| Acute
Sense: 3 pt Merit |
| You have the effects of the Sensory Acuity
Prana charm as a natural gift, but you still need to buy it as a
prerequisite for other charms. |
| Ambidextrous:
1 pt Merit |
| You do not have the offhand penalty. |
| Catlike
Balance: 1 pt Merit |
| +2 dice to all balance checks. |
| Caste
Scar: 3 Points Flaw |
| Upon the character's exaltation her caste
mark was burning so intensly that she was left with a scar in form of
the mark, forever visible on her forehead. Unless she covers it she
will be clearly recoginzed as a solar. Furthermore her essence seeps
through the scar when she uses it to fuel her charms. The first two
steps of the anima banner apply to her even if she uses essence from
her personal pool. |
| Huge
Size: 4 pt Merit |
| Ox body technique costs 3 xp less and takes
half the training time, -1 to stealth and socialize rolls. |
| Hard
of Hearing: 1 pt Flaw |
| You may take Awareness Charms dealing with
hearing but must double the cost to activate such charms. Awareness
checks for hearing are at -1 dice. |
| One
Eye: 2 pt Flaw |
| -3 dice for awareness rolls involving
sight. other penalties are up to the ST and may depend on the
situation. |
| Seasick:
2 pt Flaw, 3 pt Flaw for Eclipse Caste. |
| You don’t adapt well to life on the
seas; the constant rocking motion disrupts your balance, and your
stomach, leading to difficulty in taking any actions. While at sea,
you’re at -3 on all dice pools. Spending a Willpower point and
succeeding on a standard Resistance roll will reduce the penalty, for
your next action, by 1 die for each success rolled (not to exceed 3
dice). It is possible to obtain herbs and homebrew cures to fight the
effects of seasickness; these can be found in herbal remedy stores and
exclusive port inns (needing Resources 1 to purchase enough curatives
to last one trip). This medicine sets a flat –1 to all dice pools
(which cannot be eliminated by the above roll), an effective Wits
score of 1, and a base Initiative of 0. |
| Stable
Form: 1-7 Points Merit |
| You have received a special blessing during
your Exaltation. The warping effects of the wyld do not affect you as
severely as others. Whenever the storyteller rolls a die to determine
whether or not your character suffers the mutating effects of the Wyld,
subtract from the result equal to the Merit value to a minimum of 1.
So for example, if the storyteller rolled a 7 and you had 3 points
invested in the merit, the end result would be 4 and you would suffer
the 4-5 result (P. 280). The merit value also adds to your willpower
dice pool in fighting the maddening effects of the Wyld. This Merit
does not protect from creatures (or their Powers, such as the Fair
Folk's Glamour magic) of the Wyld or outside hazards of the Wyld
environment, only the mutating effects that are caused by spending too
much time in the Wyld. |
| Disfigured:
3 pt Flaw |
| You were disfigured at birth or from an
accident during your childhood. Pick one penalty:-4 socialize, -3
awareness, -2 athletics. |
| Poor
Sight: 3 pt Flaw |
| You may take Awareness Charms dealing with
sight but must double the cost to activate such charms. Note there is
no 1pt version as glasses and other vision correction equipment are
rare to non-existent. -1 dice to awareness checks involving sight |
| Deaf:
4 pt Flaw |
| You may not take any Awareness Charms
dealing with hearing. |
| Hidden
Anima: 7 Points Merit |
Your anima tends to release spent essence
slowly, leaking it out gently over time rather than exploding it out
immediately after you spend it. The result of this is that your anima
banner takes longer to appear, and only rarely gets as severe as that
of other Solars.
SYSTEM: Add +5 to your Anima Chart to determine how quickly
you're anima flares up. That means you can spend five periphereal
essence without any outward sign, 6-8 essence causes your caste mark
to glow, 9-12 essence makes your caste mark shine through clothing and
other concealments, and so on. |
| Talisman
of Luck: 5 Points Merit |
| The character is so blessed with good luck,
that those travelling with her often consider her a lucky mascot for
them, rival to any talisman. Once a session the character may reroll
any dice pool of her own, or allow a re-roll of any other players dice
pool. Once the dice are re-rolled the second result must stand. The
lucky character must be present in a scene for a re-roll to be
allowed, they are the one favoured by fate after all... |
| Concentration:
1 pt Merit |
| Substitute Endurance for Meditation. |
| Internal
Compass: 1 pt Merit |
| You know which way is north at all times,
underground requires a check still. |
| Patient:
2 pt Merit |
| Reduce all training times by 10% round up. |
| Code
of Honor: 2 pt Merit |
| The +3 difficulty to affect a character is
applicable to Charms that would force the character to violate his
code, but not on the much more powerful Sorceries. |
| Expert
Horseman: 2 pt Merit, 1 pt Merit for Eclipse Caste |
| You were riding a horse before you started
walking. You can guide your horse and coax it to perform stunts that
persons on foot will marvel at. For any roll that is difficulty 2 or
higher, you add two dice to your pool. Attackers find you particularly
slippery and attacks that you are aware of are at +1 difficulty if you
are actively evading assaults. |
| Combat
Veteran: 3 pt Merit, 2 pt Merit for Dawn Caste |
| You choose one per time taken but cannot
take the same one twice: +1 inniative, melee, thrown, martial arts,
brawl, damage, b/l soak. |
| Daredevil:
3 pt Merit |
| +1 stunt die to any stunt that chances you
getting hurt, +2 dice to any action that is dangerous to the
character. |
| Eidetic
Memory: 3 pt Merit |
| You can remember minute details of any thing
you've seen or heard. |
| High
Pain Tolerance: 3 pt Merit, 2 pt Merit for Zenith Caste |
| You can ignore -1 of the wound penalties. |
| Natural
Linguist: 3 pt Merit, 2 pt Merit for Eclipse Caste |
| Double the number of languages you can know
and you can have up to 5 specailities instead of 3. |
| Natural
Craftsman: 3 pt Merit, 2 pt Merit for Twilight Caste |
| Reduces crafting time by 25% and you can
have up to 5 specialities instead of 3. |
| Impatient:
1 pt Flaw |
| Increase all training times by 10%. |
| Combat
Ineffective: 2 pt Flaw, 3 pt Flaw for Dawn Caste |
| Same as combat vet. but negatives instead of
positives. |
| Combat
Stress: 3 pt Flaw |
| -1 dice pool for every opponent beyond the
first engaging you at the same time. |
| Low
Pain Threshold: 3 pt Flaw |
| Add another negative modifier to all wound
penalties. |
| Animal
Magnetism: 1 pt Merit |
| You have an easy time getting an animals
acceptance, one auto success to any animal handling check. +1 to
familiar background, only if you have spent a dot on it already. |
| Natural
Leader: 1 pt Merit |
| +2 dice to all leadership rolls. |
| Enemy:
1 to 3 pt Flaw |
| 1 pt: is a nuisance of minor power, this
enemy will bother the PC and even his party until directly dealt with,
he shouldn't be a hard enemy to dispatch but difficult to catch 2 pt:
an enemy of equal power and resources to the PC and maybe his whole
party 3 pt: an enemy of this caliber can only be dealt with after accruing
power and experience, the PC and his party should be worried when this
bad guy is in the same region |
| Creepy:
1 pt Flaw, 2 pt Flaw for Eclipse |
| People find you creepy to be around, most
people wont talk to you unless they have to. -1 dice to all social,
bureaucracy, performance rolls. +1 to intimidation checks. |
| Ward:
4 pt Flaw |
| You have a ward (someone you take care of or
protect), this can be a friend who didn't exalt, a child you are sure
to exalt, your child who might exalt or whoever you make of it. You
lose 10 xp should your ward die or get captured and you dont recover,
if insufficient xp the character loses 2 willpower. |
| Fugitive:
5 pt Flaw |
| You’ve come to the attention of the
authorities of the Realm because of criminal activities, either before
or after your Exaltation (these accusations may be trumped up, due to
framing, or actually true). Your identity and description are known to
law enforcement agencies loyal or nominally loyal to the Realm;
posters with your picture advertising an award are available at
guard-posts and city gates. Bounty hunters may be looking for your
head to bring back, dead or alive. You may not hold Status with any
group loyal to the Realm. Law enforcement agents will recognize you
with an Investigation roll at +2 difficulty; agents from the city or
group responsible for issuing the charge roll at standard difficulty. |
| Hunted:
7 pt Flaw |
| Although there has been no official Wyld
Hunt called since the disappearance of the Empress, the Terrestrial
Exalted still take the time to hunt down the most blatant of Celestial
Exalted that plague the Realm. You are one such Exalted to earn the
ire, for whatever reason, of the Nobles of the Realm and a great deal
of prestige would be earned for claiming your head. In any part of the
Realm there are Terrestrial Exalted, you are in danger of being hunted
down. Informants are looking for you, and informants that lead the
Dragon-Blooded to Celestial Exalted are handsomely rewarded. The
Storyteller should make checks to see if you are spotted, altering the
difficulty based on how well you disguise your self and what Charms
you use to attract or obscure detection. This Flaw may shorten the
life span of your character considerably, but will certainly provide
your character with no shortage of intrigue surrounding his existence. |
| Shrouded
Caste Mark: 3 pt Merit |
| The character’s Anima Banner is slower to
flare with the burning of Peripheral Essence than other Exalted.
Whereas most Exalted begin to display their Caste Mark immediately
after spending
Peripheral Essence, your character may spend up to three motes of
Peripheral Essence before consulting the Peripheral Essence Spending
Effects chart on page 149 of the core rulebook. Once more than three
motes are spent however, the effect of spending 4-7 motes of Essence
is immediately skipped to and the chart progresses normally. This
gives the character a little leeway in spending Essence when stealth
and obfuscation are paramount. |
| Sniffer:
4 pt Merit |
| After your Exaltation, you learned that you
had a sort of internal compass that allows you to tell the proximity
of other Exalted. If you spend one full round concentrating and
successfully roll Essence against a standard difficulty, you can tell
how many Exalted are within an approximate distance, not to exceed
five miles. Distances are given in general terms, such as nearby, far,
or on the edge of detection, and not specific numbers, e.g. 90 feet.
If the character concentrates for another round and succeeds on a
second Essence roll against a standard difficulty, the character can
determine which direction the Exalted is, whether she is approaching
or leaving, and how fast she is moving. You can use this Merit a
number of times equal to your Essence per day. |
| Favored
Technique Tree: 5 pt Merit |
| You are particularly skilled in Charms
stemming from one chosen Ability, either a Caste or Favored Ability.
When making a roll while using a Charm derived from your Favored
Ability, such as the Salty Dog Method from Sail, you may add an
additional die to your roll. The Ability must be designated when this
Merit is taken. |
| Anima
Echo: 2 pt Flaw |
| Your anima affects you strongly, so much so
that it attempts to sway your behavior. Once your anima is chosen
during character creation, pick a situation appropriate to the anima
that your anima will attempt to assert its will over your
character’s decision making. Roll the character’s Willpower versus
a +2 difficulty; if the character fails, the anima’s will asserts
itself and decides the character’s course for him. Example:
Stoneblood’s anima is that of a boar; whenever Stoneblood is in a
position where someone offers a different plan of action than his,
Stoneblood grows more stubborn. In order to change his course of
action to that which was suggested, he must succeed on the above
Willpower roll. If he fails, he will take his original course of
action, alone if need be. |
| Essence
of Molasses: 2 or 4 pt Flaw |
| Regaining Essence is a frustrating
experience for you; instead of regaining Essence at a rate comparable
to other Exalted, you regain it at a slower rate. It is as if Essence
were being absorbed into you through a clogged funnel instead of an
open pipe. For 2 points, you regain only ¾ the essence that you would
normally regain without this flaw (at rest, you only regain three
motes every hour, while sleeping only helps you regain six motes). For
4 points, you only regain half as much Essence as normal (at rest, you
only regain two motes every hour, while sleeping only helps you regain
four motes). This flaw similarly affects the rate you regain Essence
while in a Manse or using a Hearthstone. |
| Inefficient
Essence: 4 pt Flaw |
| When powering your Charms with Essence, you
must spend one more mote per charm activated in order to activate that
Charm. When activating Combos, you must spend one additional mote for
every Charm in the Combo. This penalty does not apply to Sorcery. Weak
Essence: 6 pt Flaw Your Exaltation has resulted in no increase in
Essence over other mortals, and is not comparable to other Exalted at
your level of development. Instead of starting at two your Essence
starts at one, lowering your Essence Pool and restricting access to
Charms that require higher Essence. You need not spend additional
experience costs when raising your Essence score; you simply start at
a disadvantage compared to other Exalted. |
| Crack
Shot: merit 2 |
| If character spends 1 full round aiming, the
next round on his innovative he may add his perception to the roll to
hit. |
| Attunement
Merit 6 pts: |
| The character can choose one other type of
the five magical materials (not counting their own) that they may
naturally attune to without penalty (as on pg.338 of the main Exalted
handbook.) |
| Fast
Learner: merit 3 |
| Pick one: attributes, abilities, charms.
Training times are reduced by 25% for the selected. |
| Faster:
merit 2 |
| You may move your dex+athletics+12 instead
of the normal dex+12. |
| Night
Sight: merit 3 |
| Your exaltation has given you night vision. |
| Poison
Resistance: merit 1-3 |
| You can resist even the strongest of
poisons. Each point bought grants you an extra dice to resist with. |
| Self-Confident:
merit 7 |
| When using a favored or caste ability and
spending willpower to aid the roll, if you are successful you don't
actually spend the WP. Up to ST discretion. |
| Luck:
merit 3-5-7 |
| Depending on the level you buy, you may
reroll 1-3 rolls per session, taking the second roll. |
| Past
Life: merit 3-7 |
| With this merit the exalted gets memories of
his past life in dreams or flashbacks. He may remember things like,
where hidden artifacts are, an old familiar, allies, or spells, charms
and skills that might help him in training. |
| Spirit
Sight: merit 5 |
| As the charm spirit detecting glance, you
must still buy the charm as a prerequisite for other charms. |
| Quick
Healer: merit 3 |
| Halve the healing times. |
| Strong
Willed: merit 3 |
| Regain 2 willpower per success when rolling
conviction every morning. |
| Nightmares:
flaw 2 |
| You have bad nightmares every once and a
while, ST should roll conviction while the character is sleeping (as
often as every night), should the roll botch, the character suffers a
dice penalty equal to his compassion for the day. He may spend a
willpower to overcome this penalty for a scene. |
| Phobia:
flaw 2 |
| You have a phobia, in situations where your
phobia comes into play you have a 2 dice penalty. Phobia types must be
approved by the ST. |
| Ability
Deficit: flaw 2-4-6 |
| You have one less favored ability for each
level you take. |
| Chronic
Pain: flaw 4 |
| You have a chronic pain that won't go away
without concentration, your -0 health level is -1, -1 is -2, -2 is -3,
-4 is -5. |
| Slow
Healing: flaw 2 |
| The healing times are doubled for you. |
| Short
Life: flaw 3 |
| Your lifespan will be about as long as a
Dragon Blooded |
| Vulnerability:
flaw 1-7 |
| You have a vulnerability to one of the 5
magic metals. For each level you take, if you wield or wear an item of
this metal you get a dice penalty equal to the level, if you are
struck with an object of this metal the opponent adds dice to his
presoak damage equal to the level. |
| Unlucky:
flaw 4 |
| Once per session the ST can ask you to
reroll a roll taking the worse of the 2 rolls. |
| Cowardly:
flaw 2 |
| You cannot spend a willpower to add your
valor to an attack. |
| Bad
Tutor: flaw 3-6 |
| You had a hard time learning charms at first
or a bad tutor. Each level is one less charm you start with. |
| Child:
flaw 7 |
| You exalted real early in life(10-14 years
old), due to your young age you are not completely physically
developed and no physical attribute may start above 3. No skill may be
above 3 (even after freebie points) and you can't start with the
Ox-Body Technique. The ST may apply more restrictions. |
| Weak
Willed: flaw 3 |
| When rolling to regain willpower in the
morning, it takes 2 successes to regain one WP. |