EXALTED SECOND EDITION - Modern Fables

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SCROLL OF ERRATA EXALTED SECOND EDITIONBy John Chambers, Michael A. Goodwin,John Mørke, Holden Shearer, Charles H.Spaulding and Robert Vance

CreditsAuthors: John Chambers, Michael A. Goodwin, John Mørke,Holden Shearer, Charles H. Spaulding, and Robert VanceEditors: Eric Minton and Charles H. SpauldingArt Direction & Layout: Brian Glass & Charles H. SpauldingOriginal PDF Layout: Peter K. UllmannCover Art: Pasi Pitkänen and UDONArtists: Misty Coats, Jonathan Floyd, Groundbreakers Studio,Andrew Hepworth, Imaginary Friends Studio, Shipeng Lee,Saana “Kiyo” Lippalainen, MESS Studio, Peter Mohrbacher,Justin Norman, Pasi Pitkänen, Mark Taduran, Andie Tong,UDON and Melissa Uran 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher isexpressly forbidden, except for the purposes of reviews, and one printed copy, which may be reproducedfor personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved.Scroll of Errata, Glories of the Most High the Unconquered Sun, Luna, the Maidens of Destiny, Manualof Exalted Power the Lunars, Manual of Exalted Power the Sidereals, Manual of Exalted Power the Abyssals, Graceful Wicked Masques the Fair Folk, the Books of Sorcery, the White Treatise, the Compassof Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass of CelestialDirections, Yu-Shan, Scroll of the Monk, Scroll of Heroes and Dreams of the First Age, Lords of Creation are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein arecopyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mentionof or reference to any company or product in these pages is not a challenge to the trademark or copyrightconcerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fictionand intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.Check out White Wolf online at http://www.white-wolf.comThis PDF was created on March 13, 2012.2

EXALTED SECOND EDITIONS crollTHEofE rrata ContentsIntroduction4Chapter One: General Errata6Chapter Two: Solar Exalted16Chapter Three: The Dragon-Blooded24Chapter Four: Lunar Exalted46Chapter Five: Sidereal Exalted50Chapter Six: Abyssal Exalted73Chapter Seven: Infernal Exalted81Chapter Eight: Alchemical Exalted86Chapter Nine: The Fair Folk88Chapter Ten: Dreams of the First Age132Chapter Eleven: Scattered Glories165Chapter Twelve: The Books of Sorcery173Chapter Thirteen: The Scrolls of Esoteric Wisdom176Chapter Fourteen: The Directional Compasses178Appendix: Expanded Table of Contents179Appendix: Changes Over Time1833

INTRODUCTIONForged long ago in the fires of White Wolf’s creative minds,Exalted as a setting and as a system has captivated uncountedpeople—and, yes, frustrated them, too. It’s been a long road,and there have been some bumps. Hopefully with the help ofthe Scroll of Errata, and its companion free product the InkMonkeys, those rough patches can be smoothed over and youcan get on with your game.HTheowto Use This PDFScroll of Errata collects the corrections, clarificationsand commentary of White Wolf’s employees and freelancers onthe subjects of Exalted’s rules and setting. Remarkable amongstthese corrections are brand new Charms to go with those thatare repaired or removed, along with extensive new rules thatcontinue to push the game forward. Page references have beenincluded to the most relevant entries in published books; whichbook should generally be obvious based on the section of erratayou are reading. Where possible, hyperlinks have been insertedto increase ease of browsing, allowing you to swiftly navigatewithin the pages of the Scroll of Errata and to referenced InkMonkeys blog posts.4This PDF’s contents are:Chapter One: General ErrataIn this opening chapter can be found modifications and corrections to the core rules, most involving rules found in theExalted Second Edition core book. However, this chapter concerns itself with fundamental or broadly applicable rules thatmay not fall directly within or have no beginning basis in theExalted core book. While Solar Exalted are introduced in theExalted core book, errata specific to them are found in the nextchapter.Chapter Two: Solar ExaltedThis chapter provides rulings on the Solar Exalted that donot specifically fit in the Solar sections of the following chapters on Dreams of the First Age or Glories of the Most High,most references being to the Exalted core book.Chapters Three through Eight: The Dragon-Blooded, LunarExalted, Sidereal Exalted, Abyssal Exalted, Infernal Exalted andAlchemical ExaltedLike Chapter Two, these chapters focus on a given Exalttype, most referenced rules being found in each of their respective Manual of Exalted Power. While the Infernals chapter in-

cludes errata for The Broken-Winged Crane, and the DragonBlooded chapter includes errata for The Thousand CorrectActions of the Upright Soldier, more cosmopolitan productslike Dreams of the First Age and Glories of the Most Highare found in separate chapters, which include errata applicableto many Exalted.Chapter Nine: The Fair FolkThis chapter is just like the previous chapters dealing withspecific types of Exalted, but focuses instead on the Fair Folk.Chapter Ten: Dreams of the First AgeSomewhat unique amongst subjects of the errata, Dreamsof the First Age’s chapter includes an extensive overhaul of itsCharms, including a large selection of brand new material notfound in the original print release. Of particular note, SiderealThrone Shadow Style makes its debut. This errata includes allthat is necessary to correct and improve the original publication without requiring you repurchase the product. (Which, ifyou are so inclined, can be found on DriveThruRPG.)Chapter Eleven: Scattered GloriesThe pattern has been broken, and new, wonderful tales canbe told! This chapter covers various products that do not fallinto other categories, such as Glories of the Most High andMasters of Jade.Chapter Twelve: The Books of SorceryWhile errata for the core rules on crafting and sorcery can befound in Chapter One: General Errata, everything from ruleschanges and clarifications on necromancy, spells, artifacts andspirits can be found in their appropriate sections here.Chapter Thirteen: The Scrolls of Esoteric WisdomAn eclectic bunch of errata for an eclectic bunch of books,ranging from the subjects of the life of a mortal in Creation tothe high-flying martial arts of the Sidereal masters.Chapter Fourteen: The Directional CompassesCovering both the Compasses of Celestial Directions andCompasses of Terrestrial Directions series, Chapter Elevenincludes information on the expanse of setting materials thatcan be found in the Compasses, as well as the rules scatteredthroughout.Appendix: Expanded Table of ContentsNot quite the most exciting reading material, this appendixcan guide you through the Scroll of Errata. It includes hyperlinks for your browsing convenience, so that you can skip rightto the end of this document, find the subject you’re looking forand click on the entry to go there immediately.What’s New in this Edition?Below are listed the latest changes to the Scroll of Errata,with handy links ready to take you straight to the new stuff. Youcan find a list of previous changes on page 183.As of March 13, 2012, too many new changes have beenmade to list all of them here. The complete list is in Appendix:Changes Over Time on page 183. Highlights include: Dramatically appropriate iconic animas (page 7) Stunts always provide rewards, but less frequently (page 7) Thaumaturgy costs cannot be obviated (page 7) Minimum damage is lower (page 8) Social combat accounts for extra successes on attacks; natural and unnatural influence updated (page 8) Combos are made freely at no extra cost (page 12) Equipment bonuses are not cumulative (page 13) Weapons and magical material bonuses updated (page 13) Extensive errata to core combat Charms as part of the fixknown as “Exalted 2.5”, touching on the capabilities of all theExalted, as well as spirits and Fair Folk Sidereal Astrology is cheaper and more accessible, even forronin Sidereals (page 50) Extensive errata to the Sidereal Charm set, beyond theircombat functionality in “Exalted 2.5” (page 51)A Note on Charm ErrataCharm errata presented herein contains the fullest extentof the changed information for each Charm. This includesthe entirety of any lines in the Charm header, such as theentire corrected Cost or Keywords fields. If such elementsare unchanged, they will not be listed at all. This applies tosimilar fields found in other powers such as Lunar Knacks orDragon King Steps.Please note that some things, such as widely applicablenew keywords like Mirror or Dawn (see page 17), do notmerit a unique errata entry for a given Charm. A full entrywith complete Keywords will be added if any more extensiveerrata applies to the Charm’s keywords.Introduction5

CHAPTER ONEGENERAL ERRATACharacter CreationExalted Character Creation(pp. 73-85)The following adjustments should be made for the creationof Exalted characters. These changes apply in whole to Solar,Abyssal and Infernal Exalted. Those marked by an asterisk alsoapply to Dragon-Blooded, Lunar, Sidereal and Alchemical Exalted character creation. Players may raise any of their character’s Abilities to fivewithout spending bonus points. Players receive four specialties to distribute amongst theircharacter’s Abilities.* Virtue dots may be purchased for 1 bonus point each.However, Willpower is calculated independently of Virtues.* Characters begin with Willpower rated at 5. Willpowermay be increased at a cost of 1 bonus point per dot.* Characters may start with (Willpower Compassion) Intimacies without spending bonus points.*6 When selecting Charms, players no longer need to chooseat least five Charms from Caste or Favored abilities. The character may start with any ten Charms she meets the prerequisites for. Charms cost 4 bonus points, or 3 if they come from a Casteor Favored Ability. Players receive 18 bonus points at character creation.*TraitsEssenceEssence Ratings over 10(p. 114)The Essence scale of Exalted goes from 1 to 10. As Essence10 characters can be reasonably described as nearly omnipotent in comparison to lesser beings, there is no need for anyhigher Essence ratings to be present in the game.

Iconic Animas(p. 114)This erratum applies equally to Solars, Dragon-Blooded, Lunars,Abyssals and Infernals. Where it contradicts their respective animasidebars, this takes precedence.The iconic anima display recedes when the Exalt’s DV nextrefreshes. It occurs automatically the first time in a scene thatthe Exalt spends Essence at this level, but for the remainderof the scene, such displays only occur when the Exalt’s playerdeems it dramatically appropriate.Willpower Recovery(p. 115)A character who botches a Willpower recovery roll (such astheir daily Conviction roll) regains no Willpower. Nothing elsehappens. This is typically bad enough.Drama and SystemsStunts(pp. 123-124)Stunt rewards are granted regardless of whether the stuntedaction succeeds or fails.A player may stunt as many of his character’s discrete actionsas he wishes, including automatically successful actions such asperfect defenses. For example, a character that launched fourattacks in a flurry while leaping through a window and parrying three incoming attacks could stunt each individual attack,the acrobatic leap through the window, and each particular defense. Each stunted action gains an appropriate dice bonus, asnormal.However, regardless of the number of times a characterstunts per action, he is only granted stunt-based motes or Willpower once, based on the single highest-value stunt performed.In combat, this reward is granted when the character’s DV refreshes.For example, a Solar stunts three attacks in a flurry—a pairof one-die stunts followed by a two-die stunt. When his DVrefreshes, he gains either four motes or one point of Willpower.Diminishing Stunt ReturnsStunts are granted as rewards for descriptions and actionswhich make the game more exciting and interesting. As such,stunts fail to provide rewards as soon as the Storyteller judgesthem to be repetitive or uninteresting—kicking off of the wallto impart extra force to a blow directed at the opponent is cool.Doing it five times in a row probably isn’t.Falling Damage(pp. 126-127)Withstanding Poisons/Environmental Damage(pp. 130-131)Arrow Frog Venom and Coral Snake Venom have intervalsof 1 action.Perfect Defenses andEnvironmental DamageIn the event that a character with a combat-applicable perfect defense finds himself subjected to environmental damage,he may be capable of applying the perfect defense to that damage. At the Storyteller’s discretion, if it is imaginable for a character to temporarily avoid the environmental hazard by dodging or blocking (for example, using a perfect dodge to remainsafe in the face of a rock slide), any perfect defense may beused to provide such protection. One invocation protects thecharacter for the length of one damage interval.In the event that the Storyteller judges that there is nopossible way for any dodge or parry, no matter how skilled, toprotect the character from a source of environmental damage(such as if the character were fully immersed in lava), thenthe character may only protect himself with perfect defenseswhich are capable of blocking the unblockable or dodging theundodgeable, such as Heavenly Guardian Defense or SevenShadow Evasion. These defenses must still be invoked on everydamage interval, necessitating that the character escape theenvironmental hazard very quickly, lest he run out of motesand face certain death.Perfect defenses which function by negating damage (suchas Adamant Skin Technique) may, of course, always be used todefend the character from environmental hazards.VisionBlindness Penalties(p. 135 and p. 152)The delineation of penalties for being blind or in darknessgiven on page 135 is correct. Ignore contradictory references.Thaumaturgy(pp. 137-139)Without special powers that explicitly allow it, no one mayspend motes to ignore the ritual ingredients of thaumaturgicalprocedures.Combat ActionsNew Action: Blockade MovementFalling damage is not considered an environmental hazard,and cannot be defended against by Heavenly Guardian Defense or similar Charms (with the exception of Duck Fate);only damage negation (such as Adamant Skin Technique),effects which negate falling damage (such as the Air Aspectanima power), or not falling from a great height in the firstplace may protect the character from falling damage.Without Charms, blocking another individual’s movementis a Miscellaneous Speed 5, DV -1 action. It requires that thecharacter be directly interposed between the individual or individuals whose movement he is attempting to restrict and theplace he is attempting to keep them from reaching (such as adoorway, or another character). When the targets attempt tomove past the blocker, make a contested ([Strength or Dexterity] Athletics) roll for both parties. Ties favor the blocker.If the blocker wins, the target cannot move past him towardChapter One General Errata7

the blocked destination. If the target wins, she may move asshe wishes. A single blocker may impede up to three targetsper Blockade Movement action at a time. Blockade Movementmay be flurried to impede more than three individuals at once,if needed.New Action: Defend OtherWithout Charms, defending another individual is a Speed 5,DV -1 Miscellaneous action. It requires that the character bewithin (Dexterity) yards of his ward, and allows him to interpose his Parry DV against attacks which target the individualhe is protecting. If an attacker bypasses the character’s ParryDV, she has the option of either letting the attack continueon to the guardian’s ward (in which case the attack will needto use its remaining successes to also beat the ward’s DVs), orshe may simply let the attack strike the guardian himself. Parrybased perfect defenses such as Heavenly Guardian Defensemay be used to automatically guard others, while dodge-basedperfect defenses such as Seven Shadow Evasion do not impedeattacks against the character’s ward at all. Only one DefendOther action may be placed in a flurry.Unless explicitly noted otherwise, perfect defenses with aDuration longer than Instant apply to only one protected character per activation. To protect oneself requires one activation,and protecting anyone with a Defend Other action requires aseparate activation per ward.If multiple characters attempt to defend a single target, oneguardian (generally the individual with the highest Parry DV)becomes the leader of the guard, who actually applies his DVagainst attacks. Each additional character guarding the sameward raises the leader’s Parry DV by 1 when defending theward. Up to five characters may simultaneously guard one human-sized ward on open ground.Defense Values (DVs)Stunting DVs(p. 124 and p. 147)The above referenced pages contradict each other on howstunts improve DVs. Page 124 is correct, each die improvingthe character’s DV by one automatically.Parry Specialties(p. 146)Melee (or Martial Arts) specialties with the appropriateweapon (such as Melee with 3 Swords specialties when using asword) increase the die pool used to calculate Parry DV whenparrying with that weapon.Defense of Possessions(p. 238)Attempts to attack equipment or items on the character’sperson (for example, to slash apart a treaty stuck through aloop on the character’s belt) are treated as attacks directed atthe character, and may be defended against as normal.8Damage and Soak(pp. 148-150)Minimum DamageThe minimum damage value of attacks not absorbed byHardness is one die, rather than the attacker’s Essence rating. Attacks made with weapons possessing the Overwhelmingtag, as well as certain Charms (such as Violet Bier of SorrowsForm), may produce higher minimum damage values.Dealing Levels of DamageWhen effects deal levels of damage, that damage is notrolled, but merely applied as if they were all successes. Soakdoes apply as normal to this damage, however.The automatic levels are soaked first. So, for example, an attack that is inflicting 10 dice of lethal damage plus five levels oflethal damage going up against a lethal soak of 7 inflicts eightdice of lethal damage: the five automatic levels are soaked first,then the first two dice of damage follow, leaving eight dice ofdamage.If, for example, you have an effect that deals 12 Levels ofDamage dealt by a character with Essence 5, who hits someonewith a soak of 9, the damage would be soaked down to five diceof damage (Essence ping), by a strict interpretation of the rules.It is a fair approach, however, to permit the damage to be threeautomatic levels of damage, plus two dice thereof.Stunting SoakYou may not stunt to add to your soak, because—unlikesoak—your DV is assumed to be a rolled value. We just abbreviate that step and derive the DV instead. It is still based ona normal dice pool.Social Combat(pp. 169-175)Dodge Mental Defense ValueDodge MDV is listed as being figured with ([Willpower Integrity pertinent specialty Essence] 2) roundeddown. In this specific instance, Willpower is treated as an Attribute for the purposes of Charm bonus maximums.Threshold Successes on Social AttacksSocial attacks cost one additional point of Willpower to resistfor every three full successes above the target’s MDV. Charmsand other effects which list specific Willpower expendituresnecessary to resist them (such as Heart-Compelling Method,which costs two Willpower to resist) replace the default oneWillpower expenditure with these values before the addition ofthreshold successes.For example, if a Solar used Heart-Compelling Method androlled seven more successes than the target’s MDV, that targetwould need to spend four Willpower to resist the Charm (twofor Heart-Compelling Method, and another two for the threshold successes). Threshold successes cannot force a character tospend more than five Willpower to resist a single social attack.

Natural Mental InfluenceCharacters cannot be forced to spend Willpower more thanonce within a scene to resist natural mental influence originating with the same character. After a character has spentWillpower to resist natural mental influence from any character during the course of a scene, all other individuals’ attemptsto levy natural mental influence against the character suffer anexternal penalty equal to the character’s Integrity.Unnatural Mental InfluenceUnnatural mental influence does not clearly announce itselfas magical mind control unless it comes from an Obvious sourceand fails to affect the targeted character—characters targetedeven by Obvious unnatural mental influence only realize thisfact once they have successfully resisted it (although unaffected bystanders who witness an Obvious Charm’s use can tell thetarget is being subjected to mental coercion of some sort).Mass CombatShields(p. 161)In order for the commander to gain the DV benefit of ashield, ii is necessary for the majority of the complementaryunit to use shields.Charms & CombosCharm Minima and Prerequisites(pp. 181-183)If a character somehow fails to meet the minimum trait requirements or prerequisite Charm requirements of a Charm, orany similar requirements for other powers such as Knacks, thenthey cannot use the Charms or powers for which they do notmeet the requirements even if they have already learned them.Exceptions may occur, but these will be clearly noted.New and Updated KeywordsEmotion: When an Emotion effect instills a feeling but doesnot specify a particular result, treat the Emotion as a sceneduration one-die situational internal penalty that applies to allactions that do not fall in accordance with the emotion (suchas attempting to decipher a First Age text while enraged), anda three-die penalty for all actions that run directly counter tothe emotion (such as resisting a seduction attempt while feeling lust). Beyond these mechanics, players should endeavor torepresent their character’s emotional state in their choice ofactions as befits the balance of the character’s Virtues, especially Temperance.Enhanced: This keyword denotes ‘hero style’ Charms whichgrant an enhanced benefit when used by the Exalt type they belong to (for example, Solar Hero style Charms used by a Solar).Holy: A complementary unit primarily composed of creatures of darkness is itself considered such for the purpose ofHoly Charms.Holy effects fail to function when invoked by creatures ofdarkness, whether they attempt toactivate a Holy Charm or tryto direct the Holy powers of an artifact.Leader #: Any character capable of acting in mass combatmay use Charms as explained on p. 166 of Exalted, includingunit commanders. However, applying non-Excellency Charmsto enhance the entire unit’s action or to extend the benefitsof a personal Charm to the entire unit normally require justification as a form of special stunt. Charms with the Leaderkeyword do not require this justification and have the sameoverall function in mass combat when leading a complementary unit as they do normally, whether to enhance the unit orthe unit’s actions. Unit bonuses also apply normally to use ofthese Charms. Unless specific differences are noted, LeaderCharms operate identically in both personal and mass combat.When the Leader keyword lists a number beside it, an Exaltmust have that Essence rating to apply the Charm to a unitshe leads. Cooperative Charms with a Leader function allowthe led unit to join with its special characters to produce theusual magnified effect. By definition, Charms with the Leaderkeyword automatically have the War keyword.Martial: Charms with this Keyword may also be used with orapplied to the listed Abilities when the Exalt’s rating in thoseAbilities meets the Charm’s minimum Ability rating.Martial-ready: This Keyword replicates all the effects of theMartial keyword. In addition, the character may use the Charmwith or apply its benefits to any of the listed Abilities that hehas as a Caste or Favored Ability, even if their ratings are lowerthan the Charm’s minimum Ability requirement.Merged: Charms with this keyword can be bought from multiple sources, but they all count as a single Charm purchase. Forinstance, a Solar learning Call the Blade from Melee also learnsCall the Blade from Thrown at no additional cost or trainingtime. The list of other Charms with which one is Merged arelisted at the end of the Charm.Native: Powers like the Eclipse, Moonshadow and Fiendanima do not allow acquisition of Native Charms. Only naturalwielders can learn Native charms. Exalted Charms and herostyle expansions are natural to the appropriate type of Chosen.Spirit Charms are natural to gods, elementals, demons andakuma. Arcanoi are natural to ghosts. Raksha Charms are natural to Fair Folk. Primordial Charms are natural to Primordials, Green Sun Princes and Exalted akuma. The God-Bloodedchildren of natural wielders cannot learn their parents’ NativeCharms. Martial Arts Charms that are not Hero Style expansions cannot have the Native keyword.Overdrive: Charms with this Keyword create a temporarypool of Peripheral Essence, which can only be filled by termsoutlined in the text of the Charm. Motes in these pools mayonly be used to activate offensive Charms with a duration ofOne action or less. Charms whose mote cost are paid for entirely from a character’s Overdrive pool do not count as Charmactivations, but must obey normal Combo rules if used in conjunction with other Charms. Other restrictions may be presentin the text of the Charm. Motes gathered into the pools createdby Overdrive Charms dissipate at the end of the scene, barring additional Charms to prolong their existence. Temporarymote pools created by the Overdrive keyword share their motesand stack together to determine the storage capacity of theoverall pool. This Overdrive pool may store no more than 25motes, regardless of the size of the pool generated by individualCharms with the Overdrive keyword.Chapter One General Errata9

War: All special characters in a complementary unit andthat unit’s champion during mid-battle duels are fellow officersto one another. If a Charm functions differently when targeting a fellow officer, it deactivates if that relationship no longerapplies due to either character leaving the unit. CooperativeCharms ignore their usual range limit for close contact whenused by fellow officers, as the unit itself conducts the harmonization.Charm LimitsCharms Increasing DV Directly(p. 185)Charms that say they add to DV do so directly. The reason itmentions the pool is in case the character is utilizing a Comboin which a Charm that directly increases DV is used alongside,say, an Excellency. So, for this purpose, a Charm that adds 3to your Dodge DV is effectively adding six dice to your (Dexterity Dodge) pool for the purpose of deriving DV. Becauseyou can only double any pool with such effect, if you had a(Dexterity Dodge) of 10, you could only add the equivalentof four more dice (or another effect with 2 DV) to the example above.Charm ConceptsCommitting Motes to Charms(p. 184)Any Charm with a duration greater than Instant ties up themotes of Essence used to fuel it for the duration of the Charm,and those motes may not be recovered until the Charm ends.Flaw of Invulnerability: Conviction(p. 194)Replace the current Conviction-based Flaw of Invulnerabilitywith the following:Conviction Flaw: Charms carrying this Flaw do not functionwhen the character has taken some action during the scenethat is contrary to her Motivation. If, during the scene, shehas acted against any Intimacy, or a Virtue she has rated at3 , then Charms with this Flaw add a 3m surcharge to theiractivation cost.New Charm Concept: Impossible ActionsCharacters who attempt to perform an action with zero diceautomatically fail at that action, regardless how many successesthey may garner from Charms or other sources.New Charm Concept: Infinite RateAnything that grants a weapon or produces a weapon with‘infinite Rate’ instead results in a weapon with Rate 5.Mortals(p. 218)A mortal who gains the ability to spend Essence may actuallyaffect Creation with his will in a small way to his own benefit,even subconsciously. He’s no spirit or Exalt, but he’s no run ofthe mill human anymore either. Think of him as another typeof Essence user, not an Exalt any more than a ghost or DragonKing is.10Effects like Flow Reversal Strike (see Manual of ExaltedPower—Dragon-Blooded, pp. 208-209) would not kill theEssence wielder outright. In this case, he’d take damage likean Exalt. For a Charm like Tears of the Blade (see Manual ofExalted Power—Sidereals, p. 206), the former mortal wouldsuffer as a Terrestrial Exalt.Items like Soulsteel Perfected Kata Bracers (see Oadenol’sCodex, p. 42) would not inflict their material-specific effect,but all other effects would be in force, so were I a minor Essence wielder, I’d still avoid picking fights with deathknightswhere possible. Soul-Cleaving Wound (see Manual of Exalted Power—Abyssals, p. 128) and Wicked Darts of Suffering(ibid., p. 133), as examples, would work as written.New Charm Concept: Reasserting IntimaciesIf a Charm grants an Intimacy a character already has or specifically states that it reasserts an Intimacy, this process undoesthe effect of scenes spent weakening it or any similar “damage”to the belief.New Charm Concept: Speed LimitNo effect or combination of effect may reduce the Speed ofan action below 3 unless it explicitly states that it does so.New Charm Concept: StoredReflexive AttacksSome Charms allow a character to reflexively attack foes,without the need for an incoming assault to respond to witha

3 EXALTED SECOND EDITION THEsCroll of errata . Contents introduCtion 4 Chapter one: General errata 6 Chapter two: solar exalted 16 Chapter three: the draGon-Blooded 24 Chapter four: lunar exalted 46 Chapter five: sidereal exalted 50 Chapter six: aByssal exalted 73 Chapter seven: infernal exalted 81 Chapter eiGht: alChemiCal exalted 86 Chap

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