internal penalty
on all actions. The duplicates cannot share any magical equipment, although the Charm will copy mundane items carried on
the characters person when it is activated. Equipment is imperfectly copied, so stamped coins, scrip and so on will be worthless, and perfect mundane equipment becomes at best excellent.
If a duplicate is killed, or subject to an effect which undoes Shaping, it instantly disappears and the character loses
that Intimacy. When the character releases her committment
of motes, the duplicate disappears instantly, along with any
equipment produced when creating it.

Profile Minimization Approach


Cost: 4m; Mins: Presence 3, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: One scene
Prerequisite Charms: Softening of Suasion
TODO
A Discordian uses this Charm to adjust her bearing and
demeanor to put herself beneath the notice of others. Attempts
to perceive her among a large number of people suffer a -4 external penalty, and even in a gathering of 5-20 people a -2 penalty applies. Below that number, a -2 penalty applies only if the
character makes an effort to stay in the background and not
engage with anyone. If she takes any action which draws attention to herself, including use of any Obvious Charms, the effect ends. If someone notices her and draws attention to her,
the penalty is halved but the effect does not end.
Afterwards observers will be uncertain about whether the
character was present unless they succeed on the same roll as
used to resist the confusion of Recumbent Destiny: (Wits +
Integrity) roll, at a difficulty of 1 but with an internal penalty
of -(characters Essence), with Discordians themselves adding
their Essence in bonus dice. This power flows from the same
source as the characters Recumbent Destiny, rather than using mental influence, so observers cannot spend Willpower to
ignore it.

Epic Winning Attitude


Cost: 3m; Mins: Presence 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Overdrive
Duration: One scene
Prerequisite Charms: Mind-Luring Mien
TODO
This Charm adds to the benefits which the character can
gain from his stunts for the rest of the scene. Activating the
Charm gives the character an initially empty 10-mote Overdrive pool. Any successful stunt which the Storyteller judges
to be sufficiently Discordian (i.e., surprising or confusing) adds
one mote to this pool, in addition to its normal benefits.

One Plus One Makes Three


Cost: 2m; Mins: Presence 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm benefits any action in which the character coordinates her efforts with others. She need not lead the action,
and it need not be a Presence-based action. The action may be
covered under the teamwork rules (Exalted, p. 125) or it may be
a coordinated attack (Exalted, p. 144). For teamwork actions
where all charcters can apply their full effort, it adds one die per
participant, to a maximum of (Presence + Essence). For actions
where additional participants can contribute only partially, it
adds one bonus die per participant with at least a single dot in
the relevant Ability (giving two bonus per such participant in
total), and the maximum numer of dice increases to (leaders
Ability + characters Presence). For co-ordinated attacks, it reduces the difficulty of the action by the characters Presence
rating, to a minimum of 1, and allows the roll to be (Charisma
+ Presence) or (Charisma + War). This Charm is explicitly permitted to be used in Combos with Charms from other Abilities.

Chapter Four Charms

83

Surreptitious Topic Switch

Incisive Counterpoint Contortion

Raconteur's Artful Riposte

VEHEMENT AGREEMENT SLANT

Factious Soul Persuasion

MORAL COMPASS CALIBRATION

The Dissimulated Heart

Schismatic
Innoculation
Technique

Flock-Gulling Instigation

The Tenet Obfuscate

(ANY SOCIALIZE
EXCELLENCY)

Epidemic Expression Genesis

FLEETING PARLEY TACTIC

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

aimed at persuading the target away from an existing Intimacy,


then it counts as a scene spend eroding it. Characters and social
groups may hold conflicting Intimacies, so building a new one
which conflicts with an existing Intimacy or Motivation does
not necessarily damage the latter, though bonuses and penalties from these conflicting values may cancel out. Note that,
being Reflexive, this Charm can enhance rolls and be used in
Combos with Charms from other Abilities.

Factious Soul Persuasion


Cost: (+2m, 1wp); Mins: Socialize 3, Essence 3; Type: Permanent
Keywords: Emotion, Illusion
Duration: Instant
Prerequisite Charms: Vehement Agreement Slant
TODO

This Charm enhances its prerequisite, making the mental


influence unnatural, with either the Emotion or Illusion keyword as appropriate. The character can choose to build a fully-fledged Intimacy in the target instantly, if her attack succeeds, but only if it conflicts in some way with one the target
already holds. The new Intimacy is treated as equally valid for
all purposes. From then on, if some effect depends on the Intimacies the target holds, he may regard either or both as taking
effect or precedence, as he prefers. Both will remain indefinitely, but a scene spent reinforcing one subsequently (or any other
effect which reinforces it) also counts as weakening the other,
and vice versa, unless this Charm is successfully applied again.
This Charm does not enhance the characters ability to wear
away existing Intimacies.
If the target holds more than his maximum number of Intimacies, then an Intimacy of his choice will start to fade out
after the scene in which this Charm is invoked. This can be any
Intimacy, including the one added by this Charm.
If the character does not know any of the targets Intimacies, or none of his known Intimacies suit her purposes, she may
attempt to build an Intimacy opposing some other belief, value or goal. If the target in fact has an Intimacy which matches closely enough, as determined by the Storyteller, then the
Charm succeeds, otherwise it has no effect and the motes are
wasted.

The Dissimulated Heart


Cost: 4m; Mins: Socialize 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Vehement Agreement Slant
TODO
This Charm adds (Socialize) to the difficulty of all attempts to read the characters Motivation, Intimacies, Virtue
ratings, emotions or intentions in the current scene. If the attempt at reading her would have succeeded but for this increased difficulty, the attacker will believe that it did succeed,
and the character can determine exactly what the attacker believes of her in respect of whatever information would have
been received.
If the characters MDV would be subject to a penalty because a social attack aligns with her Motivation, Virtues or Intimacies, and the attacker does not already know these, then
the penalty is reduced by (Socialize), to a minimum of zero. If
the attacker does already know these, this Charm will not be
relevant.

The Tenet Obfuscate


Cost: 3m, 1wp; Mins: Socialize 4, Essence 3; Type: Simple
(Speed 6 in long ticks)
Keywords: Combo-OK, Social, Stackable
Duration: Indefinite
Prerequisite Charms: The Dissimulated Heart
TODO
This Charm allows the character to apply the protection
of The Dissimulated Heart on a long-term basis, to himself
or another target, but only in relation to a one single Motivation, Intimacy, emotion or intention for each activation of this
Charm. The increased difficulty also applies to attempts to determine the existence or source of any magical effects which
cause, maintain or otherwise afffect the chosen aspect, including relevant Emotion and Compulsion effects, and this Charm

itself. The Charm can be applied to a social group of Magnitude


up to (Essence + 1).

Incisive Counterpoint Contortion


Cost: 3m or 5m; Mins: Socialize 3, Essence 2; Type: Reflexive
(Step 1 or Step 9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Vehement Agreement Slant
It is as much by trickery as by force of personality that the
Tower-Builders drag others into their schemes. A favorite approach is to twist words to persuade others that their own rebuttals do not, in fact, counter the Discordians true point.
This Charm renders the targets Parry Mental Defense
Value inapplicable against the characters attack, making it unblockable. By spending an additional 2 motes the character can
employ this Charm to gain a Counterattack against any Social
attack, which is again unblockable.

Raconteurs Artful Riposte


Cost: 4m; Mins: Socialize 3, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Incisive Counterpoint Contortion
The Offendis know that to get a group to cooperate, one
must consider all members' points of view, and with the selfcontradictory wisdom of Eris they are uniquely skilled at doing
so.
This Charm allows the character to briefly shift her opinion in the face of a social attack, her response treating it in a
totally different way to what the attacker intendedpossibly
part way through a sentence which seems to whole-heartedly
accept the point made. The effect is to perfectly parry any social
attack, even if it is unblockable.
Additionally, at Socialize 4+, the skill with which the
character renders her surprising response imposes an external
penalty of -(Essence) on any further social attacks based around
the same point or similar ones, from any character present at
the time, in the following action. This penalty decreases by 1
over subsequent actions until it reaches zero.

Surreptitious Topic Switch


Cost: 3m; Mins: Socialize 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Incisive Counterpoint Contortion
TODO
This Charm supplements a (Manipulation + Socialize) roll
to establish surprise for a Social attack, causing it to succeed
automatically unless the target employs supernatural senses or
magic to support the opposing (Perception + Intelligence) roll.
In that case, the Charm still adds (Socialize 2) successes to the
characters roll.
Additionally, the character may use Charisma in place
of Manipulation to establish or re-establish surprise, to indicate his skill in bending the topic without actually changing it.
However, each such attempt after the first is at a cumulative -1
internal penalty for the same topic of conversation in a scene.
The penalty is reset to zero at the start of a new scene, or by
changing topic, either by dramatic statement or by rolling (Manipulation + Socialize) to reestablish surprise. If the character

Chapter Four Charms

85

returns to the same topic in the same scene, the penalty picks
up where it left off.

Fleeting Parley Tactic


Cost: 2m, 1wp; Mins: Socialize 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
TODO
This Charm allows the character to take social actions in
relation to targets with whom she is Joined in Battle or War. If
those Social Charms require observation or interaction, there
must still be some line of sight, communication or similar between her and her targets, though they need not be in speaking distance. The speed duration of Social Charms, where it is
measured in long ticks or social actions, is scaled to the appropriate length for the type of physical combat. Those whose duration is shorter or longer act as normal. The impact of some actions or Charms may be limited at the Storytellers discretion,
and effective attacks may require some stunting. For example,
attempts to read an opponents intentions may yield only what
can be deduced from their battle cries, the things they leap to
defend, and so on. In mass combat, only solo units, commanders, and special characters can be targeted, unless the social
attack targets a group.

Moral Compass Calibration


Cost: 5m, 1wp; Mins: Socialize 2, Essence 2; Type: Simple
(Speed 6 in long ticks)
Keywords: Combo-OK, Social, Stackable
Duration: One scene
Prerequisite Charms: None
TODO
This Charm gives the character insight into the social
norms, pressures and desires of a group with which she is interacting. As long as the Charm remains active, she reduces external penalties on actions related to understanding and taking advantage of knowledge of the Intimacies, Motivation, customs and taboos of a specific group. The reduction is equal to
the lower of (her Socialize) and (the Magnitude of those present
who belong to the group). As well as Socialize rolls (for example, to identify individuals who oppose the norms), this bonus
can apply to other abilities. For example, it could apply to Larceny rolls to pass herself off as a member of the group, Medicine
rolls to realize that a certain treatment is considered heretical,
Bureacracy rolls to guess the local favored form of bribes, and
so on. Arbitration of the scope is up to the Storyteller.
By default, the group to which Charms effect relates will
be the group to which the majority of beings visible (or otherwise clearly perceptible) to the Exalt consider themselves to
belong. This will most often be a local social grouping such as
citizens of this town or kingdom. If the character is aware of
more general or more specific groups to which most of those
present belong, she may select one of those groups, for example, Autochthonian mortals, The Guild, worshippers of a
specific god.
She may also opt to fish for groupings which are secret or
simply unknown to her. This requires a successful ([Perception
or Intelligence] + Socialize) 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 those present are putting into concealing their allegiancestypically ([Manipulation + So86

cialize + Magnitude] 2). If the roll fails, or no such groupings


exist, the Charms effect is spent. If successful, the character
will know that such a grouping exists, but will not automatically know anything about it, nor which persons present are
members. Further rolls are required, possibly with bonus dice
from this Charm, to learn more about it.
At Essence 3+ the character can apply this Charm to a
group which she can perceive, without having to interact with
them or even reveal her presence, though she must observe
them for a scene first to do so. At Essence 4+ the Magnitude of
those present no longer limits the reduction of external penalties: she can obtain her full (Socialize) rating in reduction on
the basis of interacting with or observing even a single individual.

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.

Epidemic Expression Genesis


Cost: 4m, 1wp; Mins: Socialize 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Sickness, Social, Stackable
Duration: Indefinite
Prerequisite Charms: Any Socialize Excellency, FlockGulling Instigation
TODO
This Charm causes a single emotion or belief experienced
by the target to spread to others. The character can choose a
feeling or opinion which he has observed or induced in the tar-

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.

Schismatic Innoculation Technique


Cost: 8m, 1wp; Mins: Socialize 4, Essence 4; Type: Simple (6
long ticks)
Keywords: Combo-OK, Compulsion, Social, Stackable
Duration: Instant
Prerequisite Charms: Any Socialize Excellency, Factious Soul
Persuasion
TODO
Using this Charm, the Overseer protects a specific existing loyalty (Intimacy) within the Policy of a social group. Activating the Charm in the presence of at least one member of the
grouppossibly the character himselfhe causes a sebset of
the group constituting a single dot of Magnitude to gain a further Intimacy to protecting the chosen loyalty. Resisting this
Charm costs 5 points of Loyaltyit is hard for a leader to justify not supporting the organizations own goals. A character
can stack up to (Essence 2) activations of this Charm on a single group, to protect multiple Intimacies or to provide several
layers of protection to one Intimacy. However, he must pay the
full cost of all activations at once, and the group becomes an

invalid target for further activations of this Charm from any


source, until all activations have been triggered.
The Charms effects are triggered when a group leaders
Loyalty pool is reduced to zero and he implements some action contrary to the protected loyalty. Eroding or removing the
protected loyalty, or the Intimacy added by this Charm, are always considered contrary actions. This causes the group to lose
a dot of Magnitude as normal, but some of the affected members will side with both the main and split-off group, and two
effects come into play. First, those members will work to re-join
the two parts. Mechanically, this involves taking repeated actions targeting the leader of the splinter group, attempting to
build an Intimacy to the original leader, so this will take at least
(splinter group leaders Conviction) scenes without magic. Secondly, those reamining within the group work against the unorthodox action from within, imposing an internal penalty of
(characters Essence 2) on the implementation of the action.

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.

Chapter Four Charms

87

BATTLEFIELD TAUNT
TECHNIQUE

Friends Like These

Enemy Of My Friend

Battle Intelligence
Instinct

Marching-Like-Water
System

Bamboo Unbending
Maneuver

PERFECT RABBLE
FORMATION

Strength in Numbers

(ANY WAR EXCELLENCY)

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.

Battlefield Taunt Technique


Cost: 3m; Mins: War 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements a Social attack, making it possible to use it during War, to directly target a solo unit, commander, or special character in another unit. Depending on
whether the Social attack requires visual or verbal contact, the
target may need to be in visual or auditory range. The Charm
momentarily draws the attention of the target, so these ranges
are judged without the distractions of war, as if there were no
other combatants or battle sounds present. Appropriate cover, environmental effects or other protections may rule out the
individual as a valid target, however. This Charm is explicitly
permitted to supplement actions from any other Ability.

Battle Intelligence Instinct


Cost: 4m, 1wp; Mins: War 4, Essence 2; Type: Simple (Speed 5
in long ticks)
Keywords: Combo-OK, War
Duration: One scene
Prerequisite Charms: Battlefield Taunt Technique
A Overseer interprets the systems around her clearly,
reading in them patterns both hidden and unintended. In
large-scale combat this provides her with advantages in anticipating and interfering with an opponents tactics. As long as
she keeps this Charm active, external penalties or difficulty
modifiers due to the opposing units, or difficulty ratings based
on the units' traits, are reduced by her Essence. This does not
directly affect attack and defence in most cases, since DV is not
a penalty, but it may help in Exhaustion and Morale checks, for
example.
Her unit also adds (Essence) dice to any opposed rolls
when an enemy unit attempts an ambush or other unexpected
attack. Lastly, if she witnesses a coded signal between enemy
units, she may make an (Intelligence + War) roll with a difficulty equal to the War rating of the signalling unit, to get the gist
of the message; more successes will give a clearer understanding.
This Charm can be activated against only one enemy at
a time. That need not mean a single unit, since all the units
under a given general will work together following some explicit pattern or inherent style. As long as a number of units
see themselves to be on the same side, activating this Charm
against one makes it effective agianst all. However, if two or

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.

Perfect Rabble Formation


Cost: 3m; Mins: War 3, Essence 2; Type: Reflexive (Step 1 or
Step 2)
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
Drawing on the flows and filaments of chaos in the heat of
battle, the Taskmaster instantly reshapes his unit to his liking.
Activating this Charm allows a unit of which he is a member to
take a Change Formation, Turn, Split Unit or Merge Unit as a
reflexive action with Speed 0, -0 DV. For example, this allows a
unit to apply the benefits of switching to Relaxed or Skirmish
formation against an incoming ranged attack, before that attack is resolved. If the character does not lead the unit, and the
unit leader opposes the change, make an opposed (Charisma
+ War) roll between the character and the better of the units
leader and its best relay.

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%.

Chapter Four Charms

89

Bamboo Unbending Maneuver


Cost: 5m; Mins: War 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, War
Duration: Instant
Prerequisite Charms: Marching-Like-Water System
TODO
This Charm allows a unit containing the character to
make a counterattack against any incoming attack. The unit
may use this counterattack to attempt to Disengage from the
enemy. If the unit suffers rout as a result of the attack, the counterattack may be used to Rally for numbers, in an attempt to
bring back some of those who are fleeing. If instead the counterattack is used for a normal attack, the difficulty of any rout
check is reduced by -1 if it succeeds, as troops are heartened by
their last-ditch success. This Charm does not make the attacking unit a valid target for the counterattack if it would not otherwise be one; for example, a unit armed only with swords cannot respond to a ranged attack.

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

Duration: One scene


Prerequisite Charms: Any War Excellency, Perfect Rabble
Formation
TODO
This Charm temporarily increases the Might and Drill of a
unit by 1, each to a maximum of (characters Essence). The Exalt
need not be a member of the unit, but it must be within line of
sight. In a Social context, this Charm operates on a social unit,
and increases Valor and Loyalty in place of Might and Drill.
At Essence 4, the Tower-Builder may spend an additional 4 motes and 1 point of Willpower to increase the Magnitude
of the unit, as well as the Might and Drill. In this case, the increases are not capped by the characters Essence. The additional individuals required are created as a temporary Shaping effect, twisting the fabric of reality to cause extra points of agency
to appear. They appear as normal for the group, but are unreal, soulless beings, similar to those produced by Wyld-shaping
magic. This increase in Magnitude cannot be applied to solo
units. When the Charms effect ends, the extra members of the
unit vanish without a trace.

4th Division: Archway

CENTRIFUGAL FARCE

Aggression-Reflecting Facade

ANGELIC COUNTENANCE
OF INNOCENCE

Villain Multiplication
Nature

Influence-Diverting Trance

Smoke and Mirrors


Technique

Exponent of
Manifold Avoidance

(ANY DODGE
EXCELLENCY)

Moment of
Spatial Eructation

GREY-SPACE SHUFFLE

Perfect Excuse

Dodge
90

Angelic Countenance of Innocence

Perfect Excuse

Cost: 2m; Mins: Dodge 2, Essence 2; Type: Reflexive (Step 1)


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The phrase, I didnt do it!, is a blunt and blatant excuse which captures the essence of all excuses, and with just
the right amount of charm it can be made to work. By activating this particular Charm, the Unhinged are able to prevent a
counterattack taking place. This is not a defence against the attack, rather it removes the character as a valid target for a counterattack. Thus the attacker will not waste any motes or other expenditure on their counterattack. Also, it means that this
Charm avoids perfect attacks made as part of a counterattack.

Cost: 10m; or 12m, 1wp; Mins: Dodge 4, Essence 2; Type: Permanent


Keywords: Combo-OK, Compulsion, Obvious
Duration: Permanent
Prerequisite Charms: Grey-Space Shuffle
Against the greatest of opponents, it may not be enough to
trick reality instead. Skilled Discordians will tweak space and
time, as well as their opponents minds, to evade blades and
blows.
This Charm causes the character to flicker momentarily
into and back out of Elsewhere, perfectly dodging any attack,
even if it is undodgeable. A second purchase at Essence 4+ allows the character to spend an additional two motes and one
point of Willpower to redirect his opponents attack through
Elsewhere, to any other valid target within (Dodge) yards, excluding the attacker herself.
This Charm has one of the Discordian Flaws of Invulnerability.

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.

Smoke and Mirrors Technique


Cost: 3m per duplicate; Mins: Dodge 3, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Illusion, Obvious
Duration: Indefinite
Prerequisite Charms: Aggression-Reflecting Facade, Any
Dodge Excellency
Not everything can be done with smoke and mirrors, but
they come in handy in a pinch. With this Charm, the Foolish
Sage appears to split into a number of smoky, slightly translucent duplicates of himself, so he appears as up to (Essence) beings in total. Assuming an attack is successful at Step 4, the
attacker must roll his (Perception + Awareness) against a difficulty of the characters Essence at Step 5 of the attack. Failure means that she struck one of the smoky duplicates instead,
which immediately vanishes. For a flurry or multiple attack sequence, or for multiple attackers, each action requires a separate roll to succeed, and will eliminate a separate duplicate if it
fails.
Any attack or counterattack the character makes while the
duplicates are active is copied by all of them, so defenders suffer
an external penalty to their Defense Values equal to (number
of remaining duplciates 2).
At any point the attacker may spend a point of Willpower
to ignore the Illusion, after which no further rolls are required
to attack, and no further penalties are applied to defense. Similarly, once all the duplicates are destroyed, subsequent interactions proceed as normal. If any duplicates remain at the end
of the scene, the Charm ends and they disappear. The character may end the illusion reflexively at any time. Otherwise, the
essence for the Charm remains committed until all duplicates
are gone.
An attack which is unblockable or undodgeable will always hit the true target, leaving any remaining duplicates unchanged. Also, area effects, environmental hazards and ongoing sources of damage such as poison are not affected.

Villain Multiplication Nature


Cost: 5m; Mins: Dodge 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Centrifugal Farce

Chapter Four Charms

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.

Exponent of Manifold Avoidance


Cost: 8m, 1wp; Mins: Dodge 5, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Villain Multiplication Nature
[TODO: more fluff]
Some of the most powerful Mid-day Shadows go even
futher in turning their enemies' hostility against them.
This Charm extends the effects of Villain Multiplication
Nature to a whole scene. In addition, if the character tries but
fails to dodge a single attack (i.e., without a flurry or multiple
attack effect) from a single opponent, he gains a +1 bonus to
Dodge DV until the end of the scene. This bonus accumulates
from action to action, and remains until the scene ends. As with
the prerequisite Charm, area, environmental and undodgeable
attacks are not included (unless by some other Charm in a
Combo).

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

The character can choose the direction of movement but


must travel the full distance rolled, and must know (or at least
firmly believe) that there is a surface at the destination which
is able to safely support her. Water will suffice, if she might
reasonably be able to swim, though acid normally would not.
There need not be a clear path to the endpoint, and indeed this
Charm can move the character through solid walls etc. Intentional movement into midair is not possible, although it might
happen accidentally if the character is mistaken in her beliefs
about the terrain.
This Charm cannot be used except when dodging, and
does not by itself defend against perfect or undodgeable attacks. It is perfectly acceptable to use this Charm to appear behind an opponent. The movement is as silent as it is instant, so
an unexpected attack on the next action may be possible. This
Charm is resolved as a Counterattack, even though it is not
hostile; it cannot be used with a counterattack and it reduces
the characters DV by 1.

Moment of Spatial Eructation


Cost: (+3m per dot of Magnitude + 1wp); Mins: Dodge 5,
Essence 4; Type: Permanent
Keywords: Combo-Basic, War
Duration: Permanent
Prerequisite Charms: Any Dodge Excellency, Grey-Space
Shuffle
Discordians often work alone, but friends are important,
too.
This Charm upgrades its prerequisite, allowing the Unhinged to apply it to a group of beings (or like-sized objects) up
to (characters Essence) in Magnitude. The group need not be
a pre-existing unit, but it must include the character. Unwilling targets may choose to remain where they are. Used in this
fashion, the Charm cost increases by one point of Willpower,
plus 3 motes per dot of Magnitude of the group.
The distance in this case determined by rolling the
charcters (Wits + Dodge) and multiplying the successes by her
normal Dash (not Move) distance. The Charm can only be applied in response to an attack on (or an area attack which includes) any member of the group, and only when it would be
valid for the character herself (who may not be the actual target) to try to dodge the attack. The group must travel the full
distance, and the distance is measured from the outside of the
group, not its centre.

SUBTLE TRANSFIGURATION
KNACK

Inhuman Countenance
Construction

INSTANT
IMAGE IMPROVIZATION

Value-Adding Veneer

Identity Theft

Notion Relocation
Method

Wormhole Handshake

(ANY LARCENY
EXCELLENCY)

Ragged Pocket Trick

OCCULTED CARGO TRICK

Willpower in addition to the mote cost. For them, no time will


seem to have passed when they are retrieved.

Larceny

Ragged Pocket Trick

Occulted Cargo Trick


Cost: 2m, or 2m, 1wp; Mins: Larceny 3, Essence 2; Type: Simple
(Speed 5)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
TODO
Opening a controlled pocket of Elsewhere, the character
places into it any non-living item which she can easily hold in
her hand. While inside this pocket, the item cannot be found
by normal means. It can be retrieved as a miscellaneous action,
though the character may keep the motes committed to allow
her to return the item to storage, again as a miscellaneous action. If she simply releases the committment, the item falls to
the ground beside her.
A character can store away at most (Essence) items in this
manner, each requiring a separate activation of this Charm.
A second purchase at Essence 3 allows the character to stash
away any object which she could lift with a feat of strength.
With Larceny 4 and Essence 4, this second purchase automatically extends to allowing the character to stash away a willing
(and presumably trusting) living being, by spending a point of

Cost: 6m; Mins: Larceny 5, Essence 3; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Occulted Cargo Trick
TODO
This Charm allows the Mid-day Shadow to exercise her
pickpocketing skills through a small twist of Elsewhere, retrieving an object despite any mundane barriers which lie between
her and the target. She can retrieve an object up to (Essence)
yards away, provided it is not within an area warded against
teleportation. Any other barriers or wards will not stop her
theft. Alarms triggered by the presence of something will stay
dormant, though one triggered by the absence of the stolen
item would activate.
Objects which are firmly held, such as weapons in use, cannot be taken with this Charm, nor can attuned artifacts. Furthermore, the conduit it provides is not sufficient to allow feats
of strength to be exercised through it. If the character is removing an item from someones person, treat this as a pickpockting
attempt, with the base difficulty of the (Dexterity + Larceny)
roll being 1. The difficulty is not increased by inanimate bindings. Objects in plain sight have difficulty 2, with success indi-

Chapter Four Charms

93

cating that observers were distracted. Victims might notice the


theft immediately, but attempts to realise who carried out the
theft, or where the object went, are at +5 to difficulty.
The character must have a reasonably accurate idea of the
location of the item before this Charm can be used.

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.

Notion Relocation Method


Cost: 5m; Mins: Larceny 3, Essence 3; Type: Reflexive (Step 1
or Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Larceny Excellency
TODO
Activating this Charm swaps one idea from the targets
surface thoughts with another from the Foolish Sages own.
The character need not touch or lock eyes with the target, but
his target must be within (Essence x 5) yards and clearly perceptible to him. The target may resist, making an opposed roll
of (Wits + Integrity) against the characters (Wits + Larceny +
Essence). If the target succeeds, he or she experiences a brief
moment of distraction but is otherwise unaffected. If not, the
character takes one thought or idea from the targets surface
mind and exchanges it with one of his own choosing, from his
own mind.
The character cannot be certain what surface thoughts he
will find, but must proceed with the exchange if the target fails
the roll. A wise Fool will therefore prime his own mind with
some important and unimportant surface thoughts in advance.
A willing target may choose not to resist, in which case this
Charm can be used for silent communication, of an odd sort.
An idea planted in a targets head can be used as a basis for enhancing relevant stunts in the same scene, adding an extra die
(to the normal maximum of 3) if the Storyteller judges that the
new notion supports them.
The ideas exchanged cannot be fundamental to the individuals concerned, e.g., in support of Motivation or Intimacies,
nor can they counter awareness of an ongoing situation, overcome survival instincts or the like. For example, a character
could not cause a Dragon-Blooded target to temporarily lose
his hatred of Anathema, nor to ignore a glowing Solar Caste
mark on the characters forehead, nor to ignore the character
as an enemy in an ongoing battle. However, the Charm could
steal away suspicions that the character might be Anathema, or
94

might be carrying concealed weapons, provided there was no


ongoing evidence to support it.
The effect is not strong enough to blind either party to reality: if some new event occurs to support the idea, someone
else points it out, or similar, he will regain it. In any case, the
original ideas will come back to each after the scene ends, and
the replacements will remain in memory. The target is likely
to treat the replacement thought as an unexpected idea of his
own, unless he has some reason to suspect mental tampering.
If used as a defense in social combat, this Charm adds 2 to
the characters MDV, even if it fails, since he knows that the
distraction is coming, whereas the target does not.
This Charm cannot be used against automata, although it
can be used against manses or warstriders which have an animating intelligence.

Instant Image Improvization


Cost: 3m; Mins: Larceny 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements an action to create a disguise, enabling the character to do so in a single action, rather than the
many minutes it would normally require, and use even the most
tenuously applicable of props. The character gains (Larceny)
additional successes on the roll to construct the disguise. Note
that the characters Recumbent Destiny applies as normal.

Subtle Transfiguration Knack


Cost: 4m; Mins: Larceny 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: None
TODO
This Charm supplements a Larceny action to allow the
construcion of a disguise, to apply to an object, disguising one
item as another of roughly equivalent size, shape and weight.
This explicitly allows a disguise which would normally be wildly improbable. For example, a chest of drawers could be disguised as a sleeping cow.
The disguise is not quite perfect but the character gains
(Larceny) successes on the roll to disguise the object. The apparent Resources value of the object can be decreased by as much
as (Larceny), to a minimum of zero, but cannot be increased except in the case where the Mid-day Shadow is constructing a
forgery of a specific item, which requires access to or detailed
information on the object to be copied. In this case, the increase
can be no greater than (Larceny 2), to a maximum of 5.
The base version of this Charm does not carry the Illusion
keyword and cannot disguise the magical nature of things like
artifacts, so those with Essence sight might gain bonuses to attempts to see the true nature of a magical item. Then again,
a cunning Discordian might just choose to disguise a famous
daiklave as an ordinary daiklave of the same magical material.
A second purchase at Essence 3 adds the Illusion keyword
and lets the character apply this Charm to artifacts, hearthstones, talismans and other magical items, either to make a
unique item appear generic, or even concealing magical items as
mundane. The character can create an Illusion which removes
unique features from an artifacts appearance, or reduces the
apparent Artifact rating of an item by up to (Larceny) dots,

to a minimum of zero, or both. This Illusion costs 2 points of


Willpower to resist.

Inhuman Countenance Construction


Cost: 3m, 1wp; Mins: Larceny 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Subtle Transfiguration Knack, Instant
Image Improvization
TODO
This Charm supplements a Disguise action in which the
character attempts to make herself up as some non-human being of roughly equivalent size, be it of animal, spirit, demon or
some other sort. It removes any increases in difficulty to the
roll due to noticeable differences in size or gender, as well as
body type, although attempting to look like a specific individual still adds +1 to the difficulty. The natural senses of animals,
demons etc. gain them no bonuses in seeing through the deception, but supernatural senses will help as normal. The disguise does not affect the characters Essence signature, but all
Discordians may use their innate abilities to disguise that.

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.

Chapter Four Charms

95

SPIRIT WHISKERS

Ethereal Trawling Net

Anima-Suppressing
Intervention

Ritual
of Instant Ordination

Voodoo Exchange Student

Recasting the Mold

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.

Voodoo Exchange Student


Cost: 5m, 1wp; Mins: Occult 3, Essence 3; Type: Reflexive (Step
1)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Spirit Whiskers
From the right angle, portals to the spirit world can be
seen as revolving doors. Given a willing target, activating this
Charm allows the character to become dematerialized and the
target material, or vice versa as appropriate. The change persists
until this Charm or some other effect changes things again.
This Charm may also be used on an unwilling target, but it may
resist by spending a point of temporary Willpower. The character may use this Charm in combination with an attack, in

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.

Ethereal Trawling Net


Cost: 6m; Mins: Occult 4, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Spirit Whiskers
Attuned as they are to the underlying fabric of multiple
realities, the followers of Eris have a keen facility in perceiving
significant supernatural power. With this Charm active, the
character can detect all instant or ongoing effects of Charms,
Sorcery, Shaping (including Sidereal astrology) and similar supernatural effects (e.g., geomancy) in a range equal to (Essence
x 5) yards. The exact power level and nature of a single effect
can be determined on a reflexive ([Perception or Wits] + Occult) roll, difficulty equal to the Essence of the source (or 3, if
not applicable). This Charm does not directly allow the character to perceive supernatural beings as such, except insofar as
they use the above powers.

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.

Ritual of Instant Ordination


Cost: 10m+, 1wp; Mins: Occult 4, Essence 3; Type: Simple
Keywords: Shaping
Duration: Indefinite
Prerequisite Charms: Spirit Whiskers
Why should the Discordians get all the fun? This closely-guarded ritual allows a Wild Child to grant another willing
being the ability to use one of her own Charms. As long as the
target has this Charm, the character will be unable to use it,
though she may recall it before the end of the scene as a reflexive action. The target is treated as having the necessary Essence
and Ability minimums, if it doesnt already, solely for the purpose of using that Charm and making any rolls it involves. If
the target does not already have a mote pool, it is treated as having 10 motes, which can only be used for the purpose of activating that Charm, and vanish at the end of the scene in which
the target first uses the Charm. If the Charm costs more than 10
motes to activate, the character must commit additional motes,
up to the cost of a single activation.

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.

Recasting the Mold


Cost: 10m, 2wp; Mins: Occult 5, Essence 4; Type: Reflexive
(Step 1 or Step 2)
Keywords: Combo-Basic, Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Any Occult Excellency, Ethereal
Trawling Net
TODO
This Charm allows the character to remove a single Shaping effect from its target, either at the instant it is applied, or
any time afterward in the case of ongoing Shaping effects. The
character explicitly can apply this Charm to a Shaping effect
which target him. The character retains the potential of the effect as long as he maintains the Charms mote commitment,
and may re-apply it reflexively to any target which he successfully touches, which may require a Martial Arts roll in the case
of an unwilling target. If the character fails to hit the new target, he retains the effect for later use, but if he makes contact,
the Charm ends and he no longer has use of the effect, even if
the new target successfully resists it.
Alternatively, he may simply release the motes, in which
case a ghostly rainbow outline forms, resembling the original
target as it appeared with the Shaping effect applied. Anyone
who comes into contact with this outline becomes the new target of the Shaping effect, though it will dissipate at the end of
the scene in which it formed.
In the case of a Sidereal destiny being removed from its
original target, pattern spiders may notice the change, and may
(or may not) choose to inform its creator.
If the character moves a Numerology effect, its balance
will be maintained. If the balance was to apply to its original
target, then both the original target and the new target will suffer the balance, once after the other, in proportion to the time
for which they enjoyed its benefits. If the balance was to apply
to the Discordian who applied the Numerology, then the balance instead spends part of its time afflicting its originator, followed by part applying to the character who used this Charm.

Triangular Circle Sorcery


Cost: ; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant

Chapter Four Charms

97

Prerequisite Charms: None


This Charm gives the Children of Eris access to Terrestrial Circle Sorcery, only they changed the name, just because.
Oh, alright, if you must know, its because the number of sides
of these two figures add up to the mystical five (given that a
circle has an in-side and an out-side). The character may instead purchase a version of this Charm which provides access
to Shadowlands Circle Necromancy, known as Triangular Circle Necromancy. Both versions may be purchased separately by
the same character.

Square Circle Sorcery


Cost: ; Mins: Occult 4, Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Triangular Circle Sorcery
This Charm builds on the characters knowledge of
Sorcery, extending it to what others would term Celestial Circle Sorcery. The character may instead purchase a version of
this Charm which provides access to Labyrinth Circle Necromancy, known as Square Circle Necromancy. Both versions
may be purchased separately by the same character.

Appropriation of Adamantine Sorcery


Cost: 10m, 1wp; Mins: Occult 5, Essence 5; Type: Reflexive
(Step 2)
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Square Circle Sorcery, Charm-Filching
Prana

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.

HIDDEN IN PLAIN SIGHT


ATTITUDE

Yeddim Whitewash Trick

SUPERIOR SUPINE
POSITION

(ANY STEALTH
EXCELLENCY)

Standing Somewhere Else

Yeddims Forgotten

The Underlying Self

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

range. At Essence 4 this extends to passive recording, be it by


use of magitech, sorcery, or other means.
In many cases this Charm can remove the quality of surprise from ambushes and similar attacks, but not all. Surprise
attacks by apparently friendly beings in plain sight will remain so, as will those by automated magitech systems or magical wards which do not specifically observe targets in the area
they affect. Similarly, this Charm will not reveal concealed
or scrying beings who are not observing the character, for example, those looking in a different direction. In all cases the
Storytellers decision is final.

Superior Supine Position


Cost: 2m, 1wp; Mins: Stealth 2, Essence 2; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
TODO
This Charm is activated in combination with a characters
Recumbent Destiny, increasing the difficulty of rolls to remember her clearly by her permanent Essence rating, and converting the existing internal penalty to an external one.

Hidden in Plain Sight Attitude


Cost: 4m; Mins: Stealth 2, Essence 2; Type: Simple
Keywords: Combo-OK

Chapter Four Charms

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.]

Standing Somewhere Else


Cost: 6m, 1wp; Mins: Stealth 4, Essence 3; Type: Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Any Stealth Excellency, Sensory Interclusion Method
TODO
This Charm allows the character to draw a twisting, fractal-folded shroud of the unfabric of Elsewhere around her
form, almost entirely removing her from the reality in which
she stands. While hidden she cannot move with respect to
her original location, and will always reappear there when the
Charm ends.
All mundane attempts to observe or interact with her automatically fail, meaning that mortals may walk right through
the space she previously occupied. Charms or other magic
which attempt to locate her, or hidden things, or the magic
of the Charm itself, have their base difficulty increased to her
(Stealth + Essence) if it would otherwise be less. If detection
succeeds, the characters location is determined with an accuracy of ([threshold successes - characters Stealth] x 5) yards,
to a minimum of pinpoint accuracy at zero yards. Against automatically successful effects such as Eye of the Unconquered
Sun, this Charm forces a contested roll and adds the characters
Stealth in automatic successes.
While concealed, the character cannot be spatially targeted for any actions other than attempts to locate her. Even once
her location is precisely known, she cannot be targeted with
physical weapons, even magical ones, or Touch effects. Damage and other unpleasant effects from natural area effects are
completely negated, while those from magical sources are delayed (Essence) actions as the magic must work its way through
strange folds of space to reach the character. If the character no100

tices such an effect and deactivates the Charm before it reaches


her, she is unaffected, though the effect might still be active in
her original location.
The downside of this Charm is that the characters isolation works both ways, so she suffers a -4 external penalty to
perceive events in her original location, including magical area
effects which might hurt her after a delay. She cannot target
anything or anyone there with any individually targeted or area
actions or effects, mundane or magical, other than to observe
them.
Effects which allow someone to see into Elsewhere completely bypass this Charms concealment, but do not normally
work around the protection from damage it provides. It is not
possible for the character to use any magical effects which guarantee absolute success to see out from under her cloak, though
she may enhance her senses, including use of the second excellency. Effects which target a being as a unique individual or
through some arcane or other remote link also completely bypass this Charms shield, in either direction, and are not delayed by it. The character is not made immaterial by this Charm
and so is not specially affected by magic which targets such beings.

Investment of Mist and Shadow


Cost: 3m; or 3m, 1wp; Mins: Stealth 3, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Stackable, Touch
Duration: Indefinite
Prerequisite Charms: None
TODO
The magic of this Charm hides a single object, or set of
similar objects, on the characters person which would otherwise be in plain sight. The line of a sword will appear to vanish
into the shifting fold lines of the characters clothes, the boots
on his feet will seem but as weathered skin, or the crown on his
head look like spiked or rumpled hair, or vanish altogether. The
Illusion cannot disguise the object as something else, only make
it appear to be absent. Resisting this Illusion costs 3 Willpower,
which must be paid all at once on first observing the Illusion,
or when further chances to resist arise, as described below.
The hidden objects still exist, and the Charms magic does
not hide their effects. Those apparently bare feet will leave
boot-prints, and onlookers will see arrows which are loosed
from a concealed bow materialize a short way along their flight.
At Essence 2, the Charms concealment ends a foot or so from
the body, for anything no longer in contact with the character.
With Essence 3+, the character can spend a point of Willpower
in addition to the mote cost to extend this range to (Essence x
5) yards.
The first time in a scene that someone observes a visible
effect of a concealed item, that observer gains another opportunity to resist the Illusion. Different effects from later actions
may provide further opportunities. Similarly, the first time in
a scene that an observer sees the character do something which
relies on the existence of the hidden object, she has another opportunity. For example, shooting a concealed bow would allow
observers one chance to resist and, if the arrow passed beyond
the Charms range, each would each gain another chance. Later
shots in the scene would not afford more chances to resist, unless they had new consequences, such as killing someone within the Charms range.
Anyone attacked using a hidden object suffers an external
penalty of (Stealth 2) to Defense Values. The concealment
may also be used to make an initial attack unexpected. There-

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.

Yeddim Whitewash Trick


Cost: 4m, 1wp; Mins: Stealth 3, Essence 3; Type: Simple
Keywords: Combo-OK, War
Duration: Indefinite
Prerequisite Charms: Hidden in Plain Sight Attitude
TODO
This Charm improves its prerequisite, allowing it to be applied to a group of beings up to the characters (Essence - 1) in
Magnitude, or to one or more inanimate objects in a volume of
space roughly equivalent in size to that number of humans, or
any equivalent combination of beings and objects. Observers
who fail to see through the concealment will intepret the group
as some larger innocuous background object, such as a hedge or
pile of rubble.
Additionally, the group may take Move, but not Dash, actions at up to a third of its normal movement rate. Doing so
does not automatically break concealment but prompts another (Perception + Awareness) roll from observers and gives them
a +2 dice circumstance bonus: observers may not see the group
as a moving large object, but may become suspicious and notice
that it doesnt quite seem to be in the same place at different
points in time. The character may use this Charm on himself
alone to allow movement while concealed. If the Charm is deactivated once those concealed have found some other suitable
cover, it provides no benefits on further Awareness checks, but
ending the Charm does not in itself prompt such a check.
Used in War, the Charm has a Speed of 5 long ticks and
may conceal any unit that the character is a member of, not only one he leads, though he must be able to persuade the unit
to act in such a way as not to counteract the concealment. The
Charm is not limited to a given Magnitude of unit but, similar to normal attempts at concealment in battle, the character
rolls ([Dexterity or Manipulation] + Stealth - Magnitude). The
unit need not have cover but, if it does, the Storyteller may assign additional bonuses, for example treating any DV bonuses
against ranged attaks (Exalted, p. 147) as providing equivalent
bonus dice to the roll.

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-

terity, Manipulation, or Wits] + Stealth) and compare it to the


groups Dodge MDV, disregarding any bonuses due to relative
Magnitude. If the roll succeeds, each member of the group, and
the group as a whole if it has a known identity, is subject to
the same effects as normally apply when a Discordian covers
his tracks in this manner. The character must have observed either the majority of the group, or its leader acting in that formal
capacity, at the chosen onset time, or be observing them now.
Sufficiently detailed records of the past, such as memory crystals or magically extracted memories, might stand in for past
observation, at the Storytellers discretion. Scrying and other
indirect magic are acceptable means of current observation.

Sensory Interclusion Method


Cost: 3m, 1wp; Mins: Stealth 3, Essence 3; Type: Reflexive (Step
1 or Step 2)
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: None
TODO
This Charm damps, overloads, or otherwise interferes
with perception of the character in any one of the five senses,
and it may be activated multiple times to affect several senses together. The character might shroud herself in silence, enhance one small part of her scent profile massively to trick pursuing beasts, or surround herself with a flurry of lights and
shadows to make it harder to identify her. The effect is to impose an external penalty equal to her permanent Essence on all
attempts using the relevant sense to track, identify, target or
if the sense is suppressedeven detect her. Choosing the sense
of touch will not prevent others from locating her by touch,
but it will make her feel like something other than she appears.
This Charm only provides confusion, so it cannot be used for
fashioning a disguise, projecting a detailed image, mimicking a
particular scent or similar fine work.
With the trait minimums required for this Charm, its effects cover only the characters immediate person, including
whatever she is wearing or carrying. At Stealth 4, she can extend it to cover a radius of up to (Essence x 2) yards. She
must choose the range when activating the Charm, and cannot change it thereafter, the effect remaining centered on her if
she moves. At Essence 4+, if multiple activations of the Charm
are stacked the Willpower cost applies only to the first activation. A second purchase at Essence 4+ allows the Charm to be
applied to almost any other exotic senses one could imagine,
limited only by the Storyteller. Heat vision, echolocation, and
Essence sight are certainly among those affected.
Power which reveal information via the senses may or may
not be affected, depending on how they work and whether they
require a roll which fails due to this Charms penalty. For example, the Malfean Charm Insignificant Embers Intuition is based
on noticing sensory details, so this Charm might defeat it. On
the other hand, while this Charm might prevent others from
hearing the characters words, it would not directly contest the
Pyrian power of Factual Determination Analysis, if applied by
an Infernal who managed to hear her clearly.
This Charm was originally developed to help with mimicry of certain castes of other Exalt types, but creative Discordians have found many other uses for it.

Farseer Feint
Cost: 6m, 1wp; Mins: Stealth 4, Essence 3; Type: Reflexive

Chapter Four Charms

101

Keywords: Combo-OK, Shaping


Duration: One scene
Prerequisite Charms: Sensory Interclusion Method, Witness-Detecting Sense
TODO
This Charm twists apparent reality around the Discordian, but only from the point of view of those viewing or
targeting him magically from afar. This includes butat the
Storytellers discretionis not limited to the Thaumaturgical
Procedure of Scrying, certain Sorcery and artifacts, Charms
which extend the range of existing senses, observation via the
Loom of Fate, and use of an arcane link to the character to
target him with some effect. The character may activate this
Charm reflexively whenever he is targeted by such an effect.
The difficulty of the action is increased by his Essence. If the activity does not normally require a roll this Charm forces a resisted roll, pitting his ([Manipulation or Wits] + Stealth) against an
appropriate roll for the observer. The difficulty for the character is 1 but for the observer it is equal to the characters Essence.
If the activity requires an extended roll, this increased difficulty applies for all rolls, though this Charm is activated only once.
If a distant observer succeeds in making contact, he or she
becomes a valid target for the characters Recumbent Destiny
later on. In the case of someone using an arcane link to target
the character, the attacker must succeed in such a contested
roll, or else the item fails to act as a link on that occasion. If the
roll is botched, it becomes possible for the character to use the
link in the opposite direction, and he will be aware of this.

The Underlying Self


Cost: 10m, 2wp; Mins: Stealth 5, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Stackable
Duration: Indefinite
Prerequisite Charms: Any Stealth Excellency, Farseer Feint,
Investment of Mist and Shadow
TODO
This Charm wraps the Exalts normal self inside another,
constructed personality and body, enabling her to act as a deepcover agent over a prolonged period.
Her identity is buried so deeply that even she will not be
aware of who she truly is. On activation she must specify at
least one trigger condition which will cause the Charm to end,
and may specify up to (Essence) independent triggers. The condition must be one which her new identity would be able to
perceive and understand, in terms of normal and magical senses, languages known and so on. It can be as simple or as complex as desired, but will only be triggered when the new identity becomes aware of it. So, for example, a trigger to end the
Charm when the Jade Prison is broken would only take effect when the new self learned that it had happened, not when
it actually occurred. Indeed, it would trigger when he believed
that it had happened, even if the prison was in fact still sealed.
Similarly, when I meet Chejop Kejaks murderer would trigger when the new self believed that he had met someone who
had committed that murder, even if they had not, nor if he met
the murderer but didnt realise it.
The character may choose any of the following types of
being for her new self: another Discordian of the same Division
and Parametadivision, having up to her current Essence; a being of the type which her Parametadivision mimics, again having up to her current Essence; a mortal or unenlightened heroic mortal up to Essence 2 (or equivalent unenlightened being
102

in any realm of reality); or even a god, spirit, demon or similar


being not belonging to a Parametadivision, up to her current
Essence, although this choice is risky because she is granted no
particular magic to mimic the powers of such beings.
Detecting the ongoing activation of this Charm on her
person, as well as any activated in a Combo with it, is impossible
without a perfect effect. Even then, this Charm forces a rolloff against the characters ([Manipulation or Wits] + Stealth +
Essence).
If the character chooses an unenlightened identity, she
cannot spend motes except to subconsciously activate non-Obvious Reflexive Charms using her Personal pool. She will interpret these powers as moments of good fortune. Other expenditures will end the Charm. Applying or resisting unnatural
mental influence still gains the character points of Hodge and
Podge while in her disguised form, though she will be unaware
of their effects and may not understand when she enters Limit Break. Any magical effects which have made certain things
unacceptable orders, beyond those which would harm her, still
apply to her new self.
The new self may have any physical appearance appropriate to the chosen type of being, with the same Appearance
rating. The Charm cannot perfectly duplicate another beings
form, though it can create someone reasonably similar in appearance.
Donning this new guise, the character is subject to a reversed Recumbent Destiny effect, as powerful as if she had
spent her full temporary Willpower pool on it. Memories and
minor details of reality are shaped to make it seem that this
new identity has existed since the onset time of the Recumbent
Destiny, and those affected will remember the new face clearly.
Attempts to find the character with the Loom of Fate are not
impeded. Instead the increased difficulty applies if anyone tries
to follow the thread back to the original identity.
The Discordians new self has the same Traits as her original self, except for Motivation, Intimacies and Backgrounds.
The new identity has an entirely new Motivation, selected by
the character when the Charm is activated. Likewise new Intimacies are selected, under the control of the Storyteller, though
the player may make suggestions. The character loses access
to all her existing Backgrounds except for Artifact and Manse
(and its Underworld and Heavenly variants), and will lose even
Manse if she chooses an unenlightened identity. However, she
gains up to 15 dots of Backgrounds appropriate to her new identity. Those involving power and other people cannot extend
beyond the Magnitude of people affected by the reversed Recumbent Destiny effect which accompanies this Charm.
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 her power, until one of the trigger
conditions is satisfied. This may be part of the reason why no
Erisian Exalts have been seen for a long time.
Lastly, this Charm is Stackable: the character can activate
as many simultaneous hidden identities at once as her temporary Willpower pool affords her. The stacking of these identities must be decided in advance, so that triggering the end
of one will shift her to another preselected one, losing the
first completely. The reversed Recumbent Destiny effect is triggered at the same time, so that her new identity is more likely
to be accepted.

STONE-SKIPPING FILLIP

Dart Diversion Tactic

Elsewhere Explosion Shot

(ANY THROWN
EXCELLENCY)

Shadow-Throwing Style

Vanishing Point Convergence

Golden Apple Enticement

DOORKNOB AND DONKEY


BARRAGE

Pebble Proxy Propulsion

Butterfly Pinion Pitch

Another Dragon's Claws

Evasion Vector Response

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.

Dart Diversion Tactic


Cost: 4m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Stone-Skipping Fillip
They Who Stand in the Doorway surprise their foes by
stepping out at just the right time, apparently from nowhere
or possibly just by sticking out a foot. Likewise they can send
their knives and needles through evanescent entrances and exits of Elsewhere.
This Charm supplements a Thrown attack in a number of
ways. It makes the attack automatically unexpected, unless the
target has some way of seeing into Elsewhere. It also effectively
allows attacks to pass through solid objects, although it does

Chapter Four Charms

103

not by itself allow the character to accurately target through


them, nor does it bypass armor.
At Essence 4+, whether or not the weapon strikes its target, the character may choose to open one last little doorway
which causes it to reappear anywhere within a sphere centered
on the target and with a radius equal to the full range of the
attack. This can include reappearing directly above the target,
in which case the character gains a free extra attack with that
weapon on her next action, as it falls onto the target. This attack is at a -2 external penalty and has its the applied Strength
capped at one tenth the number of yards above the target at
which the weapon appears, since it is gravity which propels the
weapon. If the target moves substantially before the characters
next action, the Storyteller may rule that the target avoids the
attack automaticallyor, given a clever stunt, walks straight
into it. This extension of the Charm can also be used to return
the weapon to the characters hand.

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

judge that a lack of response to others' actions also allows them


another roll, or automatic success, to see through it.
Against those who are fooled, the character adds her
Essence in dice to attempts to attack from surprise, or to re-establish surprise, and to any Stealth rolls against them. Suitable
stunts may justify other bonuses or benefits according to the
Storytellers judgement. One can also use the illusion to do
such things as lure others away from the character, or towards
another point.

Elsewhere Explosion Shot


Cost: 3m; or 5m, 1wp; Mins: Thrown 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Dart Diversion Tactic
TODO
This Charm supplements a Thrown attack by the character, causing a wafer-thin, convoluted sheet of Elsewhere substance to ripple out from the point of impact, disorienting the
target as successive parts of it are momentarily shifted into
the grey realm. In the case of a successful attackone which
hits, even if it does not cause damagethe target must roll
his (Stamina + Resistance) against the characters (Strength +
Thrown). If the target fails this check, he is Stunned.
By spending an extra two motes and a point of Willpower,
the character can attempt to stun all beings within (Essence x 3)
yards of the point of impact. Each must resist by making a contested roll as described above. If the target dodged or parried
the attack without using a perfect defence, they must still attempt to resist if they are within the area of effect. If the Erisian
herself is within this radius, she is unaffected.
The character may make this attack without actually
throwing his weapon, simply by miming an attack with the
weapon he wields. In this case, the target will not suffer damage
from the attack itself, but is at a -4 penalty to his DV, since the
only indication of the impact will be a shimmering in the air at
the last moment.
A second purchase at Essence 4+ keeps the sheet of Elsewhere stable for exactly (Thrown + Essence) ticks, and increases its degree of corrugation until it provides a form of isolation
identical to that produced by Standing Somewhere Else. This
affects a single target, or an area if the additional Essence and
Willpower is spent. In the area case, all those affected are prevented from targeting not only those outside the are, but also
each other. Inventive Erisians have been known to apply this
to themselves to avoid damage, but it may leave them unable
to do much more than Guard or Aimor take preparatory actions such as Shape Sorcery.

Vanishing Point Convergence


Cost: 11m or 13m; Mins: Thrown 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Dart Diversion Tactic
TODO
This Charm supplements a Thrown attack by the character, applying continuous course corrections by sending it momentarily through Elsewhere, rendering it unblockable and
undodgeable.

By spending an extra two motes, the character can make


an attack using a sheer filament of the fabric of Elsewhere itself.
This does a base damage of zero and a maximum of 1 level of
pre-soak damage, but makes the Charmand any others in a
Combo with itnon-Obvious, and leaves no traces.

Pebble Proxy Propulsion


Cost: 3m; or 3m, 1wp; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Doorknob and Donkey Barrage
TODO
This Charm supplements a Thrown action by allowing
the character to throw himself as if with his weapon. This allows him to Jump towards his target, up to normal range of the
weapon, or (Essence x 10) if that is less. If the action is an attack, the character may make an unarmed attack, or one which
uses weapons which can be wielded at the same time as his
current Thrown weapon (e.g., a smashfist worn while using a
bow). This attack is treated as part of the same attack, using the
Thrown attack roll to hit, but the other weapons details to determine damage in Step 7. If the attack is an unarmed one, the
character may use it to attempt a grapple, using his Thrown rating in place of Martial Arts. This Charm may be used in a flurry, but attacks beyond the first in the flurry cannot be grapples.
By spending a point of Willpower the Unhinged can multiply the distance of the Jump by his Essence, up to a maximum
of (Essence x 20). 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 does not actually
throw his weapon, and he continues to wield it. 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.

Evasion Vector Response


Cost: (+7m); Mins: Thrown 4, Essence 3; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Pebble Proxy Propulsion
TODO
This Charm extends its prerequisite, allowing it to be used
to perfectly dodge any attack, even attacks which are undodgeable. If the opponent is making a flurry of attacks, and the character ends up outside of his opponents weapon range, then the
further attacks in the flurry cannot target the character, unless
the attacker has some means of closing the distance again. This
Charm suffers from one of the Discordian Flaws of Invulnerability.

Doorknob and Donkey Barrage


Cost: 3m; or 3m, 1wp; Mins: Thrown 1, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
TODO
This Charm allows the character to use any objects to hand
as effective Thrown weapons. If a suitable stunt can be used to

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.

Another Dragons Claws


Cost: (1m or 2m) per weapon; or, (1m or 2m) per activation, 1wp;
Mins: Thrown 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Stackable
Duration: One scene
Prerequisite Charms: Doorknob and Donkey Barrage
TODO
This Charm duplicates the effect of the Melee Charm
Sword of Essential Idiosyncrasy, with the following adjustments. The character can maintain up to (Essence + Thrown)
throwing weapons all aspected towards the same element. Alternatively, by spending a point of Willpower on activation,
the character may stack several Elemental variations of this
Charm on individual weapons, still limited to a maximum of
(Essence + Thrown) concurrent activations. For example, a
character with three dots in both Thrown and Essence could
create three weapons each with two elemental effects, or two
with three each, or even one with six effects bound into it. The
cost per weapon or activation is one mote if the elemental effect
is applied to an existing weapon, or two motes if the Charm is
used to conjure weapons from nothing.

Butterfly Pinion Pitch


Cost: 6m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion
Duration: One scene
Prerequisite Charms: Doorknob and Donkey Barrage
TODO
The Erisian makes a throwing motion with his weapon
without actually releasing it, or mimes an attack without a
weapon, and rolls his attack as normal. 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 the attack achieves even one success, this Charm inflicts
a Compulsion on the target, to stay pinned to the spot. Resisting the influence costs two Willpower, and will make the target
aware of the attempt at unnatural influence.
An affected target may turn on the spot, and can act and
defect herself as usual, provided she does not move to another
location. The target will not willingly take so much as a Move
action, nor consent to effects which would move her. If moved
forcibly, or due to terrain or environmental effects, the target
will then attempt to stay at her new location. If remaining in

Chapter Four Charms

105

place presents a real risk of death, the Compulsion becomes an


unacceptable order and the effect ends. The target may end the
effect at any point during the scene by paying the two Willpower, not only at the point when the Compulsion would take
hold.
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.

Golden Apple Enticement


Cost: 5m, 1wp; Mins: Thrown 4, Essence 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: Any Thrown Excellency, Doorknob
and Donkey Barrage
TODO
This Charm is activated when taking a Thrown action,
though it need not be an attack, and is an attempt to create
an Intimacy around the action in observers. Provided the action is successful, the character rolls his [(Charisma or Manpiulation) + Thrown] and compares it to the MDV of all who
witnessed it, including the target if any. If the character used
any effects to enhance his dice pool for the action, they can also apply to this roll, at no extra cost. All whose MDV is less

106

than or equal to the successes on this roll immediately gain a


full-fledged Intimacy of the characters choice, as an unnatural
Emotion effect. The subject of the Intimacy must be the character, the thrown object, or the target, whereas the tone may
be any emotion, even if it seems inappropriate to the situation.
Affected beings can spend two points of Willpower to shake off
this influence at any time during the scene when this Charm is
invoked. Thereafter the Intimacy loses its magical protection,
but likewise affected beings will normally have no desire to lose
it, as it becomes a natural Intimacy. Of course, conflicting Intimacies, persuasion by others and so on may lead them to work
against it. Having shaken off the effect, recognising the source
costs another point of Willpower.
This Charm can also be applied in Social situations
throwing down a guantlet in challenge, releasing a dove at a
ceremony, or tossing a bouquet to an object of the characters
desire, for instance. The target in this case is the target of the
interaction, not necessarily the person or object struck by the
thrown item. Furthermore, being Reflexive, this Charm can be
used in Combos with Charms from other Abilities.

5th Division: Anvil

Inner Circle
Infiltration

FACTION ANALYSIS
METHOD

Wheels Within Wheels


Scheme

Policy Perturbation
Sense

Decision-Bending Prana

Blessing of True Synergy

Bandwagon Pedlar Ploy

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

Chapter Four Charms

107

them or even reveal her presence, though she must observe


them for a scene first to do so. At Essence 4+ the Magnitude of
those present no longer limits the reduction in external penalties: she can obtain her full (Bureaucracy) rating in reduction
on the basis of interacting with or observing even a single individual.

Inner Circle Infiltration


Cost: 5m, 1wp; Mins: Bureaucracy 3, Essence 2; Type: Simple
(Speed 6 in long ticks)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Faction Analysis Method
TODO
This Charm allows the character to temporily take the advantages of certain Backgrounds related to groups and apply
them to other connected groups. The relevant Backgrounds are
Abyssal Command, Backing, Command, Contacts, Cult, Followers, Henchmen, Influence, and Spies, or any other set which
the Storyteller deems apprpriate.
Initially, the character can only apply this to benefit from
association with groups which are wholly contained within
groups for which he already has one or more dots of the relevant Background. The character need only know of the existence of such sub-groups, not the details of their make-up
or operations. The magic of the Charm provides the necessary
information to be identified as an acceptable contact for the
group.
At Bureaucracy 3+, the character can insinuate his way into a related group, even if it only partially overlaps with one he
already has a connection toit need not be a strict sub-group.
At Essence 3+ the character can, at the end of the scene,
spend experience points to permanently shift her association.
One or more dots of the original Background, associated with
a single group, can be converted to relate to the chosen new
group, at a cost of 1xp per dot. Alternatively, new dots in that
Background can be bought for the new group, leaving the original association intact, at a cost of 2xp per dot.
At Essence 4+ the character can also use his association
with this new group to buy dots in different Backgrounds related to the group: Allies, Artifact, Class, Echoes, Familiar,
Infamy, Liege, Manse, Mentor, Resources, Sufi, Underworld
Manse, and Whispers. The Storyteller will probably require additional justification for some of these. Furthermore, posessing
dots in some of these Backgrounds without also having wider,
related backing of some sort is liable to lead the character into
some tricky situations.
At the end of the scene, unless the character spends experience to gain permanent membership, the reaction of other group members is up to the Storyteller. They may or may
not immediately see the character as an interloper. It is possible, though somewhat expensive, to reactivate the Charm at
the start of each new scene to provide continuous cover.

108

arrange for her own pet project to be achieved without drawing


attention to it.
Activating this Charm causes some subset of an organization to carry out a project without mentioning it to anyone beyond the group or otherwise drawing attention to it, beleiving
that it is meant to be kept secret for reasons of discretion, illegality, or simply because its a surprise for someones birthday.
The character may choose a reason or allow the group to invent
its own. The groups Leader must spend 3 point of Loyalty to
resist this effect, which may be spent when the Charm is activated or cumulatively later. Outsiders will not notice the work
without actively investigating the group to uncover it, and such
attempts suffer an external penalty equal to the characters
Essence. The maximum Magnitude of group which can be affected is equal to the characters (Essence + 1), and the maximum scale of concealed undertaking is one that could be carried out by a group 2 steps smaller in Magnitude. The minimum effective Magnitude for the undertaking is zero, and this
Charm is inapplicable to groups of less than Magnitude 2.
The Charm ends when the character releases her commitment of motes, or when the project is either successfully completed or completely derailed. Affected members of the organization will continue to believe that the project is to be kept
secret, but their belief is no longer magically enforced, so they
may be persuaded otherwise without the Leader spending Loyalty points.

Blessing of True Synergy


Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Wheels Within Wheels Scheme
Whereas some would improve the efficiency of an organization by directly reshaping it, the Discordian knows that the
same ends can often be achieved simply by gently adjusting the
goals of the individuals within it. The Exalt subtly influences
the organization so that, despite still following selfish internal
goals, its various parts effectively work much more successfully towards an overall aim. The Charm supplements a dramatic
action, adding the characters subtle guidance and suggestion
to a project. He must be involved in its execution, but need not
lead the action, nor even be a member of the group. It reduces
internal penaltes on the action by the groups Magnitude. If the
characters involvement is not obvious to most of the group,
and the action succeeds, then the group puts this success down
in large part to the particular way they worked, thereby permanently reducing internal penalties by one point, as a mysterious
air of good feeling persists after the project. The total permanent reduction in penalties for a given group over repeated application of this Charm, by any number of Discordians, cannot
exceed the Exalts Essence, although the temporary improvement may.

Wheels Within Wheels Scheme

Bilateral Bargain Binding

Cost: 8m; Mins: Bureaucracy 3, Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-OK, Illusion, Social
Duration: Indefinite
Prerequisite Charms: Faction Analysis Method
With knowledge of the overt and covert roles and communication channels in an organization, the Exalt is able to

Cost: 10m, 2wp; Mins: Bureaucracy 2, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Any Bureaucracy Excellency
Eclipse-caste Solars bind others, not always willing, in
oaths of servitude enforced by the might of Heaven. The Un-

bending Arm, however, recognises that oaths are more likely


to remain unbroken if they are fairly made, and they can seal
a bargain with the unbalanced balance of the power of Eris.
This Charm allows a Discordian to magically reinforce an oath
between two individuals or groups, provided each side swears
freely. The character may be one of those affected, but need
not be. Unwilling parties are not valid targets for this Charm,
nor are those whose willingness comes only through threats,
unnatural mental influence, or breaking of Motivation. This is
true regardless of the source of the influence, or whether or not
it was specifically intended to persuade the target into accepting an oath.
Assuming both parties willingly swear to their side of the
bargain, the magic of the Charm ensures that the first party to
break the oath will suffer a single occurrence of terrible misfortune, similar to the Eclipse-caste anima ability. At the same
time, all beings bound by the oath (and the character, even if
he is not one of the parties) will know that the it was broken,
and by whom. If the wronged party subsequently takes steps to
gain redress, they will benefit from a perfect success on one action in pursuit of that goal, at a highly opportune moment. An
oath-breaker can be punished only once by a single invocation
of this Charm.
Without the power of Yu-Shan behind it, given that Eris
generally leaves folk to work things out for themselves, this
binding lasts only until the Exalt dies. Both parties will know if
this happens, and can distinguish it from a breaking of the oath.
Eliciting an oath of truce from some enemy may therefore not
be particularly useful, but a fair trade may fend off violence, at
least until both sides have done their part. There are no ancient
pacts to protect any Division of Discordians as they wander the
worlds, but most intelligent beings can be bargained with, if the
price is right.

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.

In either case, the exchange persists indefinitely unless


this Charm is re-activated to restore willing targets to their
original state, or the character dies.
This power applies not only to oaths sanctified by Eclipsecaste Solars, but also to those enforced by certain Dragon-Blooded Charms, to Fair Folk oaths, and so on. Exchanging
a Fair Folk adjuration requires the recipient to commit the necessary motes. Other types of magical enforcement may involve
other complications.

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.

Bandwagon Pedlar Ploy


Cost: 6m, 1wp; Mins: Bureaucracy 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Memorandum of Misunderstanding
The sometimes crazed notions of the Unbending Arm are
nonetheless unusually compelling. Using this Charm, the character adds a new Intimacy to an organizations Policy, by manipulating its circumstances. It supplements a Bureacracy action which affects some aspect of the group or a society within which it operates, adding (Essence) dice to the roll, and applying unnatural mental influence to impose a new Intimacy as
a Compulsion effect. The action must either target the group
but may do so indirectly, for example, by manipulating prices
or laws which affect the group. The action also need not apparently relate to the new Intimacy in any way. For example,
simply buying goods or services from the group would be sufficient. The maximum Magnitude of group which can be affected is equal to the characters (Essence + 1).
Either side may apply a bonus to MDV due to relative
Magnitude, as normal. If the characters successes exceed the

Chapter Four Charms

109

leaders MDV (regardless of the person or persons addressed),


the target group takes on the mission as a new Intimacy, to be
pursued to the best of its ability. The change takes effect over
the course of the month after the character makes her trades,
bribes officials to change laws or whatever her action was. At
Essence 4 this is reduced to a week, and at Essence 5 to one
day. Only after this point does the desired new Policy affect
the group. Thereafter the policy persists unless and until the
groups leader spends a cumulative total of eight points of Loyalty to shake off the effect. Any groups of Magnitude 1 or more
which split off from the main group, any time after the Charm
is activated, must separately spend Loyalty points to counter
the effect.
Mundane attempts to discern the source of the effect automatically fail, and those supplemented by magic are subject
to an external penalty equal to the characters Essence. These
limits apply equally to attempts made when the Charm is activated, and those after the fact.

Mission Restatement Process


Cost: ; Mins: Bureaucracy 4, Essence 4; Type: Permanent
Keywords: Combo-OK, Servitude
Duration: Permanent
Prerequisite Charms: Bandwagon Pedlar Ploy
Some days the course of the Holy Chao is a subtle dance,
and on others it barges straight through. When the plans of
the Chosen of Eris cannot wait, they take the reins themselves.
This Charm enhances Bandwagon Pedlar Ploy, allowing the
character to optionally exert an immediate and more powerful
effect, as a Servitude effect rather than the Compulsion of its
prerequisite, at the cost of a loss of subtlety. The action this
Charm enhances must be one which directly states a new Motivation to govern the Policy of an organization. The character
cannot take some more subtle action to communicate this idea.
However, he need not address the leader in person, so long as
he speaks or writes to at least one member of the organization,
nor need he speak from a position of official authority. This directness means that, in contrast to its prerequisite, this Charm
does not automatically defeat or impose penalties on attempts
to identify the source of the effect.
If the roll succeeds, the leader must spend four points of
Loyalty if she wishes to resist the Charms effect when it is activated. If Charm takes effect but the mission is in conflict with
the groups Motivation, it loses a dot of Magnitude, and those
lost immediately form a splinter group with the mission as their
Motivation. If the new goal is in line with the organizations
original Motivation, then they will drop all other activities to
pursue it for the first (Essence) days, throwing financial and
political caution to the winds (although not ignoring the need
to eat and sleepwork/life balance is important, yknow).

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.
110

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.

Record Correction Maneuver


Cost: 6m; Mins: Bureaucracy 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Social, Illusion
Duration: Instant
Prerequisite Charms: Logistical Nightmare
Too often, those who serve a larger cause get caught up
in that service and give it more credence than they give themselves, which is something to be taken advantage of. This
Charm causes an organistion to lose all record of a particular
fact, or introduces a new fact into their archives and common understanding. It must be activated in the presence of a
member of the organization, or in one of its offices, permanent
or temporary. The organization must have a Magnitude of no
more than the characters (Essence + Bureaucracy). The datum
added or removed must be about something external to the organization; so, for example, an Erisian cannot make himself the
new leader of the Immaculate Order.
The effect can be resisted as unnatural mental influence,
at a cost of one Loyalty point per scene, and it is removed entirely once the Leader has spent a cumulative total of four points.
Note that there is nothing preventing the organization
from subsequently correcting its observations and updating its
records. However, in the short term, this Charm can be remarkably useful for such tasks as escaping from the attentions of the
Wyld Hunt. Also, for information which is truly hard to discover, the organization may never be able to re-learn the truth.

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.

It is possible, though expensive, to re-invoke this Charm


at the start of each new scene, to prolong the characters turn at
the helm. However, if the character attempts to use this Charm
on a group more than once, in the immediately following scene
or at any later time, any individuals who directly interacted
with her on previous occasions may resist the effect at a reduced
cost of two Willpower points the first time, and one Willpower
thereafter.

Policy Perturbation Sense


Cost: 3m, 1wp; Mins: Bureaucracy 4, Essence 3; Type: Simple
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Faction Analysis Method
TODO
This Charm allows the Overseer to monitor the workings
of the systems in which he is entwined. Activating the Charm,
he selects a particular Policy, Project or official (effectively, anyone with at least Backing 1) of any organization of which he is a
member. For the duration, he becomes instantly aware if something occurs within the organization, or in its interactions with
the rest of the world, which significantly relates to the topic
which he has chosen to monitor. He will know whether the influence of the event is positive, negative, or as yet unclear, and
he will know where it happened (both physically, and in terms
of the organizations structure). However, he senses nothing
through this Charms effect until it impinges on the organization. Thus, planned bribery, proposed changes in the law, conspiracies to assassinate key members and so on will be undetected until they happen (unless this scheming goes on within the
organization, of course). Even a spy joining the ranks would not
attract his attention, until she did something which related to
a monitored topic, such as gaining unauthorized access to confidential documents.
This Charm can be concurrently activated to cover multiple topics within one group, or aspects of multiple organizations. At Essence 4, the character need only activate it once per
organization, being automatically aware of events which affect
any significant Project, aspect of Policy, or relatively senior official. He may further designate interest in up to (Essence) additional topics of the same sort, which might otherwise seem
insignificant. A second purchase at Essence 4 allows the character to activate the Charm to monitor all significant aspects
of the affairs of any organization with which he has interacted
in the last month. He need not be a member of the group, but
this Charm does not reveal the Policies, Projects or officials of
organization to him. Therefore he will only be made aware of
impacts on those topics that he already knows or later learns
about. Paying the Charms additional cost to extend his senses
and monitor events is a valid way to learn about new topics, of
course.
There is no limit on the size of organization which the
character may monitor in this way but, for large organizations,
there may be so many interactions affecting it that it will be
hard to pick out interesting events through general monitoring. Observing specific topics is likely to be more fruitful in
such cases.

Chapter Four Charms

111

IMPROVISED CONSTRUCTION
SCHEME

Blueprint Extraction
Methodology

Reflection-Reification
Technique

Object Reconfiguration
Technique

(ANY CRAFT
EXCELLENCY)

Echo-Solidification
Technique

By Whim Reforged

CORE PRINCIPLE
CONCENTRATION

Pet Rock Promotion

Rainbow Warp Removal


Technique

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
112

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.

Object Reconfiguration Technique


Cost: 5m, 1wp or 10m, 2wp; Mins: Craft 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Improvised Construction Scheme
TODO

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

result in a level 4 artifact, and allow the character to treat his


Abilities as 1 higher. With all relevant Abilities at 5, he would
therefore be able to build it. Similarly he could combine two 4dot artifacts into a 5-dot wonder.
No Stone-Carver has been able to combine two manses,
simply because they are almost never fully mobile. However, if
such a manse were found, or some powerful magic could colocate the space occupied by them for long enough to allow
the carfting to be carried out, this Charm might serve. Doing
so, however, would likely alter the nature of the underlying
demesne in unpredictable ways, leaving the character with limited control over the final form.

Blueprint Extraction Methodology


Cost: 4m; Mins: Craft 3, Essence 2; Type: Simple (Dramatic
Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Improvised Construction Scheme
TODO
This Charm represents a dramatic action to study an existing object, magical or mundane, to learn the secrets of its construction.
For magical items, a character requires ([artifact rating x
3] - Essence) hours to understand the complete design, with
a minumum of 1 hour. This extracted design then allows her
to halve the cumulative number of Craft successes required to
construct an identical item in future. Only artifacts with a rating less than or equal to the characters Essence are valid targets
for this Charm.
For manses and very large artifacts, the time for analysis is
([artifact or manse rating x 3] - Essence) days, rather than hours.
It will almost never be possible to construct an identical manse,
since dragon lines vary so much. However, the extracted information can be used to help design a manse with the same powers on a different site, if it has the same aspect. In this case the
the design time for the manse is reduced from one month to one
week, and the difficulty of the roll is reduced by the characters
Essence, to a minimum of 1. Again, only those with a rating no
greater than the characters Essence are valid targets.
Applied to mundane objects, this Charm takes ([Resources rating x 3] - Essence) hours or days depending on the
scale of the object. The knowledge gained reduces the difficulty of the Craft roll to produce an identical item by 1, to a minimum of 1, and reduces the construction time by up to half.
The time reduction is at the Storytellers discretion: large, longterm projects involving many laborers cannot be sped up so easily. There is no limit on the Resources rating of mundane objects which can be analysed, but the character must have the
relevant Craft rated at least 3.
Having gained this design knowledge, the character may at
any point spend a like number of days to record it for others to
use. This Charm does not provide the character with the skills,
materials or tools to construct duplicates, only a design.

Reflection-Reification Technique
Cost: 4m; Mins: Craft 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Blueprint Extraction Methodology
TODO

Chapter Four Charms

113

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,
114

providing no Essence (and causing no harm) for as many days


as the manses rating.
At the end of the scene, or after (Essence) hours if this is
sooner, a mundane object constructed using this Charm will
be consumed by the powerful Shaping forces at work, and vanish in a shimmering cloud. Magical objects will collapse into
their component parts, and the magical ingredients involved
will be tarnished or mixed with impurities. Re-using amounts
of the standard magical materials is possible, but requires effort equivalent to smelting them in the first place (The Books
of Sorcery, Vol. IIIOadenols Codex, p. 23). Unique magical ingredients may be destroyed, transmuted or salvagable in
some other way, at the Storytellers whim.

Core Principle Concentration


Cost: 3m, 1wp; Mins: Craft 3, Essence 2; Type: Simple (Speed
6 in long ticks)
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: None
TODO
This Charm draws upon and enhances the true purpose
of an object. When applied to any non-magical, non-sentient object (including most plants and basic automata), this
Charm temporarily increases the difficulty of any rolled attempts to damage or (by feats of Strength) break an object by
the characters (Essence). It similarly increases the difficulty of
any rolled actions to re-work it (naturally or by magical means,
including Shaping) to fulfil any other purpose.
If an object is used in some way which does not suit its own
nature, the difficulty of any such actions increases by (Essence),
and any failed action becomes a botch. At the same time, it becomes easier to damage or break, decreasing the difficulty of
such attempts by (Essence). Examples of such abuses include
chopping down a living tree (which would become harder to
fell), or using a sword to wedge a door (the sword becoming
more fragile).

Rainbow Warp Removal Technique


Cost: 6m, 1wp; Mins: Craft 3, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Core Principle Concentration
Just as the Grey-faced ones do not hold unwanted forms
for long, they do not tolerate things being re-Shaped in a way
which does not suit them. With this Charm the character may
undo any one Shaping effect which has altered some object.
If the object is owned or attuned by some other individual,
they must agree to the un-Shaping. The character cannot affect
an object larger than a small castle with this Charm, although
he may apply it to only part of a larger structure. A ghostly
rainbow-tinged outline of the original object will persist, hanging in space for one scene, containing the effect which was removed. If any other object touches it before the scene expires,
which was not touching it before this Charm was activated, the
original effect is immediately applied to that object, unless it is
somehow protected.

Edifying Embodiment of Efficacy


Cost: 6m, 1wp; Mins: Craft 3, Essence 3; Type: Simple
Keywords: Combo-OK, Training
Duration: Instant

Prerequisite Charms: Core Principle Concentration


TODO
This Charm is used at the inception of a crafting project in
which the Carver builds an object which allows her, or anyone
else who comes to own it, to improve in relation to a particular
Ability. The object created may be magical or mundane, and
must typify the skill to be learned. Creativity may be required
to find a suitable object which the character can make, given
the Crafts she knows.
The owner of such an object may gain a single dot of the
Ability it embodies, or two dots of a particular Specialty, as a
Training effect. This occurs instantly, but may put the owner
into experience debt. Abilities cannot be raised past the normal
maximums for the trainee, but are not limited by the skill levels
of the Carver. A being cannot gain more than one dot in a given
Trait from any number of objects created by this Charm.
The object may be a symbolic representation of the relevant discipline, rather than an item to be used in practice. The
trainee must establish ownership (Exalted, p. 238) of the object
and treat it with care, at least until the normal training time has
passed and any experience debt is paid off. If this effort is not
put in, or the object is lost, discarded or damaged before then,
the dot of Ability is lost, though any experience spent on it is
regained. Once the training time and debt is gone, however, the
object may be passed on for someone else to gain its benefits.
Damaged objects may be repaired but will have lost their educational magic.
At Craft 4 and Essence 4, the Carver can make objects
which train Attributes (but not Attribute Specialties), Virtues
or Willpower. Alternatively she may create items which are not
training aids but powerful talismans: once per day the owner
may pay a point of Willpower to add one die to all rolls for a
specific Ability, until the end of the scene. This does not count
as a die added by Charms, but the owner may benefit from only one such talisman. As before, the item may passed to other
owners, may be magical or mundane, and will permanently lose
this power if damaged.
A second purchase of this Charm at Craft 5 and Essence 5
means that her creations can train even Essence, to a maximum
of the characters (Essence - 2), though they cannot enlighten
those who do not already have access to their Essence. Additionally she may forge a Grace for a particular being, given a dot
of gossamer. The Carver need have no specific skill in crafting
gossamer, but the Grace must be forged as a magical artifact of
some sort. If it passes to someone else, the normal consequences
follow for its bearer.

Erisian Elemental Distillation


Cost: 3m+, 1wp; Mins: Craft 3, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Edifying Embodiment of Efficacy
According to legend, Eris was excluded from a party of the
gods, and took her revenge by seeding discord among the attendees; you can bet she swiped some Celestial Wine while she
was there.
Inspired by this spirit of mischief, this Charm supplements
a dramatic action in which the character distills the Erisian element to which she is attuned, into a healing draught. The
character must find a location, item or other powerful manifes-

tation of the element, as per Erisian Elemental Rejuvenation


(see Erisian Elemental Rejuvenation), and bring suitable tools
or equipment to work it (or take it to such tools). The distillation requires physical crafting work, even though some elements may have non-physical manifestations. The character
must spend (Essence) motes in addition to making a suitable
Craft roll. Success produces a single draft of liquid, whose appearance depends on its source.
Drinking the liquid is sufficient to heal (Essence) levels of
bashing or lethal damage, or to regain one point of Willpower.
This power is only made physical by the characters own will
and Essence, so there cannot be more than (Essence) draughts
she has created in existence at once. Attempts to make more
will automatically fail, until some of those draughts are used
up.

Pet Rock Promotion


Cost: 10m, 1wp; Mins: Craft 3, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch, Training
Duration: Instant
Prerequisite Charms: Any Craft Excellency, Core Principle
Concentration
TODO
By varnishing, embroidering or otherwise lavishing care
and decoration on an inanimate object, a Bishop is able to gently awaken its least god, and begin to adpot it as her familiar.
The object may be a pre-existing item, or one crafted specially
for the purpose. This awakening takes several hours, or even
days, of careful craft-work, after which the characters Familiar
Background increases by one dot. It may be necessary to apply
the Charm several times to reach the necessary rating, depending on the size, complexity and usefulness of the object.
The awoken object can communicate with its owner,
through subtle shifts in appearance, heft and so on, though its
awareness of the world will be strongly colored by its nature.
Few objects have the ability to move by themselves, but they
have a limited sense of their surroundings, and may have some
expert understanding in relation to their purview. Also, since
objects do not sleep, they may have some use as watch-keepers.
Its levels of mobility, intelligence and so on are dependent on
the number of dots of the Familiar Background which the Storyteller allows the player to buy.
The character can maintain at most one familiar through
use of this Charm, though she may have more by other means.
Applying the Charm to another object will break the bond and
leave the spirit to lapse into quiescence. Failing to take care of
the object regularly will have the same effect, though taking
ownership once more will re-awaken it, without the need to reapply this Charm.
Objects formed in other realms of reality than Creation
have similar Essence structures which can be awoken, even if
they do not fit into the Terrestrial hierarchy. This Charm cannot be applied to objects which belong to another, though it can
be applied to things which the character has taken ownership
of including, for example, forged raksha Graces. Living things,
or things which already have human-level awareness, such as
advanced automata or sapient Infernal relics, are not valid targets for this Charm.

Chapter Four Charms

115

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.

Subtle Daydream Concoction


Cost: 6m; Mins: Integrity 3, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Counterattack, Illusion, Social
Duration: Instant
Prerequisite Charms: Unbalanced Mind Defence
Some have said that the Erisian Exalted live in a world
of their own; the truth is that this can be an advantage. This
Charm allows the user to seek the refuge of daydreams to sidestep attempts to pull her away from that which is important to
her. It can be invoked in response to any attack which would
lower Virtues or Willpower, or against mental influence which
116

Umbrella of the Heart

would destroy or weaken Intimacies, or cause her to act against


her Intimacies or Motivation.
In the case of natural mental influence, this Charm automatically defeats it. For unnatural mental influence the contest is between the characters (Essence + Integrity) and the
(Essence + Ability) of the Charm used, or the casters (Essence
+ Occult) for spells. In either case, if she fails the roll she may
still spend Willpower to resist the effect, if applicable. If she
botches the roll, she is automatically affected and for the rest
of the scene cannot spend Willpower to resist that one effect.
Similarly, if some effect threatens to directly lower any of
the characters Virtues or her Willpower, temporarily or permanently, she may make the same contested roll to avoid the
effect. Furthermore, if one of the Fair Folk attempts to feed on
the character she may use this Charm to fool her attacker, even
if she is willing or influenced to accept the rakshas feeding.
The normal Virtue roll to feed is contested against the victims
own (Essence + Integrity). The latter successes are subtracted
from those for the Virtue roll, reducing the damage the feeder does. If the Virtue successes are outnumbered by those from
the (Essence + Integrity) roll, then the Fair One believes themselves to have bled off that many dots of Willpower or Virtue
and will account their Essence accordingly, meaning that they
may be surprised to find it run out sooner than they expected.

In any case, if the character succeeds against the attack, she


will gain a clear sense of what influence the attacker intended,
should she wish to play out her supposedly altered state.

losing the benefit of this Charm. However, she cannot apply


this Charms effect more than once for each activation of an
effect against her.

Dream Deflection Technique

Running on Emptiness

Cost: 5m; Mins: Integrity 4, Essence 3; Type: Reflexive (Step 9)


Keywords: Combo-OK, Counterattack, Illusion, Social
Duration: Instant
Prerequisite Charms: Subtle Daydream Concoction
To attempt to twist the minds of those who make up the
Unbending Arm is foolish indeed. This Charm allows the character to perfectly defend against any form of natural or unnatural mental influence which would otherwise bypass his defenses. He will gain a vague impression of the intended influence, but not the details. Furthermore, as a counterattack, the
originator of the effect will herself be subjected to an Illusion
causing her to believe that her attack was successful. The Illusion lasts as long as the original effect would have, and may be
resisted on the same terms as the original effect.

Cost: ; Mins: Integrity 2, Essence 2; Type: Permanent


Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
TODO
Each purchase of this Charm permanently enhances the
character by giving her increasing her maximum temporary
Willpower by 1 point. This additional pool of Willpower is initially empty and will not be refilled by Conviction rolls each
morning. Instead it is filled by any other effect such as stunts
and Charms, and this extra pool will be filled before her normal
Willpower pool. This Charm may be purchased up to (Essence)
times.
At Essence 3+, this Charm has a further use in times of
dire need. The desperate Discordian may reflexively disable
one purchase of this Charm to immediately refill her Willpower pool completely, including any points available from remaining purchases of this Charm. The size of the pool is calculated
without the point added by the disabled purchase, so will be
one dot smaller. The Charm becomes available again after 23
days. Disabling the last purchase of this Charm in this way prevents the character from using any Charms which have it as a
prerequisite, directly or indirectly, until it re-activates (or she
purchases it again).

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.

Idiosyncratic Interpretation of (Virtue)


Cost: ; Mins: Integrity 1, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
TODO

Chapter Four Charms

117

This Charm allows the priests of Eris to extend their


unique viewpoints to the very Virtues which make up the fabric of mortal souls. The character can purchase the Charm no
more than (Integrity) times and no more than once per Virtue.
Each gives the character 3 dots of Virtue Specialty, with the
breadth and suitability of such Specialties subject to Storyteller
approval. For example, a Stone-Carver might take a Compassion Specialty in acting for the greater good, or winning new
friends, or a Valor Specialty of in battle against greater numbers, or reckless bravery.
These dots provide both extra Virtue channels, and extra dice when channelling a Virtue, where the Specialty is applicable. They may stretch the meaning of the Virtue quite far:
at Essence 4+, if a character wishes to suppress a Virtue, and
has dots of Specialty in that Virtue which actually support suppressing the basic Virtue, she may roll those specialty dice separately and subtract them from the successes from the base roll,
giving a minimum result of zero successes. For example, consider a character with four dots in Compassion, and two dots
of Compassion Specialty in acting for the greater good. Faced
with the need to sacrifice a small number of innocents to save a
larger population, she would roll four dice for her basic Virtue,
then separately roll two dice for her Specialty, and subtract the
successes of the latter roll from those of the former.

Instant Commitment Contrivance


Cost: 2m, 2wp; Mins: Integrity 3, Essence 3; Type: Simple
Keywords: Combo-Basic, Social, Stackable
Duration: Indefinite
Prerequisite Charms: Any Integrity Excellency
TODO
This Charm allows an agent of the Authority to instantly
forge an additional Intimacy on a certain theme, which is treated as an additional Motivation, with all the benefits and drawbacks thereof. There is nothing to prevent the character from
holding conflicting Intimacies and Motivations within herself,
both natural and created by this Charm. The character may
maintain a number of such additional Intimacies equal to her
Conviction.
Furthermore, she is able to spend Willpower to channel
her base, unmodified Integrity, as if it were an equivalently-rated Virtue, in support of these Intimacies. The available chan-

118

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.

Umbrella of the Heart


Cost: 4m, 1wp; Mins: Integrity 4, Essence 3; Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Instant Commitment Contrivance
TODO
This Charm enhances the Discordians power of self-determination, allowing her to share it with others. It is activated
in connection with an organization or social group about which
the character holds an Intimacy. When a social attack is made
against the group, the character can respond as if the attack had
been made against her. She will become instantly aware of any
such attack to which she could so respond, no matter where she
is, and need not be present to respond. Activating Charms in
response to the attack adds a surcharge of 2 motes. If several
Charms are used in a Combo, the surcharge is still paid only
once.

DIVISIONAL REMODULATION

ANIMA-SWATHING
ARTIFICE

Essence Reflux Prana

HOLOGRAPHIC MEMORY
MODUS

Dream Lotus Unfolding

SELF-AS-NOTEBOOK
TECHNIQUE

Wisp Interpolation
Insights

(ANY LORE EXCELLENCY)

Rewriting the Spine

Contagious Indoctrination
Practice

Each Name A Net

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

characters experience. If it is something the character might


already know, this Charm reduces the difficulty by at least 1,
and possibly by more at Storyteller discretion, to a minimum
of zero.
The character does not need to speak or read any languages in which the information is recorded, nor actually find
a partcular book or person to consult. This means that, for example, one of the Authority can enhance her chances of success
in operating an ancient artifact simply by standing briefly in
the middle of a relevant First Age library, perhaps reducing the
difficulty by three or four, depending on the relevance of the
content. Using the same library to learn about the Shogunate
would reduce difficulty by one or two points at most, since the
Dragon-Blooded sealed off access to such facilities. It would be
unlikely to be of any help in learning about current affairs in
the Age of Sorrows. Bear in mind that, even in halls of gathered
lore, things which are generally known may not be correct.

Wisp Interpolation Insights


Cost: 4m; Mins: Lore 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Holographic Memory Modus
TODO
This Charm allows the character to make a Lore roll on
topics which are known, but not widely, in a given area. The

Chapter Four Charms

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.

Each Name A Net


Cost: 5m, 1wp; Mins: Lore 5, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Lore Excellency, Wisp Interpolation Insights
The Priests of Discord change names almost as often as
they change hats, and most often the true name of something
really doesnt matter at all. But there are times when it can be a
distinct advantage to know with whom one is dealing.
This Charm reveals the true name of the target, regardless
of any disguises, Shaping, Fate effects or other concealments. In
the case of a roll-off, the character gains (Essence) extra successes. It does not guarantee that the character can pronounce or
write down that name, if they do not speak the langauge. However, they will know the name if they encounter it again. If the
being has no true name, for example, in the case of a Deathlord,
the character will learn that.
If the target has ancestors who are anything other than
extras, this Charm will additionally reveal those on the single
most powerful lineage, going back (characters Essence) generations.

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.
120

Rewriting the Spine


Cost: 10m, 1wp; Mins: Lore 3, Essence 3; Type: Reflexive (Step
1)
Keywords: Combo-OK, Touch, Training
Duration: One week
Prerequisite Charms: Self-as-Notebook Technique
TODO
This Charm can be activated when the character targets
one or more beingsexcluding herselfwith a Numerology
action which raises at least one Ability for at least one week. It
adds one Numerology Point to the total available for the effect,
and allows the targets to treat that week as Training for raising
any or all of the affected Abilities, possibly incurring experience debt. If the character ends the Charms mote commitment
early, the Numerological effect continues but the training does
not stick. The Balance of the Numerology must be or include a
corrseponding reduction in characters Ability ratings over the
same week. This training cannot raise traits beyond 4, and cannot raise a trait if the Balance would take the characters Ability rating below zero. A second purchase at Lore 4+ and Essence
4+ allows training of Attributes or Virtues, requiring a corresponding Balance which cannot take the characters rating below 1. The character cannot target himself with this Charm.

Dream Lotus Unfolding


Cost: 5m, 1wp; Mins: Lore 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Stackable, Touch
Duration: One scene
Prerequisite Charms: Any Lore Excellency, Self-as-Notebook
Technique
TODO
A roll of the characters (Lore + Essence) is compared
against a difficulty of the targets Essence. For willing targets,
add dice equal to the targets own Essence. If the character targets himself, the difficulty is reduced to one.
Each success provides one point of mutation which the
character may inflict on the target. However, the mutation
takes its outward appearance from the targets own sense of
self, so he or she may choose cosmetic details. Specifically, this
automatically removes the benefit of the Solars' Destiny-Manifesting Method, though it will not overcome direct defenses
like Integrity-Protecting Prana, except when used on a willing
target. The mutations unfold smoothly through the targets being in a matter of moments, in a disturbing yet painless and
aesthetically pleasing ripple, taking effect at the start of the
targets next action.
At Essence 4, the duration increases to (Essence) days per
success on the roll, and the Charm gains the Training Keyword,
meaning that, at the end of the Charms duration, the target
can spend experience to make some or all of the changes permanent, and may go into experience point debt to do so. If
the Shaping effect is undone or the Charm otherwise ends before experience is spent, this Training opportunity is lost. At
Essence 5 the duration increases to (Essence) weeks per success,
and any Mutations taken on as Training have the potential to
breed true.

Contagious Indoctrination Practice


Cost: 5m, 1wp; Mins: Lore 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Sickness, Stackable, Training
Duration: Special
Prerequisite Charms: Any Lore Excellency

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-

mine its contribution to the level of Divisional mark and anima


visibility. Obvious Charms remain so. This does not increase
the effective size of her mote pool.
If the Chaos Child currently has motes and Willpower
committed to make her appear as a mortal with no mote pool,
using the ability innate to all Discordians, then this Charm itself does not contribute to anima visibility at all, and its duration increases to Indefinite. In that case, when this Charm
ends, the characters Divisional mark and anima immediately show at a level matching her currently level of expenditure
from her Peripheral pool. This may result in a totemic-level
flare, even though she is not at that moment spending Essence.

Essence Reflux Prana


Cost: 2m plus 1m per 2 motes, 1wp; Mins: Lore 3, Essence 2;
Type: Simple
Keywords: Combo-OK, Obvious, Touch, Reactor
Duration: One scene
Prerequisite Charms: Anima-Swathing Artifice, Self-asNotebook Technique
TODO
This Charm transfers up to (Lore + Essence) motes between the character and the target, in either direction. If the
target has multiple Essence pools, such as the Personal and Peripheral pools of the Exalted, it chooses how many motes are
drawn from or added to each pool. Beings without an Essence
pool are not valid targets for this Charm.
If the target is unwilling, the character must make a successful attack roll to touch it, and the two make a contested
(Essence + Lore) 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 mote
pool below zero, nor increase it beyond its maximum.

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.

Chapter Four Charms

121

STONE SKIN
SUBSTITUTION

Impact-Shifting Stance

Infinite Impact
Absorption

CHIMERA-SKIN PRANA

Chimera-Skin Mastery

Erisian
Elemental Rejuvenation

Chimera Sheds Its Skin

(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

Stone Skin Substitution


Cost: 3m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step
7)
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: None
TODO

122

Ailment-Redirecting
Regimen

This Charm allows the Discordian to take on the Hardness


and soak of another object or being with which he is in contact.
In the case of an object, it must be one the character is firmly
in conctact with: a floor he is standing on, a door he is backed
up against or the like. Similarly in the case of another being,
the two must be engaged in a grapple or the character must be
firmly pressed against the other, perhaps voluntarily standing
back-to-back, perhaps lying on an Inactive assistant. In either
case, the touched target must be of reasonable size to absorb the
blow: it is not enough for the character to carry a small piece of
stone in his pocket.
Solid objects generally have a Hardness equal to their soak,
as described in Exalted, pp. 153-154. If touching another being, the relevant Hardness and soak is taken from that beings
armor, if it is wearing any, otherwise from its natural values (including any magical enhancements). In either case, the
characters Hardness is set to the borrowed value, if it is not already greater, while the soak he takes on is added to his natural
soak.
This Charm is made Obvious by the fact that the character
briefly comes to resemble the source of his improved toughness.
For objects, his skin takes on the appearance of the material. If
borrowing natural toughness from a creature, his appearance
momentarily changes to be a mix of his own and the others.

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.

Infinite Impact Absorption


Cost: 11m; Mins: Resistance 5, Essence 3; Type: Reflexive (Step
7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Impact-Shifting Stance
TODO
This Charm perfectly absorbs the effects of any physical
attack, reducing the raw damage to zero after all other effects.
The defense is achieved by a concentration of Erisian Essence
at the relevant points of contact, and is accompanied by a vivid
and focused manifestation of such. An attacker in melee range
will be subjected to an instantaneous environmental damage
effect inflicting (Essence) dice of bashing Damage and with a
Trauma rating of (Essence). At Essence 5+ the damage becomes
lethal.
This Charm is subject to one of the Discordian Flaws of
Invulnerability.

Omnipresent Ointment Understanding


Cost: 2m per level; Mins: Resistance 2, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: None
TODO
For each two motes she spends, this Charm heals one level of bashing damage from the character, up to a maximum of
(Essence) levels. At Essence 3, the character can instead choose

to convert one level of lethal to bashing for every two motes


spent. The character cannot heal lethal damage completely
without activating this Charm twice, in a flurry or on separate
actions.
The healing is achieved by co-opting materials from her
surroundings to fill the gaps, and any non-magical materials
not owned by anyone may be pressed into service. The amount
extracted will never be enough to cause damage to other objects. If the character has regained more than (Essence) health
levels through this Charm, the repairs themselves start to become Obvious and her appearance may become somewhat odd,
even bizarre. When activated in realms beyond Creation, the
possible results expand even further.
The replacement materials will be expelled from her system as normal wound healing time elapses, and medical attention or magics may reduce this time as normal.

Erisian Elemental Rejuvenation


Cost: 5m, 1wp; Mins: Resistance 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Resistance Excellency, Omnipresent Ointment Understanding
TODO
This Charm is similar to the Elemental Charm known as
Elemental Rejuvenation. To use it, the character must be in
contact with a powerful manifestation of the Erisian element
associated with his Division or Parametadivision. While it is
active, the Chosen of Eris either heals one health level of damage every five ticks, or regains one point of Willpower every
23 minutes (i.e., 7 points every 6 hours), the choice being made
when the Charm is activated. In the case of healing damage,
bashing is healed first, then lethal, then aggravated. However, this requires the characters full attention, so he is Inactive,
though still aware of his surroundings. He may choose to end
the Charm reflexively at any time, whereupon he can act on
the following action.
The question of whether something consists of one of
the Elements described in Discordian Doctrine is really one of
viewpoint and belief, so the Storyteller may require a descriptive stunt to justify use of this Charm. If so, an insufficient
stunt might result in the duration between benefits being doubled or tripled, or the Charm failing to activate at all. If the
stunt is judged sufficient, the normal stunt benefits, of regaining Essence or Willpower, are not available.

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.

Chapter Four Charms

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

fect when it is successfully applied to him. For Wyld mutations,


they may alter the severity level by one in either direction (including choosing to completely ignore the least severe mutations). For other Shaping effects which numerically alter some
trait, they may adjust the value by one, again in either direction.
For Shaping effects which do not fall into these categories, the
player may agree some appropriate adjustment with the Storyteller.

Chimera Sheds Its Skin


Cost: 5m, 1wp; Mins: Resistance 3, Essence 3; Type: Simple
Keywords: Shaping, Obvious
Duration: Instant
Prerequisite Charms: Any Resistance Excellency, ChimeraSkin Prana
The Bishops of Greyface do not gladly suffer Chaos when
it gets in their way. With this Charm the character may undo any one Shaping effect which has altered her at any point
in time. If the Shaping affected more individuals than just the
character, she will be the only one to escape it. A ghostly rainbow outline of the character will persist, hanging in space for
one scene, embodying that sloughed-off magic. If any other being touches it before the scene expires, the original effect is immediately applied to them, though they may use any powers of
their own to resist it.
If the character is attuned to a Fair Folk adjuration, each
use of this Charm disables one of the mutations it confers.
Once all mutations have been disabled, she is no longer attuned
to the artifact, regardless of whether or not she has fulfilled or
broken the oath.

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.

VORTEX REGULATION PRACTICE

Veil-Raising Meditation

SWAYING BOUGH STRIKE

Errant Spiral Defense

Whirling Dervish Form

Foe-Unburdening Blessing

Flailing Pirouette Technique

Beckoning the Lover

Wind-Whipping Method

Dance of Seven Veils

Whirling Dervish Style


The term whirling dervish is used casually in the South
to refer to any holy man or woman who makes rapid and reptitive rotation or other movement part of their routine of prayer
and meditation. Mostly these are simply ways of distracting
the mind from quotidian matters. Some evolve into structured
and stylized systems of movement which are treated as prayer
in themselves. A fewmost often wandering mendicants who
need to be able to protect themselveshave taken this practice
further, evolving it into a martial art, and from their mortal attempts this Celestial style has evolved.
A few Dragon-Blooded have been known to practise it
and, rumor has it, at least one of the newly-returned Solar Exalted, but nobody can reliably trace its lineage back to its first
master. It has been seen occasionally across the South, but is
most popular near An-Teng, where a more relaxed attitude to
worship of Terrestrial gods helps its practitioners avoid trouble with Immaculate monks. Strictly speaking, there is nothing heretical in this style, but it has lead more than one Dragon-Blooded devotee to form a particularly close relationship
in terms of work, prayer, and possibly morewith a single god,
in defiance of the Realms official calendar of worship, and attitude to Terrestrial gods in general.
The form weapons of this style are whips, fighting chains,
ropes, sashes, and artifact equivalents such as the Dire Chain

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.

Vortex Regulation Practice


Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Few take up the challenge of using this styles form
weapons because, as they soon discover (Scroll of the Monk,
p. 156), chain and rope weapons need at least five feet of free
space around them to be swung effectively. Through long practise of the apparently-random movements of this style, however, a Dervish can avoid this restriction. This Charm allows the
character to use the styles form weapons without needing any
extra free space around him as compared to shorter martial arts
weapons.

Errant Spiral Defense


Cost: 3m; Mins: Martial Arts 2, Essence 2; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: Instant

Chapter Four Charms

125

Prerequisite Charms: Vortex Regulation Practice


The mystic whirls and spins to distance himself from the
distractions of the physical world, to lead him towards a higher
awareness. His motion also has a practical side-effect, confusing his opponents and making him harder to hit. This Charm
adds his Martial Arts rating to his Dodge DV. If he successfully dodges an attack, this Charm costs a cumulative 1m less to
activate on his next action, to a minimum of 1 on the 3rd and
subsequent successful consecutive dodge. If he is not attacked
on his next action, or does not activate it, or fails to dodge the
attack, then this discount is lost and the Charms cost returns
to the full 3m the next time it is activated. This Charm cannot
be activated if the character is restrained from moving.

Swaying Bough Strike


Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: None
The wild whirling of the Dervish is both a shield to himself, and a threat to his enemies, or anyone who gets too close.
This Charm supplements an attack made while the character spins. Any successful hit causes the target to check for
Knockdown, and the target in fact suffers Knockback if she
fails the check. Although an attempt to knock down an opponent by sweeping with a chain or similar weapon normally suffers a -2 penalty (Exalted, p.153), an attack supplemented with
this Charm does not. This Charm cannot be activated if the
character is restrained from moving.

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

Whirling Dervish Form


Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Combo-Basic, Form-type
Duration: One scene
Prerequisite Charms: Veil-Raising Meditation
Mastering the Form of this Style, the Dervishs spiritual and physical motive frequencies begin to resonate, granting
him a supernatural grace, even when he appears at rest, and an
unwavering connection to the spirit world.
In the physical realm, this Form allows the character to
Dash and to Rise from Prone with Speed 3 and a DV penalty
of -0. As an exception to the normal Combo rules, he can activate Vortex Regulation Practice together with this Form-type
Charm.
He is able to see and hearbut not physically target
those immaterial beings described in Veil-Raising Meditation.
The cost of activating that Charm drops to 3m and, again as an
exception to the normal Combo rules, it may be activated in
combination with this Charm.
Lastly, his semi-meditative spinning becomes a form of
subliminal prayer, enhancing his connection with any allies
who are valid recipients for suchtypically spirits, demons,
and beings with the Cult Background. He or any such ally can
take a Coordinate Attack action, which must involve him, with
a reduced Speed of 3. Organizing the attack is done with a roll
of ([Dexterity or Charisma] + [Martial Arts or War]).

Flailing Pirouette Technique


Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Whirling Dervish Form
As his constant gyrations carry him further into the spiritual realm, the Dervishs physical movements surpasses mortal
means and eye, carrying him careening between foes on an unpredictable and unstoppable path.
This Charm provides a magical flurry of Martial Arts actions. The character rolls (Martial Arts + Essence)without
use of Excellences or similar Charmsand gains one action per
success, plus one action. The attacks ignore weapon Rate and
can be against a single target, or against separate targets. The
character may Move reflexively before each attack and after the
last. The DV penalty for the flurry is equal to the highest penalty for any one of the attacks.

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

to disarm the character, with an external penalty of -1 rather


than the usual -2. As usual, disarming is not possible if the
characters weapons are natural or strapped to his body. If the
character chooses to close the distance voluntarily, or is forced
to do so by circumstances, this benefit is lost.
The second side-effect is due to the leverage provided
by the extra length of the weapon, and the momentum from
the characters spinning. If a grappled opponent is immediately and successfully thrown, the distance is multiplied by the
characters Essence and, even though this inflicts no damage,
the target must check for Stunning at a difficulty equal to the
characters ([Essence + Martial Arts] 2). If used in a Combo
with a Charm carrying the Knockdown keyword, the distance
is further multiplied by the characters Martial Arts rating. The
stunning inflicted by this throw is a Crippling effect.
This Charm cannot be used if the character is not wielding
a form weapon.

Beckoning the Lover


Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Whirling Dervish Form
Becoming more familiar with the spirit world, the Dervish
learns that it has its own strife just as the physical does. Some
might despair at this but, by accepting it, he is able to drawn
upon the experience and aid of its inhabitants.
This Charm targets an ally of the character who is Joined
in Battle with himmost likely a spirit to whom he offers worship. As long as it remains active, that character can activate
any Charms which allow him or her to materialize or dematerialize, without paying any Essence towards them, as a miscellaneous action with Speed 6.

Dance of Seven Veils


Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive
(Step 1 or Step 5)
Keywords: Combo-OK, Obvious
Duration: (Essence) actions
Prerequisite Charms: Flailing Pirouette Technique, Beckoning the Lover, Wind-Whipping Method
At the pinnacle of this Style, the Dervish finally achieves
union with the world his motion worships, bridging the gap
between the physical and spiritual realms. Upon activating this
Charm, for a number of actions equal to his Essence rating, he is
able to become either material or immaterial whenever he takes
a Move or Dash action. On the tick on which he would take
his next action after this Charm, he returns to the state he had
before it was activated.

Chapter Four Charms

127

Chapter Five: Numerology


and Other Magics
Numerology
The Disciples of Indiscipline do not have access to the
Loom of Fate and the pattern spiders, as the Sidereals do, but
their mysterious benefactor has provided them with an alternative way to mess around with the details of existence. Erisian
Numerology is based on an intuitive understanding of and direct interference with the structure of reality, mediated by the
pineal gland. As such, it is more limited in scope and duration
than Astrology but perhaps more flexible, and able to operate
outside Fate. It functions equally well in Creation, Yu-Shan,
Malfeas, the Underworld and Autochthonia. It even works in
the Wyld, although the Shaping abilities of the raksha make
them more likely to be able to counter its effects.
Numerology is also carefully balanced to avoid attracting
the wrath of the pattern spiders, when operating within Fate,
and the Design Weavers of Autochthonia. Thats not to say
that they wont notice at all, but there is no build-up of Paradox for Discordians. Similarly, working Numerology does not
count as a fate-altering act in terms of making it easier for
Sidereals to find the character in the Loom of Fateit may alter
Fate, but stitches up the results sufficiently well to avoid notice.
The effects are achieved by sheer force of Eristic will, avoiding
the need to manipulate Essence flows directly. This means that,
while many Charms can be duplicated to some extent, the cost
is in some ways higher, and the effects double-edged.

An Erisian has (Essence + Pineal Gland) points to spend


on any Numerological effect. Thus buying dots in the Pineal
Gland Background is the easiest way to increase ones power
in this arena. Points are spent as described in the following sections.

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 scene or hour

One day

One week

One month

One season

No more than 5 points can be spent on increasing the duration.

Range
By default the Numerologist must touch her target to affect it, but the range can be extended by spending more points.

Warning: Alpha Status

This section is almost certainly full of game-ruining


imbalances, and even unfairness between Divisions, so
itll need some thought and play-testing.

Working the Numbers


To apply a Numerological effect, an Erisian Exalt must
take the following steps.
Determine his Numerology point total for the effect.
Choose a duration, range and scope, and a specific target
fitting that scope.
Choose one or more values to be affected.
Select a mechanism of balance for the effect.
Take a miscellaneous action (Speed 5, DV -2) and spend
one point of temporary Willpower (or possibly more against
higher-Essence targets).
A character can sustain at most (Essence) concurrent Numerology effects. An effect is not considered to have ended until its balance has been paid off (see Balance).

Numerology
Points

Range

Touch

5 yards

50 yards

500 yards

5 miles

50 miles

As with duration, no more than 5 points can be spent on


increasing the range.

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.

1st Division: Anchor


In addition to their Divisional Abilities, the Anchorites
favor modifying Stamina, Appearance, Perception and Conviction. They also favor modify the effects of poisons and sources
of environmental trauma, divided into the following aspects:
damage value
damage type (B/L/A)
damage interval (action, minute, day, hour)
toxicity value
toxicity tag (M/-/L)
Note that substances which are not already harmful cannot be made so, since there could be no Balance to such
a change. A poison may be rendered temporarily harmless
through Numerology, but its effects will be applied when the

Numerology ends, unless it has been expelled from the victims


system.
A targets penalties with regard to low visibility situations
fall under this Divisions purview. The aspects which can be
changed are:
relevant distances: a distance of 0 can be raised to 10
yards, or a distance of 10 yards or less reduced to 0; other distances can be multiplied or divided by 10
the external penalty itself (by default -1 for poor visibility, -2 for none)
The above effects can either apply to the prevailing conditions within a volume of space (taking that object as the
effects target), to a volume of some substance (such as or to all
individuals within the scope (who may then move elsewhere
but still be affected). These changes affect the abilities of those
affected (or those who wander into the affected area), rather
than the amount of light in an area, which may be a rather
strange experience.
Lastly, they may modify the effective permanent Essence
of a target. This does not change mote pools or availability of
Charms, Sorcery and so on, since those are static calculations.
However, it may change the effects of Charms later used by or
applied to the target. For example, a Solar archer who had her
effective Essence rating reduced from 3 to 2 would no longer
be able to activate the effect of There Is No Wind which allows her to increase her weapon Range to her maximum visibility; similarly, she would only be able to buy up to 3 extra
attacks with Trance of Unhesitating Speed. She would still be
able to use Accuracy Without Distance (Essence minimum 3)
if she had learned it, though. In particular, this change does affect the potential extra cost for other characters subsequently
applying Numerology to a target with greater Essence.

2nd Division: Arrow


The manipulations which come most easily to the Matchmakers are their Divisional Abilities, Charisma, Manipulation,
Stamina, Compassion, and the following.
They may increase or decrease the Control rating for animals, vehicles, automata etc.
They may adjust the number of Intimacies an individual
has, causing him or her to temporarily forget one, one or gain
one of the characters choice, as long as it does not strongly conflict with an existing Intimacy.
They may modify either the effective permanent
Willpower rating of the target, or the number of points of temporary Willpower. If the permanent total is changed, the current temporary value does not immediately change in line. For
social units, this affects Loyalty.

3rd Division: Apple


The basic traits favored by this Division, beyond their own
Abilities, are Charisma, Strength, Wits, and Valor. The warriors of the Apple Corps are, unsurprisingly, most skilled in influencing what happens in the thick of battle. They favor modifying the following values for all kinds of creature (excluding
automata, unless they somehow possess life, e.g., God-Striders).
Join Battle/Debate and DV/MDV for unexpected attacks (both modified together)
Dodge or Parry DV
Dodge or Parry MDV

Chapter Five Numerology and Other Magics

129

er)

Knockdown Threshold and Pool (both modified togeth-

Stunning Threshold and Pool (both modified together)


Natural soak value, across all types of damage this implies that increasing this value will allow even mortals to soak
at least one level of lethal and of aggravated damage, while also increasing their bashing soak. Soak for each type cannot be
reduced below 0.
Number of -4 Health levels if reduced to no -4 Health
levels, further reductions take away Incapacitated levels, then
Dying levels.
These Erisians are also adept at modifying those weapons
which are used by a single individual (as opposed to large-scale
weapons which require a team of operators). Each of the statistics of a weapon or item of armor may be adjusted individually,
with Range being doubled or halved, the rest (including ability minimums and attunement costs) being adjusted by a single
point. One weapon tag may also be added or removed, if it remotely makes sense to do so; e.g., adding the S tag to the targets
daiklave, so that it requires a miscellaneous action to reload
after each attack; or removing the F tag from a flame piece, so
that it can only be used as a short club. Storyteller discretion is
required here.
They can also, if in a more peaceful mood, modify the Magnitude of a social unit (except bureaucracies, which are favored
by the 5th Division). Any gains or losses in numbers must be
made up of beings with an Essence rating (or, in the unlikely
case of sociable automata, Artifact rating) no more than half
the characters own Essence, rounded down. Where do these
people come from (or go to)? Best not to ask

4th Division: Archway


Alongside their Divisional Abilities, They Who Stand in
The Doorway favor Dexterity, Wits and Manipulation.
For Charms or Sorcery effects which have a duration other than Instant or Indefinite, the Unhinged can increase or decrease the duration. They are able to change the value but not
the order of magnitude, e.g., extend one scene to two, but not
to one day. The effect must be one which has already begun, so
fortunate timing is required to be able to apply this to effects
which last only one action. A duration of one scene can be reduced, causing the effect to cut out at some Storyteller-selected point during the scene. A duration of one action can be reduced, causing the effect to end on the tick after the Numerology action. Durations of literal time periods, e.g., 5 minutes, can
always be changed.
Additionally, the Gatekeepers are able to alter the benefits
a character receives through his Backgrounds. Some Storyteller
interpretation is needed here: gaining a point in the Artifact
Background does not modify existing artifacts, or cause a new
short daiklave to appear instantly on the targets person, but it
may make them likely to stumble on one within the duration.
Similarly, reducing the Artifact Background will not cause the
target to immediately lose attunement to one of their artifacts
but they may soon temporarily lose one, or some Magitech
device may partly malfunction. For Backgrounds such as Allies,
Contacts and so on, the target may gain or lose favor with these
people or groups, while the Numerology is in effect. The Numerologist is able to choose which Background is affected, but
not which particular Artifact, Ally and so on.

130

5th Division: Anvil


The Attributes of Strength, Intelligence and Perception
fall under the hand of the Unbending Arm, along with Temperance and, of course, their Divisional Attributes.
More suited to the large-scale organization of the battlefield than the fury of close combat, the Overseers have a knack
for influencing large battles. They are good at modifying the
mass combat values of Drill, Might, Armor, Morale, Speed (in
terms of base movement rate) or even Magnitude of a unit, and
can also adjust the number of Heroes, Sorcerers or Relays available to it. This applies to only one unit: if the unit splits, only
one part retains the benefits; but the effects stay with the unit
regardless of how small or large it subsequently becomes.
They may adjust the number of Intimacies (Policies) a social unit has, causing them to temporarily forget one, or gain
one of the characters choice, as long as it does not strongly conflict with an existing Policy. They can also adjust the Magnitude of a social unit if it is a bureaucracy of some description.
Another aspect of their rigid nature makes them skilled
in changing the properties of inanimate objects (including all
kinds of automata). For simple objects, they can adjust the following.
Damaged/Destroyed health levels, to half or double their
original rating.
Soak (and therefore Hardness), again halved or doubled
in each categorymeaning objects will not gain aggravated
soak unless they already had it.
For automata, the same set of values can be modified as 3rd
Division Discordians apply to living beings, plus the automaton virtues of Reception, Transmission, Stability and Power, if
applicable.
For basic artifacts, the Repair rating may be adjusted. For
First Age vehicles, they may also adjust the following.
Vehicle speed (halve or double)
Endurance (either halving or doubling the Essence commitment, where provided by the pilot; or else halving or doubling the time until maintenance checks are required or the
time between checks thereafter)
Maneuverability
Crew
Cargo (halve or double)
Armor
Critical Damage Health Levels
[TODO: Maybe give this Division more once Masters of
Jade comes out.]

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.

Chapter Five Numerology and Other Magics

131

The spell cannot change the demesnes level or aspect, but


all other magical propertiesmanifestations of Essence within the demesne, Mutations it eventually inflicts on residents,
the nature of its Essence tokens, and the two-edged benefits
it grants to those attuned to itmay be changed arbitrarily by
the caster, or left as they were, provided they remain in theme
for its aspect. The landscape may also change to some extent,
though the Storyteller controls this, rather than the caster, and
this will rarely be Obvious enough to be noticed by anyone who
is more than 100 yards outside the demesnes boundaries.
Any co-attuned beings will notice the impending changes
during the spells preparation, though they are not automatically able to identify the source, and cannot counter it without
locating the sorceror and disrupting the spell. Once it is cast,
countermagic will not undo its effects.

Square Circle
[TODO]

132

Chapter Six: Storytelling


How Discordianism will change you is
not, however, the real question. Anybody
can be changed by something they read. No
wit, imagination, creativity, talent or energy is required for that much. How will you
change the Discordian Society is the real
question
Omar Khayyam Ravenhurst
All the books which establish canon Exalted types contain a chapter full of hints and suggestions for running a game
which includes them. You have arrived at the equivalent for
the Discordian Exalted. Although the Children of Eris show
occasional similarities to the various kinds of Celestial Exalted,
they are quite different characters: they dont really know the
source of their power, they dont fit into the established history of Creation or the groups which threaten it, and they arent
necessarily heroes or villains. What, then, will they choose to
do, and who will they choose to be?

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

pursued as Anathema by the Wyld Hunt, if they can find them,


and the Abyssals will try to kill them, but the reactions of other
powerful beings are hard to predict. For the characters themselves, they have no archetype to follow, only whatever unique
independence of mind caused That Woman to single them out
for her mixed blessing. They might choose to be heroes, or selfish villains, or head out across the realms trying to preach the
meaning of the flash of enlightenment they received, or just get
a really good price at market for their last few beans and work
from there.
A Land Once Divided Must Unite is well-suited to Discordians. They are capable of acting like Solars and leading
from the front, though posing as a series of different leaders is
more their style. More likely than their taking the lead publicly
is an approach in which they work behind the scenes, either
to dissolve current overbearing rulership entirely (rather than
replace it with their own), or to persuade a bunch of fragmented, warring kingdoms to unite under some champion (or dupe)
whom they manipulate into position. Alternatively, they might
attempt to establish alternative channels of influence to bypass
authority, just as House Nellens curries favor with the mortal
population of the Realm. And what better target could there
be than the Realm itself? Hmm Yu-Shan, perhaps? This style
could easily become A Land Once United Must Divide.
And Ill Form The Head! is the closest most Eris-driven
games will come to First Age splendor. Regardless of whether
the characters have come by their fantastical equipment by inheritance, luck or trickery, their Charms and Numerology will
see them use weapons, vehicles and magic in quite unexpected
ways. Also bear in mind that they may not choose to fight on
the side of CreationAutochthonians, raksha, Yozi and the
Dead all have palatable reasons for characters to fight for them
and they may not stay on the same side all the time. Lastly, Divisional Realignment allows the character who initially
forms the head to take her turn at the elbow.
Outlander is especially suitable to the Children of Eris,
since they can adopt a Division or parametadivision which fits
them to travel in other realms. Some of their Charms allow
them to find and pass the barriers between these places more
easily, even to the point of bypassing Cecelynes sands or, in a
limited fashion, the Seal of Eight Divinities. Unless all of the
cabal choose from a limited set of Divisions, some members
will likely need extra magics to keep them safe (and Essencefueled). In the Wyld and in Malfeas, Discordians might actually draw less attention than in Creation, provided they mask
their Essence signature suitably. To take another perspective
on this style, remember that Discordians appear wherever mortals exist; perhaps they begin outside Creation, and it becomes
the alien world.
Project: Exalt is perhaps the perfect style for Discordians; but remember the following. Among the maxims on
Lord Naoshiges wall is this one: "Matters of great concern

Chapter Six Storytelling

133

should be treated lightly." Master Ittei is reported to have said,


"Matters of small concern should be treated seriously."
Invasion! suits Erisians just as Outlander does, and
similarly it may not be Creation they are defending. Those they
seek to help may not trust them, since they are such an unknown (and, admittedly, not always trustworthy).
The Discordians Who Came In From The Cold can easily fit if players want a game of spying and manipulation. The
characters may be running several networks and societies of
their own; or, they might be working for one or more other
masters, in return for power and sanctuary, or because theyve
been blackmailed with the threat of revealing them to the Wyld
Hunt or the Sidereals. Or, they may be serving no master, working as agents provocateur for the sheer fun of it. The characters
wont know who to trust, but neither will anyone else.
Walk the Earth is applicable in much the same way as
Outlander: the tendency for them to be mis-remembered
means they can be a little more careless about the adventures
they have on the road. Charms can speed up travel for individuals and groups, broadening the scope of these tales. A variation on this is And I wouldve gotten away with it, too, ,
where the characters resolve a little bit of trouble and mystery
in each place they visit and leave some of their own behind.

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

really arent aligned with Creation, Oblivion or the Wyld, they


could be very useful.
Erisians dont follow the templates of the Great Makers
Built and Chosen but they are nonetheless found within his
world-body, for the struggles between the Eight Nations on
one hand, and the Gremlins playing out his sickness on the
other, are just the sort of trouble which attracts them. Plus,
theres all those cool toys. As long as the Seal of Eight Divinities remains intact, Alchemicals are likely to react badly to the
appearance of Erisian Exalted (either by bypassing the Seal,
or by Exalting within the Autochthonian mortal population).
Adamant caste might join with them, having some fellow-feeling for those who must stay hiddenprovided they remain
useful tools. Apostates would be happy to have them as allies,
but they may not make good player characters themselves. If
the Seal is breached, however, Alchemicals will treat them the
same as any other of the strange new Exalted types they meet
at least until they begin to work out the correspondences between their own Castes and the Exalted of Creation, and cant
quite seem to make these Discordians fit. They couldnt be the
soulsteel equivalents could they?
Lastly, the Abyssals are unlikely to form groups with other Exalted types, unless they are seeking redemption, or have
made some likely-fragile deals. Still, as long as an Erisian maintains a deathly aspect, they and their deathlord rulers could
be tricked into treating them as any other agent of Oblivion.
A dangerous game, though, so what reason would a character
have for playing it? Its extremely unlikely to be a true desire to
follow in their shuffling footstepsdeath and rebirth are part
of the balance they hum along to, but the idea of total Oblivion
is at once horrific and laughable to them, being the antithesis
of balance.

Other parametadivisions allow players to move in the


realms of non-Exalted powers. The Mountain Folk are unlikely to be suitable companions due to their limited power levels
and freedom, at least as long as the geas holds. Raksha might
make suitable play-mates, particularly for the Indivisibles, who
are able to engage in Shaping combat.

Power Groups and Factions


[TODO]

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.

Discordian Experience Costs


Trait Increase

Cost

Training Times

Divisional/Favored Charm

10

(Min. Ability) days

Non-Divisional/Favored Charm

12

(Min. Ability + Min. Essence) days

Sidereal Martial Arts Charm (Divisional/Favored)

12

(Min. Ability + Min. Essence) weeks

Sidereal Martial Arts Charm (Not Divisional/Favored)

15

(Min. Ability + Min. Essence) weeks

Spell (Occult Divisional/Favored)

10

(spell circle) weeks

Spell (Occult not Divisional/Favored)

12

(spell circle) weeks

Essence (to 3)

(rating x 9)

immediate

Essence (above 3)

(rating x 9)

(rating) months

Chapter Six Storytelling

135

Chapter Seven: Characters


A man walks down the street
Its a street in a strange world
Maybe its the Third Age
Maybe its his first time around
He doesnt speak the language
He holds no currency
He is a foreign man
He is surrounded by the sound
The sound
Cattle in the marketplace
Scatterlings and orphanages
He looks around, around
He sees angels in the architecture
Spinning in infinity
He says Amen and Hallelujah!

Since then, Emperor Jo-Shu has issued currency in the


form of leaves and, to the irritation of the Guild, the locals have
gone so far as to carry out some minor trade with them. Indeed, it has had the effect of stimulating trade, since the money decays, rather than gaining interest in a bank, and only JoShu himself can issue more. His reputation as a pleasant eccentric has grown and he has gained some informal influence: mad
though he may be, he is still a Prince of the Earth, and capable
of using his powers to help his friends. Claiming a fear of sailing, he has called for a bridge to be built to the Blessed Isle, so
that he can take his rightful place in the Imperial City. A few
volunteers occasionally add some more planks of wood to what
is barely even a pier, but this is all a game, of course.
Division: Apple
Parametadivision: Seed from Tree

with apologies to Paul Simon

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.

2nd (Arrow): Kou-an the Barbarian


The Discordian who calls himself Kou-an was born among
the icewalker tribes of the North, and by his mid-teens was
growing into a role as a skilled but undistinguished warrior,
when he was left stranded by a sudden blizzard which descended on his hunting party. Expecting to die, he nonetheless struggled on with what strength remained and, as luck would have
it, stumbled into a demesne known to its inhabitants as the
Frozen Oasis (see The Frozen Oasis).
He was mystified to be approached by nearly-naked men
and women in those icy wastes, suspecting some raksha trick.
When he was told that the only way for him to surviveuntil
the demesne took away his hungerwas to choose one of them
to eat, he was certain. Torn between the horror at the thought
of cannibalism, fear of being consumed by Wyld things, and
the undeniable desire to survive, he reached a moment of enlightenment, and was Exalted.
His new-found powers enabled him to survive without
eating anyone, but the strange logic of that encounter inspired
him. Along with the usual sensations, like fairy dust, the following thought entered his mind and lodged there: If theyre
our brothers, how come we cant eat them? Now he leads the
people of that place in a tribe some eighty strong, whom he
has dubbed the ice-eaters, roaming the north and protecting
his former tribesmen from human and other predators. To allow for use of his Recumbent Destiny, Kou-an in fact leads his
tribe by proxy, through a group of five elders. When his people encounter a band of man-eaters, they take them prisoner
and bring them to one of the Oases, forcing them to eat each
other for sustenance on the way. In this way the numbers of
the cannibals are doubly reduced, as the survivors soon lose the
taste for human flesh, when they are warped by the demesne.
When they find lucky lost souls at their Oasis, they can now offer sustenance of only part of themselves, with Kou-an healing
the wounds afterwards (after a fashionthere are a few warped
bodies in the tribe now). Kou-an has it it mind to convert or

Chapter Seven Characters

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

Chapter Seven Characters

137

Chapter Eight: Panoply


Manses and Demesnes
The House of Mirrors (Sidereal
Manse )
Headquarters of the Cabal of the same name. This powerful construction is extremely difficult to find, despite being
built at the end of a pier, in the middle of a small lake in the
South-Eastern jungles. Only the attuned hearthstone bearers
can find it. It is made entirely of mirrors and panes of glass,
arranged in an ever-shifting triangular pattern. Anyone who is
not an attuned hearthstone bearer may enter (if they can find
it), but cannot easily leave: there is no puzzle to solve, but characters must spend 5 points of Willpower to bring themselves to
ignore the confounding reflections and leave.
The manse produces five hearthstones: they provide no
Essence to an attuned bearer, but they enable him or her to create up to five magical doorways to and from the House, though
there is a maximum of 23 doorways at any one time. Such a
doorway can only be created in a reflective surface such as a
mirror, shield, pool, or sheet of ice. The doorway is only visible
to and usable by a hearthstone bearer. Creating a doorway takes
a day of focused meditation, and 2 points of Willpower, after
which it persists until the object is destroyed, or the doorway is
reallocated. A bearer can only create a doorway to the manse,
from wherever he currently stands: he cannot open doors from
the manse to arbitrary locations. However, the doorways can
reach back from any realm of reality. Walking through the
doorway requires the expenditure of 5 motes of Essence or one
point of Willpower.
Reallocation of a doorway can happen if the bearer has
already created five doorways, or he has created fewer, but 23
have been created by all bearers combined. In that case, he may
choose any one existing doorway to be re-used. The object to
which it is attached will return to normal. When reallocating
a doorway, a hearthstone bearer will know which doorway was
most recently used by each other hearthstone bearer; thus he
can avoid inconveniencing them too much. If an object with
an attached doorway is destroyed, the doorway disappears and
becomes free for reallocation.
Those holding a hearthstone may read, in the depths of
the reflections, around them, a number of useful facts about
the physical and social surroundings which exist on the other
side of each doorway. This information is far from complete,
but studying it for a scene before passing through any given
doorway allows them +5 dice on any rolls to blend in socially
with the target area, or to convince others they they are familiar
with it. This bonus applies to only one area at a time, for each
hearthstone bearer.
Game Effects:
Creation Points: 15

Rating: 10
Hearthstone Reduction: 5
Powers:
Reality Archive: 2
Puzzle Manse: 3
Outside Fate: 4
Portal Creation: 6

The Pentagon (Air Manse )


Somewhere deep in the mountains to the east of the Silent Crescent lies The Pentagon, the heart of a Discordian
(dis-)information and intelligence-gathering network, home
of the Austral Illuminati. This manse is connected to others which share information on politics, happenings and plots
throughout multiple realities. Quite how many reporting stations there are, where they lie, and what qualities they possess,
is unknown.
The manse is a low, five-sided structure of black basalt
with hardened adamant slit windows watching all access paths.
It includes a central courtyard of the same shape, and the internal windows are similarly hardened. The overall structure has
been carefully constructed to blend in with its surroundings,
despite its regular structure, so attempts to locate it physically
are at a -4 external penalty. The terrain around it is harsh but
access ways do exist, whose locations are a closely-guarded secret.
There are three floors below ground housing the library
and the information-processing systems of its workers. The
hearth room is two floors below ground, in the center, and is
a dodecahedral chamber with smoky matte walls, the hearthstone floating in mid-air at the center.
Game Effects:
Creation Points: 12
Rating: 8
Hearthstone Sacrifice: 2
Maintenance: 2. 42 of The Grey Men (or an equivalent number of other volunteers) must walk in procession 23
times around around the inner courtyard, following the internal walls, muttering specific incomprehensible secrets under
their breath. This takes most of the day, and must be performed
monthly. This ritual might draw the attention of nearby or
overhead observers.
Powers:
Network Node: 1. The manse is connected to a number
of other intel-collection outposts across Creation (and possibly
in other realms).
Externally Hardened: 2. A reduced version of the Armored power: the manse has an increased soak of 14L/21B externally, due to its Essence-reinforced basalt shell, but still only
6L/12B internally.
Basic Provider: 2. Like Provider, but only caters for a
group of Magnitude equal to (rating 1), i.e., 3, or 150 people.

Chapter Eight Panoply

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

flame piece. The original, including flame piece, will crumble


to dust over the same period.
Outside Fate: The Grey Men have no souls and are unconnected to the Loom of Fate, so they do not draw attention to the
manses existence.
Limited Independent Functioning: Any of these servants may
range up to 115 yards from the building, and up to 23 of them at
any time may travel freely.

The Frozen Oasis (Lunar


Demesne )
This demesne is referred to in the singular but either it
somehow moves around (perhaps being half in the Wyld) or
there are several similar demesnes scattered across the North. It
is difficult to spot, even for the trained tracker, because on the
surface it appears as unremarkable, rough, snow- and ice-covered ground. Below, however, is a solidified lake several hundred yards across and perhaps equally deep, filled with unnatural not-quite-crystalline formations of ice. Those sensitive to
Essence will recognize its nature with ease, of course.
The first mortals to stumble into this demesne were a band
of lost and injured icewalkers, who turned to cannibalism to
survive. However, they were amazed to find that, after butchering and eating only one of their number, they lost all desire to
eat meat, and survived purely on the snow which they used as
a water source. Their fear of retribution for breaking taboo led
them to keep themselves isolated, and their shame has made
them offer themselves as temporary sustenance to the rare few
who have since stumbled upon this desperate place.
In the last year, however, this demesne has been taken over
by Kou-an the Barbarian (see 2nd (Arrow): Kou-an the Barbarian) and its inhabitants have found some hope for redemption.
Game Effects: After two weeks in the Oasis, mortals begin to
gain an Affliction which allows them to ignore the effects of
extreme (natural) cold, along with a Debility which means they
can only survive by eating snow, ice or other forms of frozen
water. They are still capable of digesting normal foodincluding that taboo delicacy, human fleshbut gain neither savour
nor sustenance from it. These effects take hold gradually, so the
character is at a -4 internal penalty to all actions in the third
week, -3 in the fourth, and so on, until they are functioning
at normal capacity by week seven. Converted mortals also gain
the peculiar ability to tell, by scent at short range, the gamut of
a creatures diet over the last month.
The Essence harvest of the Oasis is found in flurries of
snow which appear from nowhere, and disappear just as easily.
Successfully collecting this token leaves one covered in a rime
of frost, which persists for a week, before melting away. Botching the harvest leaves a character part frozen and blinded, at a
-2 penalty to movement and vision for a week.

Artifacts
Trinkets
[TODO]

Tools
[TODO: Set of prayer beads that expands to an artifact
fighting chain.]

Chapter Eight Panoply

139

Armor Propre (Artifact )


This variant strand of artifact armors was founded by
a particularly brash and self-confident member of the Apple
Corps, who commissioned what he dubbed the Breastplate of
Self-Confidence. All such armors cost an additional 2 motes
to attune and have a penalty of -1 to their lethal and bashing
soak and hardness. By way of compensation they have an additional effect, reliant on the wearers self-belief. If the character
stunts a Parry defense or does not defend, and manages to either parry the attack or fully soak the damage, he gains a point
of Willpower. This occurs even if the parry stunt fails, but not
if the character uses his Dodge DV.

Brush of Expedient Formulation (Artifact


)
This brush outwardly resembles a Silver Brush (The
Books of Sorcery, Vol. IIIOadenols Codex, p. 32) and will
function as such, although it requires a commitment of 5 motes.
However, the core mixes moonsilver into the normal orichalcum, increasing the persuasiveness of the writers words. Using
this brush for any Bureaucracy or Socialize action in written
form gains the character a 4-die bonus.

Stone of Bamboozlement (Artifact )


This creation comes in the form of a smooth grey stone,
roughly the size of a hens egg. It was crafted by a Discordian
artificer to make it easier for her to remain hidden.
While attuned, for a cost of 5 motes, the owner of the stone
finds her Recumbent Destiny enhanced, increasing the difficulty of rolls to remember her. The difficulty is increased by 1
for the first week in which she keeps this artifact attuned, and
this rises by a further 1 after each full week of continuous attunement, to a maximum total increase equal to the characters
Essence. However, the difficulty to suppress her Recumbent
Destiny increases by the same amount.
Additionally, the character gains a 2-die bonus to any
Charisma, Manipulation or Appearance rolls related to convincing people that she is not whoever they think she is, even
if they have seen through her Recumbent Destiny. To gain this
bonus, she must know who the target believes her to be.

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

belongs in some location, organization or situation appropriate


to that identity. For example, a character could not apply this
bonus to attempts to convince others that she was Mnemon,
but could apply it if merely trying to pass as some miscellaneous
individual who had the right to be in one of her palaces.
Finally, a Discordian using this artifact need only spend
motes and Willpower, not commit them, to change her apparent Essence signature to match her Affinity, or to suppress it
altogether, provided the change fits her disguise.

The Cabal-ah (Artifact )


The Cabal-ah is a document consisting of 15 pages of
some strange, indestructible paper-like material, bound together with various colors of ribbon. Each bears writing in contemporary, forgotten and unknown languages, and various symbols from the many realms of reality. These pages do not open
like a book, or unroll like a scroll; rather they unfold and refold so that any one can be made visible at a time.
This mystical tome enhances its owners ability to work
the strange art of Numerology. Attuning the Cabal-ah costs 8
motes of Essence. Thereafter, whenever the bearer takes a Numerology action, the bearer can spend Essence to gain additional Numerology points towards her effect, at the cost of 2 motes
each, and up to a maximum of her permanent Essence. In addition, the book reduces the Speed of a Numerological Assay to
1. On the other hand, the expenditure of a characters Essence
puts her signature on the effect, adding bonus dice to valid attempts to discover its source, equal to the number of Numerology points gained.

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.

On unexalted mortals who carry the blood of the Dragons,


the effect is more dramatic: until the elixir leaves their system,
they gain access to their Exalted heritage. Their Essence rating
does not increase so, except for enlightened martial artists, they
will have very small mote pools. They gain immediate access to
a set of Charms appropriate to a starting character (and gain
the same set each time, if they take subsequent doses).
The potions effects last for at least 23 days; thereafter the
character who consumed it must succeed on a (Willpower +
Essence) roll each day to hold on to the power, at a cumulative
-1 penalty each day. Allowing the power to lapse while ones
anima is active is not advisable. For unexalted mortals, if they
reach the point where they might naturally have taken their
second breath while the potion is in effect, they add +3 to their
roll. However, if that point comes within a year after they have
consumed a dose, they suffer a -3 external penalty.
Dragons Blood is the product of a custom Charm developed by [TODO: name], as an extension of Erisian Elemental
Distillation. As such, the supply is strictly limited, and nobody
has been able to reproduce it so far. She has used it more than
once to raise mortals to a less-than-genuine Exalted state and
keep them dependent on her. So far she has not allowed any of
them to fall from grace, though at least one has died in battle,
but it may yet happen, and it is hard to imagine what the Dragon-Blooded host will make of that.

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).

Chapter Eight Panoply

141

Wine of Infinite HeartbreakThose affected by the Emotion


effect are devoted not to the glow wyrm but to the ideal of cosiness. They must spend two Willpower to channel a virtue or
resist mental influence if doing so would make their situation
less comfortable. On the other hand, they reduce the Willpower cost by one if it would lead them to be more comfortable.
Join Battle: 4
Attacks:
Punch: Speed, Accuracy, Damage, Parry DV ([Dex + Ability + Weapon Defense] 2), Rate
Kick: Speed, Accuracy, Damage, Parry DV ([Dex + Ability
+ Weapon Defense] 2), Rate
Clinch: Speed, Accuracy, Damage, Parry DV ([Dex + Ability + Weapon Defense] 2), Rate
Soak: L/B (blah armor, L/B, -x mobility)
Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap
Dodge DV: 5 Willpower: 5
Essence: 2 Essence Pool: 45
Other Notes: if any.

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

tive volcanoes, or even to work with or defend against siege engines.


Motivation: Maintain sources of loud noises and explosions.
Attributes: Strength 6, Dexterity 4, Stamina 7, Charisma 3,
Manipulation 2, Appearance 2, Perception 4, Intelligence 3,
Wits 4
Virtues: Compassion 2, Conviction 4, Temperance 2, Valor 3
Abilities: Athletics 4, Awareness 2 (Noisy Environments +2),
Craft 3 (two or more of Fire, Earth, Lightning, Metal, Steam),
Dodge 3, Integrity 2, Martial Arts 4, Performance 0 (Industrial Percussion +3), Resistance 4, Stealth 0 (Industrial Environments +3), Survival 1 (Industrial Environments +3)
Backgrounds: None.
Charms:
First (Ability) ExcellencyAthletics, Craft, Martial Arts.
Dematerialize45 motes.
Sense DomainThings which can make loud noises and explosions.
CallOther Grom, and any who are deaf, temporarily or permanently.
Affinity (Element) ControlGrom possess the Elemental
Damage, Elemental Hazard, Elemental Material powers.
Calculated Order of Immediate ActionAnything that
makes, or could be adjusted to make, loud noises and explosions.
Domain Manipulation ScenarioGenerally used to adjust
objects so they make more noise and explosions.
ShapechangeDisguise self as machinery.
Landscape TravelDouble normal Move and Dash speeds in
industrial environments. Essence 4+ Grom in Autochthonia
can also gain +1 Dexterity when maintaining balance in an unstable industrial environment.
Loom StrideWithin industrial or noisy areas.
Stoke the FlameGlom beat out a cacophonic tattoo on any
available objects to strike fear into their opponents and drive
them to flee.
CommandeerDrive out possessing creatures. Can be
Combod with Stoke the Flame to drive out all spirits affected
by the performance, without the need for a touch. The Glom
makes one (Essence + Temperance) roll and compares it against
the score of each affected possessing spirit.
Blessed Element BodyAgainst any damage involving explosions, very loud noises or massive impact. This does not cover
most weapons but would apply to, for example, artifact clubs
and goremauls. This Charm prevents such attacks Stunning a
Grom or causing Knockdown or Knockback.
Bane WeaponGremlinized or Wyld-tainted spirits, automata and machines.
ShatterThe Grom smashes its fists on the nearest reverberating surface, or against each other, causing a thunderous boom.
Instead of causing damage, the attack can be controlled to cause
deafness for the rest of the scene, inflicting an internal penalty of -2 as a Crippling effect. All targets hit by the attack must
check for Knockback, even if they avoid damage.
Join Battle: 6 (Noisy Environments 8)
Attacks:
Punch: Speed, Accuracy, Damage, Parry DV ([Dex + Ability + Weapon Defense] 2), Rate
Kick: Speed, Accuracy, Damage, Parry DV ([Dex + Ability
+ Weapon Defense] 2), Rate
Clinch: Speed, Accuracy, Damage, Parry DV ([Dex + Ability + Weapon Defense] 2), Rate
Soak: 12L/16B (metallic hide, 9L/9B)

Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap


Dodge DV: 5 Willpower: 6
Essence: 3 Essence Pool: 60
Other Notes: Grom normally have an Essence of 3 but may
reach as high as Essence 5 in Autochthonia, in which case they
have: increased Physical Attributes, a Dodge DV of 6+, a mote
pool of 80, and extra Charms particularly in the areas of Divine
Works, Aegis and Edges.

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

Measure the WindFor 2m, also detects magical weapons.


Dematerialize45 motes.
BlessingValor, when the target believes they are being
watched, or may be about to be subject to a surprise attacked
(regardless of whether they really are). Awareness, when the
foregoing conditions really do apply (regardless of whether the
target knows or believes it), or when the target is specifically
watching someone else.
Memory MirrorRead thoughts and emotions about what
might be watching or following.
Impromptu MessengerWhispers and strange sounds come
from dark corners and behind objects.
Paper Tiger ArrangementIllusions which suggest or conceal
watching figures.
Harrow the MindMake the target believe it is being watched,
or about to be subject to a surprise attack, or both.
Subtle WhisperFeelings of nervousness and paranoia.
Gifts of Trepidation5m, 1wp allows the Night Watcher to
instantly increase the targets Valor or Awareness by 1 dot as
a Training effect, which may incur experience debt. Target
must be in line of sight, or successfully target by one of the
Elementals other Charms in the same scene. May be used no
more than once per target.
Spice of Custodial DelectationReceives motes when nearby
creatures have the feeling of being watched.
Material Tribulation DivestmentIn response to an unexpected attack.
MaledictionSame conditions as Blessing.
Essence BiteOnly when struck, not as an attack.
Words of PowerTerrifying whispers.
Join Battle: 10
Attacks: None.
Soak: 7L/11B (insubstantial form, 6L/9B, ineffective against
magical weapons)
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Dodge DV: 5 Willpower: 7
Essence: 2 Essence Pool: 55
Other Notes: None.

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.]

Chapter Eight Panoply

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

(Ability) Efforts Discounted (Excellencies and Related


Charms)

Absent-Minded Absorption (Melee)


Aggression-Reflecting Facade (Dodge)
Ailment-Redirecting Regimen (Resistance)
Angelic Countenance of Innocence (Dodge)
Anima-Suppressing Intervention (Occult)
Anima-Swathing Artifice (Lore)
Animal Magnetism (Survival)
Anointment of the Hardy Fool (Medicine)
Another Dragons Claws (Thrown)
Appropriation of Adamantine Sorcery (Occult)

Balanced Unbalance (Athletics)


Bamboo Unbending Maneuver (War)
Bandwagon Pedlar Ploy (Bureaucracy)
Bathing in Brimstone (Survival)
Battle Intelligence Instinct (War)
Battlefield Taunt Technique (War)
Beckoning the Lover (Whirling Dervish Style)
Becoming the Arrow (Archery)
Bilateral Bargain Binding (Bureaucracy)
Blessing of Five Bells (Sail)
Blessing of True Synergy (Bureaucracy)
Blueprint Extraction Methodology (Craft)
Bolt of Fresh Air (Archery)
Bond-Trading Treaty (Bureaucracy)
Border-Riding Ward (Ride)
Bow Bends the Air (Archery)
Bowyers Guarantee (Archery)
Branch and Brush Armory (Melee)
Breastplate Bypass Technique (Melee)
Brother-Hooded Cloak (Socialize)
Bull-Takes-Wing Technique (Archery)
Butterfly Pinion Pitch (Thrown)
By Whim Reforged (Craft)

Carrying-My-Brother Formation (War)


Centrifugal Farce (Dodge)
Chao-Body Technique (Resistance)
Charm-Filching Prana (Occult)
Chimera Sheds Its Skin (Resistance)
Chimera-Skin Mastery (Resistance)
Chimera-Skin Prana (Resistance)
Cocoon of Fables (Integrity)
Contagious Indoctrination Practice (Lore)
Convergence of Parallels (Sail)
Core Principle Concentration (Craft)
Cryptic Inhabitation (Survival)

Dance of Seven Veils (Whirling Dervish Style)


Dancing Between Raindrops (Survival)
Dart Diversion Tactic (Thrown)
Decision-Bending Prana (Bureaucracy)
Divisional Remodulation (Lore)
Doorknob and Donkey Barrage (Thrown)

Dramatic Death Rehearsal (Performance)


Dream Deflection Technique (Integrity)
40 Dream Lotus Unfolding (Lore)

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

Each Name A Net (Lore)


Eager Mount Spirit (Ride)
Echo-Solidification Technique (Craft)
Edifying Embodiment of Efficacy (Craft)
Elsewhere Explosion Shot (Thrown)
Elusive Blade Stroke (Melee)
Emptiness is Form (Martial Arts)
Empty Hand Full (Martial Arts)
Enemy Of My Friend (War)
Epic Winning Attitude (Presence)
Epidemic Expression Genesis (Socialize)
Equilibrium Catapult (Athletics)
Erisian Elemental Distillation (Craft)
Erisian Elemental Expression (Occult)
Erisian Elemental Rejuvenation (Resistance)
Errant Spiral Defense (Whirling Dervish Style)
Essence Reflux Prana (Lore)
Ethereal Trawling Net (Occult)
Evasion Vector Response (Thrown)
Even False Things (Investigation)
Everybody Knows Shapes (Linguistics)
Evidence Reweaving Method (Investigation)
Excision of Awareness (Melee)
Execution Echo Sense (Awareness)
Expect the Unexpected (Awareness)
Exponent of Manifold Avoidance (Dodge)

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

Faction Analysis Method (Bureaucracy)


107
Factious Soul Persuasion (Socialize)
84
Fang-And-Feather Aura (Survival)
55
Fantail Shimmy (Sail)
52
Farseer Feint (Stealth)
101
Feather and Snowflake Harmony (Athletics)
44
Feather and Snowflake Unison (Athletics)
44
Fight With Tools (Linguistics)
77
First (Ability) ExcellencyEssence Overwhelming (Excellencies and Related Charms)
39
First (Ability) InsolencyEssence Confounding (Excellencies
and Related Charms)
40
Flailing Pirouette Technique (Whirling Dervish Style)
126
Flawless Footstep Meditation (Athletics)
42
Fleeting Parley Tactic (Socialize)
86
Flesh-Knitting Pattern (Medicine)
66
Fletchers Rejoinder (Archery)
59
Flock-Gulling Instigation (Socialize)
87
Flotsam Half-Hitch (Sail)
51
Foe-Cleaving Flow (Melee)
79
Foe-Unburdening Blessing (Whirling Dervish Style)
126
Forked Tongue Technique (Linguistics)
76
Form is Emptiness (Martial Arts)
49
Formless Form (Martial Arts)
49
Friends Like These (War)
88
Full Hand Empty (Martial Arts)
49

Gaze of Perfect Disregard (Awareness)

Index of Charms

46
146

Glory-Stealing Arrogance (Performance)


Golden Apple Enticement (Thrown)
Grey-Space Shuffle (Dodge)
Ground-Avoiding Step (Athletics)

Hearts Treasure Transposed (Presence)


Hero-Worshipping Inspiration (Martial Arts)
Hidden in Plain Sight Attitude (Stealth)
Holographic Memory Modus (Lore)
Holographic Perception Praxis (Awareness)
Horse-Unification Posture (Ride)
Horseshoe Affinity Lure (Ride)
Hostility-Redirecting Hocus (Melee)
Hurtling Hermit Technique (Athletics)

Identity Theft (Larceny)


Idiosyncratic Interpretation of (Virtue) (Integrity)
Impact-Shifting Stance (Resistance)
Implausible Improvization (Performance)
Imposition of Deduction (Investigation)
Improvised Construction Scheme (Craft)
Incisive Counterpoint Contortion (Socialize)
Infinite Impact Absorption (Resistance)
Influence-Diverting Trance (Dodge)
Inhuman Countenance Construction (Larceny)
Inimitable Style Invention (Martial Arts)
Inner Circle Infiltration (Bureaucracy)
Instant Assembly of Impressions (Investigation)
Instant Commitment Contrivance (Integrity)
Instant Diplomacy Ploy (Presence)
Instant Image Improvization (Larceny)
Instinctive Stallion Sympathy (Ride)
Intimate Seduction Serenade (Performance)
Investment of Mist and Shadow (Stealth)
Invigorating Flame And Acid Bath (Medicine)

Knockback Takeaway Technique (Melee)


Knot and Needle Awareness (Investigation)

Ladder and Loophole Awareness (Investigation)


Legend for an Afternoon (Performance)
Letter-Without-A-Letter Technique (Linguistics)
Living-With-Rocks Approach (Survival)
Logistical Nightmare (Bureaucracy)
Lotus Root Distillation (Martial Arts)

Madness Adjustment Device (Medicine)


Manifold Targeting Technique (Awareness)
Mantle-Trading Misdirection (Presence)
Mantra of Necessary Union (Survival)
March Into Temptation (Performance)
Marching-Like-Water System (War)
Memorandum of Misunderstanding (Bureaucracy)
Mind-Luring Mien (Presence)
Minor Usurpation (Bureaucracy)
Mission Restatement Process (Bureaucracy)
Moment of Perfect Gravity (Athletics)
Moment of Spatial Eructation (Dodge)
Mondo Moment (Linguistics)
Moral Compass Calibration (Socialize)

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

Mount-Promoting Touch (Ride)

Narcissus Blossom Technique (Athletics)


Narcissus' Face Reflected (Athletics)
Needle As Compass Method (Investigation)
Noetic Alignment Concentration (Linguistics)
Notion Relocation Method (Larceny)

Object Reconfiguration Technique (Craft)


Occulted Cargo Trick (Larceny)
Omnipresent Ointment Understanding (Resistance)
One Plus One Makes Three (Presence)

Paralocative Presence Prana (Presence)


Pattern-Disturbance Sense (Investigation)
Pebble Proxy Propulsion (Thrown)
Perfect Excuse (Dodge)
Perfect Rabble Formation (War)
Personal Prestige Insinuation (Presence)
Pet Rock Promotion (Craft)
Piercing the Heart (Archery)
Pigeon Rehoming Method (Ride)
Plague Substitution Method (Medicine)
Policy Perturbation Sense (Bureaucracy)
Prayer Strip Poker (Martial Arts)
Profile Minimization Approach (Presence)
Psychedelic Peacock Shot (Archery)

Quiver of Sticks and Stones (Archery)

Raconteurs Artful Riposte (Socialize)


Ragged Pocket Trick (Larceny)
Rainbow Warp Removal Technique (Craft)
Reading the Souls Compass (Investigation)
Reallocation of Resolve (Integrity)
Recasting the Mold (Occult)
Record Correction Maneuver (Bureaucracy)
Reflected Steel Stroke (Melee)
Reflection-Reification Technique (Craft)
Refuge of Intransigence (Investigation)
Rewriting the Spine (Lore)
Ripple-Reading Insight (Sail)
Ritual of Instant Ordination (Occult)
Running on Emptiness (Integrity)

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

Sailing Between the Waves (Sail)


52
Savor of Submission (Integrity)
117
Schismatic Innoculation Technique (Socialize)
87
Second (Ability) ExcellencyEssence Triumphant (Excellencies and Related Charms)
39
Second (Ability) InsolencyEssence Ominous (Excellencies
and Related Charms)
40
Self-as-Notebook Technique (Lore)
120
Sense-Hopping Excursion (Awareness)
46
Sensory Insinuation Trick (Awareness)
47
Sensory Interclusion Method (Stealth)
101
Shadow of Death (Medicine)
68
Shadow-Throwing Style (Thrown)
104
Shadows on the Soul (Awareness)
47

Index of Charms

147

Ship of Five Days (Sail)


Short-Cut Draw (Melee)
Sifting Through Tells (Investigation)
Sifu-Scandalizing Synthesis (Martial Arts)
Smoke and Mirrors Technique (Dodge)
Snake Oil Savior (Medicine)
Soaring Steed Attitude (Ride)
Softening of Suasion (Presence)
Soul-Soothing Poultice (Medicine)
Spirit Whiskers (Occult)
Sprouted History Recitation (Performance)
Square Circle Sorcery (Occult)
Standing Somewhere Else (Stealth)
Stone Skin Substitution (Resistance)
Stone-Skipping Fillip (Thrown)
Storm-In-A-Teacup Method (Sail)
Strength in Numbers (War)
Subtle Daydream Concoction (Integrity)
Subtle Heresy Foundation (Performance)
Subtle Transfiguration Knack (Larceny)
Superior Supine Position (Stealth)
Surreptitious Topic Switch (Socialize)
Suspended Perforation (Archery)
Swaying Bough Strike (Whirling Dervish Style)
Sword of Essential Idiosyncrasy (Melee)

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

Tale of Nine Cats (Performance)


69
The Dissimulated Heart (Socialize)
85
The Earth is My Sheepdog (Survival)
55
The Gifts of Faith (Awareness)
47
The Tenet Obfuscate (Socialize)
85
The Underlying Self (Stealth)
102
Third (Ability) ExcellencyEssence Revisited (Excellencies
and Related Charms)
39
Third Eye Open (Awareness)
45
Time Flies Like a Banana (Archery)
60
Tongue-Twisting Impedition (Linguistics)
76
Triangular Circle Sorcery (Occult)
97
Turkey-Based Distraction (Linguistics)
76

Umbrella of the Heart (Integrity)


Unbalanced Mind Defence (Integrity)
Unwavering Focus Meditation (Awareness)

Value-Adding Veneer (Larceny)


Vanishing Point Convergence (Thrown)
Vehement Agreement Slant (Socialize)
Veil-Raising Meditation (Whirling Dervish Style)
Venom Reversal Treatment (Medicine)
Villain Multiplication Nature (Dodge)
Voodoo Exchange Student (Occult)
Vortex Regulation Practice (Whirling Dervish Style)

Walking Wounded Manipulation (Medicine)


Wave-Mind Intuition (Sail)
Way of the Cloven Hoofprint (Survival)
Wheels Within Wheels Scheme (Bureaucracy)
Whirling Dervish Form (Whirling Dervish Style)
Whistling in the Darkness (Survival)
Wind-Whipping Method (Whirling Dervish Style)
148

118
116
47
95
104
84
126
67
91
96
125
67
51
54
108
126
56
126

Wisp Interpolation Insights (Lore)


Witch Way Arrow (Archery)
Witness-Detecting Sense (Stealth)
Wormhole Handshake (Larceny)

Yeddim Whitewash Trick (Stealth)


Yeddims Forgotten (Stealth)

Zero-Second Duplication (Linguistics)

119
58
99
94
101
101
75

Symbols
E

INDEX OF CHARMS BY TYPE

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

Index of Charms by Type

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)

Fang-And-Feather Aura (Survival)


Fight With Tools (Linguistics)
Investment of Mist and Shadow (Stealth)
Legend for an Afternoon (Performance)
Mantle-Trading Misdirection (Presence)
March Into Temptation (Performance)
Memorandum of Misunderstanding (Bureaucracy)
Minor Usurpation (Bureaucracy)
Record Correction Maneuver (Bureaucracy)
Refuge of Intransigence (Investigation)
Sensory Insinuation Trick (Awareness)
Shadow of Death (Medicine)
Shadow-Throwing Style (Thrown)
Smoke and Mirrors Technique (Dodge)
Snake Oil Savior (Medicine)
Subtle Daydream Concoction (Integrity)
Subtle Transfiguration Knack (Larceny)
Value-Adding Veneer (Larceny)
Wheels Within Wheels Scheme (Bureaucracy)

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)

Index of Charms by Keyword

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

Paralocative Presence Prana (Presence)


Pebble Proxy Propulsion (Thrown)
Perfect Excuse (Dodge)
Psychedelic Peacock Shot (Archery)
Reallocation of Resolve (Integrity)
Smoke and Mirrors Technique (Dodge)
Stone Skin Substitution (Resistance)
Suspended Perforation (Archery)
Sword of Essential Idiosyncrasy (Melee)
Turkey-Based Distraction (Linguistics)
Vanishing Point Convergence (Thrown)
Wind-Whipping Method (Whirling Dervish Style)
Witch Way Arrow (Archery)
Wormhole Handshake (Larceny)
Overdrive
Epic Winning Attitude (Presence)

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

Walking Wounded Manipulation (Medicine)


Wormhole Handshake (Larceny)
Yeddims Forgotten (Stealth)
Sickness
Contagious Indoctrination Practice (Lore)
Epidemic Expression Genesis (Socialize)
Social
Blessing of True Synergy (Bureaucracy)
Cocoon of Fables (Integrity)
Decision-Bending Prana (Bureaucracy)
Dream Deflection Technique (Integrity)
Enemy Of My Friend (War)
Epidemic Expression Genesis (Socialize)
Even False Things (Investigation)
Everybody Knows Shapes (Linguistics)
Evidence Reweaving Method (Investigation)
Faction Analysis Method (Bureaucracy)
Flock-Gulling Instigation (Socialize)
Forked Tongue Technique (Linguistics)
Gaze of Perfect Disregard (Awareness)
Golden Apple Enticement (Thrown)
Hearts Treasure Transposed (Presence)
Imposition of Deduction (Investigation)
Incisive Counterpoint Contortion (Socialize)
Influence-Diverting Trance (Dodge)
Inner Circle Infiltration (Bureaucracy)
Instant Commitment Contrivance (Integrity)
Instant Diplomacy Ploy (Presence)
Intimate Seduction Serenade (Performance)
Legend for an Afternoon (Performance)
Logistical Nightmare (Bureaucracy)
March Into Temptation (Performance)
Mind-Luring Mien (Presence)
Minor Usurpation (Bureaucracy)
Moral Compass Calibration (Socialize)
Noetic Alignment Concentration (Linguistics)
Notion Relocation Method (Larceny)
Personal Prestige Insinuation (Presence)
Raconteurs Artful Riposte (Socialize)
Reading the Souls Compass (Investigation)
Record Correction Maneuver (Bureaucracy)
Refuge of Intransigence (Investigation)
Schismatic Innoculation Technique (Socialize)
Sifting Through Tells (Investigation)
Sprouted History Recitation (Performance)
Strength in Numbers (War)
Subtle Daydream Concoction (Integrity)
Subtle Heresy Foundation (Performance)
Surreptitious Topic Switch (Socialize)
Tale of Nine Cats (Performance)
The Dissimulated Heart (Socialize)
The Tenet Obfuscate (Socialize)
Tongue-Twisting Impedition (Linguistics)
Turkey-Based Distraction (Linguistics)
Unbalanced Mind Defence (Integrity)
Vehement Agreement Slant (Socialize)
Wheels Within Wheels Scheme (Bureaucracy)
Yeddims Forgotten (Stealth)
Stackable
Ailment-Redirecting Regimen (Resistance)
Another Dragons Claws (Thrown)
Bathing in Brimstone (Survival)
Chao-Body Technique (Resistance)

Index of Charms by Keyword

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

Contagious Indoctrination Practice (Lore)


Dream Lotus Unfolding (Lore)
Epidemic Expression Genesis (Socialize)
Even False Things (Investigation)
Fight With Tools (Linguistics)
Imposition of Deduction (Investigation)
Instant Assembly of Impressions (Investigation)
Instant Commitment Contrivance (Integrity)
Investment of Mist and Shadow (Stealth)
March Into Temptation (Performance)
Moral Compass Calibration (Socialize)
Needle As Compass Method (Investigation)
Paralocative Presence Prana (Presence)
Policy Perturbation Sense (Bureaucracy)
Psychedelic Peacock Shot (Archery)
Refuge of Intransigence (Investigation)
Running on Emptiness (Integrity)
Schismatic Innoculation Technique (Socialize)
Sensory Interclusion Method (Stealth)
The Tenet Obfuscate (Socialize)
The Underlying Self (Stealth)
Tongue-Twisting Impedition (Linguistics)

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

INDEX OF CHARMS BY USE

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

Index of Charms by Use

115
123
66
67
123
67
153

Bathing in Brimstone (Survival)

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

Incisive Counterpoint Contortion (Socialize)


PerfectSocialDefense
Dream Deflection Technique (Integrity)
Gaze of Perfect Disregard (Awareness)
Raconteurs Artful Riposte (Socialize)
Turkey-Based Distraction (Linguistics)
PerfectUMIDefense
Cocoon of Fables (Integrity)
Poison-Mitigator
Ailment-Redirecting Regimen (Resistance)
PoisonMitigator
Venom Reversal Treatment (Medicine)
Posession
Horse-Unification Posture (Ride)
Sense-Hopping Excursion (Awareness)
PreparedAttack
Stone-Skipping Fillip (Thrown)
Suspended Perforation (Archery)
Project-Manipulator
Blessing of True Synergy (Bureaucracy)
Wheels Within Wheels Scheme (Bureaucracy)

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

Emptiness is Form (Martial Arts)


Expect the Unexpected (Awareness)
Surprise-Negator
Execution Echo Sense (Awareness)
Holographic Perception Praxis (Awareness)
Witness-Detecting Sense (Stealth)
Sustenance
Whistling in the Darkness (Survival)

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

Index of Charms by Use

155

Symbols
T

Tweaking Gaias Nodes (Triangular)

INDEX OF SPELLS
131

Index of Spells

156

DISCORDIANS
[TODO: Character Sheet goes here ]

Discordians

157

You might also like