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- ADV E R S A R I E S O F T H E R I G H T E O U S
- Peremuz,
- Rogue Homunculus
- Background: After her retirement from the legions, the
- outcaste sorcerer Lofty Raiton retired to the countryside
- to pursue her researches. One of her creations was
- a tiny homunculus hatched from a geode filled with her
- own blood. She named the creature Peremuz, after the
- diminutive hero of a century-old romance novel.
- Quick-witted and clever, with a sharp tongue, Peremuz
- served his creator for several years as a laboratory assistant,
- conversationalist, messenger, and spy. But when
- Lofty Raiton died, her progeny bickered over ownership
- of Peremuz as though he were a pet or a tool rather than
- a person. Shouldering a pouch full of coin, he departed
- to make his own destiny.
- After moving from one city to the next every few years,
- Peremuz currently earns his keep in Pangu’s
- underworld, where he freelances
- for myriad employers. Most
- simply know him as a peculiar
- local figure, riding about
- on his terrier or drinking
- wine from thimbles. In fact,
- his minuscule size makes
- him an ideal spy, thief, or
- even assassin.
- Image: A grotesque
- manikin with
- huge batlike ears,
- Peremuz stands
- just one handspan
- tall. He dresses
- in clothing custom-
- made for the
- occasion, whether
- that’s peacock finery,
- rugged traveling
- leathers, or mottled
- grays for camouflage.
- He seems ageless,
- though his gray hair is
- receding. The chip on
- his shoulder is apparent
- in his stance and lofty grimace
- when dealing with
- larger folk. He usually travels
- mounted on his terrier,
- Black Wolf. For long trips, his husky Storm carries a pack
- or sled.
- Intimacies: Defining: “I will take advantage of a world
- that overlooks me.”; Major: “Big folk can’t be trusted.”;
- “Scruples are for those without the will to survive.”;
- Lofty Raiton’s memory (Filial Respect); His handler
- in the All-Seeing Eye (Loyalty); Minor: Lofty Raiton’s
- children (Bitterness); Mortals (Scorn); the Exalted
- (Wariness)
- Peremuz
- Secrets: Peremuz is a repository of secrets; he’s spied
- on crime lords, visiting Guild merchant princes, patrician
- matriarchs, and Dynastic grandees. In addition, he’s
- secretly an agent of the All-Seeing Eye. Everything he
- reports to his other patrons, he also reports to his Eye
- handler.
- Equipment: Tiny garments, toothpick-sized sword, fishhook-
- grapnel on six feet of silken line, backpack full of
- lockpicks, doll-sized journal covered in handwriting too
- tiny to read
- Roleplaying Hints: Peremuz is sarcastic and snarky,
- channeling his bitterness toward a world that doesn’t
- accommodate his scale. He’s wary of kindness, as many
- attempt to manipulate him under the guise of concern
- and understanding, but characters can woo him with
- equitable treatment. Though loyal to his All-Seeing Eye
- handler, he values his skin above the needs of any particular
- assignment; he’d rather flee than fight, and freely
- sells out most employers if necessary to survive.
- If Peremuz dies, the All-Seeing Eye loses its best source
- of information on Pangu’s underworld, and the various
- bosses resort to less subtle and efficacious methods of
- observing and interfering with their rivals’ activities, resulting
- in increased bloodshed.
- Attributes: Strength 1, Dexterity 4, Stamina 3; Charisma
- 2, Manipulation 3, Appearance 1; Perception
- 4, Intelligence 3, Wits 4
- Essence: 1
- Willpower: 6
- Join Battle: 8 dice (9 vs. tiny creatures)
- Health Levels: −0/−1/−2/−4/Incap.
- Abilities: Athletics (Climbing) 2, Awareness (Tiny
- Creatures) 4, Brawl 2, Bureaucracy (Evaluating
- Goods) 1, Craft (Alchemy) 1, Dodge (Guard Dogs,
- Humans) 4, Integrity 2, Investigation 3, Larceny 2,
- Linguistics 2, Lore 2, Melee 3, Occult (Sorcery) 1,
- Presence 1, Resistance 3, Socialize (Guile, Spying) 1,
- Stealth 4, Survival (Animal Training) 2
- Merits: Backing (All-Seeing Eye) 2, Contacts (Pangu
- Underworld) 1, Enhanced Sense (Hearing), Familiar
- (Black Wolf) 1, Familiar (Storm) 1, Hideous, Influence
- 1, Language (Native: High Realm; Low Realm,
- Old Realm, Riverspeak, Guild Cant) 4, Tiny Creature
- (below)
- Attack (Tiny sword): 9 dice (Damage 4, or 10
- against enemies his size or smaller); Tags: Lethal,
- Melee
- Attack (Unarmed): 6 dice (Damage 4, or 8 against
- enemies his size or smaller; can’t inflict decisive
- damage against human-sized or larger opponents);
- Tags: Bashing, Brawling, Grappling, Natural
- Attack (Grapple): 6 dice (3 to control; can only
- grapple enemies his size or smaller)
- Combat: Soak 5, Hardness 0 (tiny feathersteel chain
- shirt: +2); Parry 4 (Melee); Evasion 4 (6 against
- larger foes, or 7 against guard dogs/humans); Rush
- 6 dice; Disengage 8 dice
- Social: Guile 3, Resolve 3
- Familiars: For dog traits, see Exalted, p. 562. Both
- dogs know the Hold at Bay and Snarling Guardian
- Attack special attacks, and have the Loyal Guardian
- Merit. Black Wolf also has the Discerning Scent
- (human scents) and Wary Watchdog Vigilance
- Merits.
- Merit: Tiny Creature
- Gain +2 Evasion against larger foes, and subtract two
- successes from Awareness-based rolls to notice him.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Black Hollow
- Most people never see a black hollow — only the effects of its passage. Concealed within a featureless, blacker-thanblack
- sphere, it drains color from whatever it touches, stripping it from surfaces and tearing into anything thicker
- than paper to get at the hue hidden within. It’s fond of the brilliant carmine red of human blood, and leaves victims a
- twisted fractal of gray pulp and fluid after it shreds them alive. No evidence of the black hollow’s true shape remains
- when it perishes, only an explosion of color that stains anything nearby with the colors it most recently consumed.
- Some savants believe the black hollow doesn’t have a true shape, nothing more than its endless hunger. The light of
- the Exalted soul spilling out into the world gives off pure, sublime colors a black hollow cannot resist.
- Essence: 2; Willpower: 5; Join Battle: 7 dice
- Personal Motes: 20m
- Health Levels: −0x5/−4x2/Incap.
- Actions: Feats of Destruction: 6 dice
- (may attempt Strength 3 feats); Senses:
- 7 dice (see Color Scent); Stealth: 4
- dice (see Pitch Black); Tracking: 10
- dice
- Resolve 1, Guile 5
- COMBAT
- Attack (Flense): 9 dice
- (Damage 9/3); Tags: Melee
- (see Anima-Devouring
- Maw)
- Attack (Grapple): 8
- dice (10 to control) (see
- Oubliette)
- Combat Movement:
- 7 dice
- Evasion 4, Parry 1
- Soak/Hardness:
- 12/6
- SPECIAL ABILITIES
- Starved for Hue: With
- a successful flense attack
- on an Exalt whose anima
- banner is visible, the black
- hollow steals the character’s
- Essence for itself: two motes if the
- banner is at the glowing level, four
- at burning, or six at bonfire/iconic.
- This can increase the black hollow’s pool
- beyond its usual maximum, up to
- 30 total motes; however, unused
- motes in excess of 20 vanish at the
- end of the scene.
- MERITS
- Color Scent: Black hollows are
- blind, but they can sniff color out,
- B l ac k H o l l ow
- even beneath skin or behind a wall, and then destroy
- those barriers to get at it. They can’t detect things that
- are completely black or white, transparent objects like
- glass, or each other.
- Oubliette: A successful grapple gambit pulls the foe
- into the sphere, where the black hollow devours all
- light. The victim is blinded until they escape, suffering
- a −3 modifier on actions that rely on sight.
- Pitch Black: Characters who can’t see in total darkness
- increase penalties to find or notice the black
- hollow in dim light or darkness by two.
- OFFENSIVE CHARMS
- Fractal Strike (1-5m; Supplemental; Instant; Dual;
- Essence 2): The black hollow’s attacks twist around
- obstacles in impossible ways. A supplemented withering
- attack ignores soak from armor equal to motes
- spent, up to five; a decisive attack ignores Hardness
- from armor equal to motes spent, up to five.
- DEFENSIVE CHARMS
- Chaotic Veil (2m, 2i per +1; Reflexive; One scene;
- Essence 1): A thin, almost invisible ribbon of warped
- prism always surrounds the sphere. This Charm
- expands that ribbon to fill more space; all characters
- within short range, including the black hollow
- itself, gain +1 Evasion per two motes plus two Initiative
- spent against any attackers that rely on sight, to
- a maximum of +3. The black hollow cannot end this
- Charm prematurely.
- MISCELLANEOUS CHARMS
- Anima-Devouring Maw (6m per anima level;
- Simple; Instant; Essence 2): The black hollow
- consumes one level of an Exalt’s visible anima banner
- per six motes spent, absorbing the divine light into
- itself and diminishing the target’s anima display accordingly.
- This Charm can target anyone within range
- of a flense attack. The sphere can hold up to three total
- anima levels, whether from the same target or different
- ones. For each anima level it has absorbed, its flense
- attacks increase their reach by one range band as the
- sphere grows in size; thus, with one anima level its
- attacks can reach to short range, with two to medium,
- and so on. All consumed anima levels vanish at the
- end of the scene.
- Storyteller Tactics
- Black hollows only care about eating color, the brighter
- the better, and blood red is their favorite. Though they’re
- silent and their matte-black spheres are easy to miss in
- darkness, they’re too single-minded to deliberately employ
- stealth. A difficulty 3 gambit to distract a black hollow
- with a brighter color can pull it away from its current
- combat target.
- Whenever a black hollow deals damage to an enemy or
- breaks an object, it consumes some of the target’s pigment,
- turning its colors paler and less saturated. The effect
- reverses at the end of the scene unless the target is
- destroyed.
- A black hollow flees combat when it has taken damage in
- its first −4 health level.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Cockatrice
- Betimes, a hen lays an egg without a yolk. These “cock’s
- eggs,” so named because many believe a cock laid them
- rather than a hen, never hatch under normal circumstances
- — but sometimes, in places where Creation’s
- fabric wears thin and the Wyld seeps through, a cock’s
- egg hatches. It’s not a chick that crawls out of the broken
- shell, but a winged lizard with a rooster’s head and
- a long, serpentine tail. Blessed with deadly sight, its first
- victim is usually its mother, followed by the remainder
- of her flock. Hunting is never difficult for the cockatrice,
- and it has little to fear from predators; even if they slip
- by its gaze, they perish at its touch. A cockatrice never
- learns fear, not even of humans, who die just as easily
- under even a juvenile cockatrice’s gaze. A single cockatrice
- can wipe out entire villages, so mortals in the
- Threshold smash cock’s eggs when they find them just
- in case, to keep disaster at bay.
- Essence: 2; Willpower: 5; Join Battle: 6 dice
- Health Levels: –0/–1x2/–2x2/–4/Incap.
- Actions: Fly: 6 dice; Senses: 8 dice; Stealth: 7 dice
- Resolve 2, Guile 1
- COMBAT
- Attack (Bite): 6 dice (Damage 9)
- Attack (Tail lash): 9 dice (Damage 11)
- Attack (Toxic breath): 8 dice (Damage 7); short
- range (see Vile Fumes)
- Attack (Tail grapple): 8 dice (7 to control)
- Attack (Paralysis grapple): 10 dice (12 to control)
- (see Eyes of Flame)
- Combat Movement: 9 dice
- Evasion 5, Parry 1
- Soak/Hardness: 6/0
- C o ckat r i c e
- SPECIAL ABILITIES
- Eyes of Flame: The cockatrice’s gaze has a hypnotic
- effect. It performs a difficulty 3 ranged grapple gambit
- at up to medium range. (Wits + Integrity) opposes the
- control roll. Success indicates the cockatrice locks eyes
- with the victim, paralyzing them; blind characters are
- immune. It doesn’t suffer Defense penalties while using
- this ability. It may only savage or release a grappled
- target; savage attacks burn the victim from the inside
- out. Another character can intervene, but the cockatrice
- reflexively makes a new control roll as though it
- had succeeded on the grapple gambit against the interloper.
- Failure transfers the paralysis to that character,
- resetting the cockatrice’s rounds of control based on the
- new result. The original target is then free to move, as
- the cockatrice can only stare a single target to death at
- a time. However, it can maintain Eyes of Flame and a
- tail grapple simultaneously.
- MERITS
- Cold Iron Bane: Weapons of iron deal aggravated
- damage to cockatrices.
- Vile Fumes: The cockatrice’s breath and bite are
- toxic, exposing victims to its venom when it succeeds
- on these attacks. Its touch is also a vector. The poison
- deals 4i/round (lethal in Crash), lasts for three rounds,
- and imposes a −3 penalty (see Exalted, p. 232).
- Storyteller Tactics
- A cockatrice is deadly, and it knows it. This makes it foolhardy,
- brazenly confronting humans face-to-face. It likes to
- stare down at foes from a high, haughty perch, and engages
- those who sneak up behind it by grabbing or lashing them
- with its tail while it paralyzes those who face it head-on.
- Clever gambits, such as distractions or traps, are the best
- way to deal with a cockatrice without falling prey to its
- lethal stare and toxic touch. Indirect attacks, such as fire
- or volleys of arrows, can work, but don’t always guarantee
- a quick death — and a cockatrice can fly away from
- threats. Fighting blind protects against its stare but not
- its poison, and few can boast the training needed to survive
- against such a foe without sight.
- The most reliable way to kill a cockatrice is with a mirror:
- It locks eyes with itself and thinks its reflection is
- an enemy, performing its Eyes of Flame gambit against
- its own defenses. Trapping a cockatrice with a mirror is
- a difficulty 4 gambit and requires finding a mirror with
- sufficient polish and of a size that the cockatrice paralyzes
- itself before whoever holds it. Such treasures are rare
- in the Threshold.
- “I CLOSE MY EYES!”
- A character guessing when it’s safe to open her
- eyes and attack, and when to close them because
- she thinks the cockatrice is about to look at her,
- leaves herself vulnerable to Eyes of Flame; no one
- can perfectly anticipate those moments. The cockatrice’s
- gambit roll represents the constant interplay
- of these guessing games and the creature’s own
- ability to catch victims off-guard.
- From a systems perspective, players must choose
- at the beginning of each round between fighting
- blind for the entire round or risking the cockatrice’s
- success on the staredown gambit. Even
- those choosing to fight blind must peek to interpose
- themselves effectively between the cockatrice and
- a paralyzed ally; doing so always risks the gambit.
- See Exalted, p. 188, for blindness penalties.
- *****
- ADV E R S A R I E S O F T H E R I G H T E O U S
- Afondha,
- the Lady of the Well
- Background: The well’s aquifer runs for miles underground, spanning
- rivers and cisterns to bring life to the land. Generations of
- farmers coaxed the water above ground, and rice and grains that
- grow nowhere else in the East paid for gilded thrones. Three principalities
- once waged war over Afondha’s Well, dark blood seeping
- through earth to mingle with the water. Now they have reached an
- equilibrium through treaties and marriage, so each may prosper.
- Afondha is a regional fertility goddess. She has scores of
- god-blooded children, begotten with men and women from
- all three princedoms, whom she views as extensions of herself.
- They fill her retinue as guards, servants, spies, and — for
- those born of prestigious mortal lineages — ambassadors.
- She has no patience for rebellion or laziness, and swiftly
- disowns any children who refuse to play their parts. Any
- who actively betray her, or even speak badly about her in
- public, can look forward to unfriendly visits from hireling
- slavers, assassins, or in some cases their own siblings.
- The temple-manse at the heart of Afondha’s Well
- draws supplicants bringing offerings. They beg for
- fertile lands and wombs, or the more nebulous blessing
- of fruitful endeavors. Others worship Afondha at
- more distant cisterns, and her coffers fill with riches
- and bounties. No gold or cornucopia compares to
- the value of life, however, and she resents the three
- principalities for reaching a peaceful arrangement.
- She would prefer just enough bloodshed to salt the
- waters a touch.
- Image: Afondha is all luscious curves and dark bronze
- skin. She never wears her raven hair the same way
- twice. Her cheeks appear flushed, and her eyes are
- the blue-grey of deep water. Often pregnant, her belly
- shows from the first month. Her clothes and jewelry
- are resplendent and ever-changing, taken from the
- riches sacrificed to her wells.
- Intimacies: Defining: “Life flows from me alone.”;
- Major: “Protect my well at all costs.”, My Cult
- (Ownership), “Blood sacrifice means more than riches.”;
- Minor: Agu Zhano-a Tatosu, daughter by Prince
- Agu Zhan (Expectant Pride)
- Secrets: Afondha hears everything supplicants whisper
- to any well that taps into the aquifer stretching out
- from her temple-manse, from spouses and heirs wishing
- for rulers’ deaths to farmers asking her to poison
- a f h o n d h a , t h e l a dy o f t h e w e l l
- their neighbors’ land, and she’s not above holding it over
- their heads for leverage. She harbors plans to destabilize
- the principalities, acting through discreet saboteurs lest
- she offend local war gods. She offers potential agents a
- myriad of rewards, including talismans and the hand of
- her favorite (and unaware) daughter, Tatosu.
- Equipment: Collar of Dawn’s Cleansing Light (Exalted,
- p. 601); flowing robes (Silken Armor, Exalted, p. 600);
- white jade headdress (Hearthstone Amulet, Exalted, p.
- 601) bearing three identical opaque green-blue stones,
- one of which is a Harvest Gem (Exalted, p. 609)
- Roleplaying Hints: Afondha carries herself with
- self-aggrandizing confidence, but also with charm and
- beauty. She is an excellent hostess to those she deems
- worthy of her attention — especially young Exalted she
- can call upon once they’ve grown in power — and icy
- cold to anyone she deems beneath her. She changes her
- attire and manse’s interior design on a whim, to keep
- guests entertained and, not coincidentally, off-balance.
- She never strikes a deal unless she believes she’ll come
- out ahead.
- Attributes: Strength 3, Dexterity 3, Stamina 4; Charisma
- 4, Manipulation 5, Appearance 5; Perception
- 3, Intelligence 4, Wits 2
- Essence: 4
- Willpower: 7
- Join Battle: 6 dice
- Personal Motes: 84/90 (6 committed)
- Health Levels: −0/−1x4/−2x4/−4/Incap.
- Abilities: Awareness 4, Brawl 1, Bureaucracy (Offerings)
- 4, Dodge 4, Integrity (Persuasion) 5, Linguistics
- 4, Lore 4, Occult 4, Performance 4, Presence
- (Bargaining, Charm) 5, Resistance 2, Socialize (Read
- Intentions) 4
- Merits: Artifact (Hearthstone Amulet) 2, Artifact
- (Collar of Dawn’s Cleansing Light) 2, Artifact (Silken
- Armor) 4, Cult 4, Exalted Healing, Followers 2, Language
- (Native: Old Realm; High Realm, Riverspeak)
- 2, Manse 5, Retainers (God-Blooded Bodyguard) 4,
- Resources 4, Selective Conception
- Attack (Unarmed): 8 dice (Damage 10); Tags:
- Bashing, Brawl, Grappling, Natural
- Attack (Grapple): 4 dice (4 to control)
- Combat: Soak 9, Hardness 4 (Silken Armor: +5);
- Parry 2 (Brawl); Evasion 4; Rush 3 dice; Disengage
- 7 dice
- Social: Guile 5, Resolve 4
- Escort: Afondha cultivates an entourage of fawning
- servants, god-blooded guards, and juggling bears.
- The temple-manse’s guards use traits for battle-ready
- troops (Exalted, p. 496) and form a Size 2, Might 1
- battle group with average Drill. Two elite bodyguards
- (Exalted, p. 497) accompany Afondha everywhere,
- tongueless and unflinchingly loyal.
- OFFENSIVE CHARMS
- Geyser’s Distant Caress (6m, 1wp; Simple; One
- scene; Eclipse; Essence 2): Afondha may perform
- gambits against targets at up to medium range using
- Manipulation + Brawl with bonus dice equal to her
- Cult (10 total dice), as long as she’s within short range
- of at least a gallon of open water. Successful grapples
- performed with this Charm immediately pull the target
- to close range.
- DEFENSIVE CHARMS
- Still Waters Run Deep (5m, 2i; Reflexive; Instant;
- Withering-only; Essence 1): Afondha gains bonus
- soak equal to the number of dice that show failures in
- the attack roll, or double that amount if she is partially
- or fully submerged in her aquifer’s water. Activate this
- Charm before the attacker rolls.
- MOBILITY CHARMS
- Aqueous Rebirth (5m, 1i; Reflexive; Instant;
- Essence 1): Afondha briefly dissolves into water. She
- may automatically succeed on a disengage attempt.
- Alternatively, she may roll Dexterity + Cult (7 dice)
- while being grappled to reduce the opponent’s turns
- of control by the number of successes she rolls. If this
- reduces the turns of control to zero, she gains two Initiative.
- SOCIAL CHARMS
- Thirst-Quenching Goddess Regalia (8m, 1wp;
- Reflexive; Instant; Eclipse; Essence 3): Whenever
- Afondha succeeds at a bargain action or chooses not
- to apply her Resolve against one, she may activate
- this Charm to automatically instill a minor Intimacy for
- herself in that character with a positive context chosen
- by the opponent’s player, such as awe, respect, or
- trust. If the character already has a positive Intimacy
- for her, it increases in intensity by one instead. If the
- character already has a negative Intimacy for her, it
- decreases in intensity by one instead.
- MISCELLANEOUS CHARMS
- Fertile Benediction (15m; Simple; Instant; Eclipse;
- Essence 3): Afondha blesses the supplicant with fertility,
- ensuring conception with their next informed and
- willing partner regardless of whether they could normally
- conceive a child with that partner, as long as at
- least one of them has a womb.
- ADV E R S A R I E S O F T H E R I G H T E O U S
- Hurry Home (10m, 1wp; Simple; Instant; Essence
- 1): Afondha dissolves into water on her next turn, returning
- to her manse’s hearthroom.
- Materialize (45m, 1wp; Simple; Instant; Essence
- 1): Afondha solidifies from water.
- Measure the Wind (5m; Simple; Instant; Essence
- 1): Afondha can read anyone who willingly asks for
- her blessing.
- Vine-Ripened Labor (15m, 1wp; Simple; Instant;
- Essence 3): Afondha grants fruitful progress on one
- specific task, such as attracting a suitor’s attention or
- winning a negotiation with a rival. The supplicant receives
- four banked bonus dice, which they can add
- to any one roll pertaining to the task before the lunar
- month ends; if that roll succeeds, the supplicant tithes
- one Willpower to Afondha.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Giant Constrictor
- Legendary terrors of the Eastern jungles and Western
- bogs, giant constrictors are any variety of constricting
- snakes, such as the anaconda or boa, that can grow to
- monstrous sizes in Creation, reaching extremes of fifty
- or sixty feet in isolated ecosystems. They use their massive
- coils to crush the breath out of prey such as deer,
- capybaras, and unfortunate humans, while swallowing
- smaller animals like fish or birds whole. Some make
- their homes among the treetops, blending in with foliage
- before falling onto an unsuspecting victim. Others hunt
- in rivers, swimming under the surface of water before
- lunging out to claim a hapless animal that stopped for
- a drink.
- Essence: 1; Willpower: 4; Join Battle: 4 dice
- Health Levels: −0/−1x2/−2x3/−4x3/Incap.
- Actions: Climb: 6 dice; Feats of Strength: 7 dice
- (may attempt Strength 3 feats); Resist Disease/
- Poison: 7 dice; Senses: 5 dice (see Thermal Sense);
- Stealth: 5 dice
- Resolve 2, Guile 2
- COMBAT
- Attack (Bite): 8 dice (Damage 15)
- Attack (Grapple): 10 dice (14 to control)
- Combat Movement: 6 dice
- Evasion 3, Parry 1
- Soak/Hardness: 8/0
- SPECIAL ABILITIES
- Crushing Coils: A giant constrictor takes no Defense
- penalties from grappling, and can drag an enemy on
- the same turn it makes a savaging attack against them.
- G i a n t C o n s t r i c tor
- Uncoiling Serpent Rush: Every turn the constrictor
- does not take a movement action, it stocks a single
- success, to a maximum of three. Each stocked successes
- adds +1 Evasion. It adds all stocked successes
- to a rush roll, and to any grapple gambit it initiates on
- the same turn in a flurry, resetting stocked successes
- to zero. With three stocked successes, it may also reflexively
- move one range band closer to the enemy
- without counting as its movement action for the turn.
- Any other movement actions waste all stocked successes.
- MERITS
- Camouflage: Double 9s on Stealth rolls while
- hidden amid treetops or dense foliage. Aquatic variants
- gain camouflage while swimming or slithering
- through mud.
- Thermal Sense: Giant constrictors sense their
- prey’s body heat, doubling 9s on any roll to notice a
- warm-blooded character and ignoring penalties for
- visual obstacles such as darkness or mist.
- Storyteller Tactics
- Giant constrictors depend on the element of surprise
- when they hunt. Though they’re capable of moving
- swiftly to catch their prey, they prefer to wait, hidden,
- until a tasty and unsuspecting morsel happens by. The
- snakes are also nocturnal creatures, doing the majority
- of their hunting at night. Legion soldiers on latenight
- watches in the East keep an eye out for constrictors,
- lest their sleeping comrades-in-arms end up with
- bone-crushing blankets.
- Giant constrictors flee when they take damage to their
- last −3 health level, unless they are in the middle of
- crushing their prey to death; then they flee after the
- grapple ends instead.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- The Forlorn Manor
- On a hill overlooking a city sits a house. The road below
- bustles with caravans and wandering monks. Legions
- marching to a nearby outpost stir up the dust. On the
- horizon, ships fly the flags of Peleps, or Lookshy, or
- Cherak. The sprawling house is three grand stories tall.
- Large windows reflect the sunset; terraces catch the
- cool breeze. But paint has faded and chipped, and the
- house sags in the middle. Peering through the windows
- reveals once-opulent furniture blanketed in dust, and
- once-majestic stairways with missing railings and broken
- treads.
- Five hundred years ago, this enormous estate was the
- multigenerational dwelling of the wealthy Dutan family.
- Then, disaster struck. Everyone who entered the
- house succumbed to sudden, inexplicable death. Even
- the few members of the household away on business
- fell to the same doom once they returned. The house
- itself declined rapidly, within days appearing decades
- abandoned. Now, Dutan Manor is a ghost, still in
- mourning for the family that loved it. But in the lonely
- years since their deaths, the manor has gone from melancholy
- to malevolent.
- It traps trespassers within, the rooms ever-shifting,
- whether they come seeking lost riches or a simple night’s
- shelter. It spurs them to anger and fear, makes the weakwilled
- turn against companions, and leads even the most
- clear-headed down tortured hallways into impossible
- rooms, until they collapse from exhaustion or starvation,
- or kill each other.
- Essence: 4; Willpower: 8; Join Battle: 11 dice
- (heart only)
- Personal Motes: 90
- Health Levels: −0x10/−1x15/−2x15/−4x10/
- Incap. (heart only)
- Intimacies: Defining: The Dutan Family (Mourning);
- “Everything within these walls is mine, including you.”;
- Major: “I will show you what it means to despair.”
- F o r l o r n M a n o r
- Actions: Bargain: 8 dice; Lore: 5 dice; Persuade:
- 7 dice; Read Intentions: 7 dice; Senses: 7 dice (see
- Something’s Watching); Threaten: 12 dice
- Appearance 3, Resolve 5, Guile 3
- COMBAT
- Soak/Hardness: 10/10 (heart only)
- SPECIAL ABILITIES
- Endless Hallway, Shifting Staircase: Dead
- ends replace intersections. Nonsensical stairways
- appear and disappear. Doors open onto different
- places from one moment to the next. Navigating to
- any specific destination inside the house requires
- a (Wits + Survival) extended action (or Strength +
- Athletics, to smash directly through walls), difficulty
- 4, with goal number 10 and interval five minutes. If
- the manor wins, the character still gets there but the
- house anticipates them, gaining double 8s on all
- rolls to oppose or influence them when they arrive.
- If the character botches a roll, the house traps them
- in a room without exits, a never-ending stairwell, or
- another impossible area, requiring creative solutions
- to escape. Each character must roll individually, as
- failure leads the house to separate them.
- Something’s Watching: Double 9s on sight- and
- hearing-based Perception rolls.
- MERITS
- Unforgiving Terror House: Any part of the manor
- or object that was present when the house became a
- ghost rebuilds itself again completely one round after it’s
- destroyed, except its heart. The manor itself has no health
- levels and can’t engage in combat. In its deepest bowels
- pulses its dead heart, within a pitch-dark chamber, protected
- by a half-digested mass of rotted sinew and dry
- bone. The heart may produce any number of zombies
- (Exalted, p. 502) from the mass at a time, as a combat
- action, for either five motes or three health levels per
- zombie. A character can destroy the heart by attacking
- it directly, which also destroys the ghost itself, but it
- can’t take decisive damage and doesn’t suffer Initiative
- Crash until it has no zombie guardians left; withering
- attacks still award the attacker their full Initiative.
- OFFENSIVE CHARMS
- Crushing Despair (8m; Simple; One scene;
- Essence 2): The room hides the exit and shrinks the
- distance between its walls. This is an environmental
- hazard (Exalted, p. 230) with difficulty 5, dealing
- two bashing damage per round and granting the
- manor Initiative per round equal to the number of characters
- who took damage that round, to a maximum of
- five Initiative. Characters may resist the hazard with
- (Strength + Athletics) to hold the walls at bay; (Perception
- + Awareness) to find the exit; and either a feat of
- strength or (Dexterity + Larceny) to open it.
- DEFENSIVE CHARMS
- Hundred Chambers Maze (8m; Reflexive; One
- scene; Eclipse; Essence 3): Change any portal’s destination,
- including external windows and doors, to
- any other portal’s destination on the manor’s grounds.
- Eclipses may use this Charm in any building, but both
- target and destination portals must be within medium
- range of the Eclipse.
- Foundation of Bones (5m; Simple; Instant; Decisive-
- only; Essence 3): The manor instantly consumes
- one corpse (inanimate or otherwise) anywhere on the
- grounds to heal three health levels or regain five Initiative.
- SOCIAL CHARMS
- Ember-Stoking Delusion (8m, 1wp; Simple;
- One scene; Psyche; Essence 4): On a successful
- threaten action, the manor convinces a character
- within its walls that one of her companions secretly
- plots against her and unearths long-buried conflicts.
- The target temporarily develops a negative Major Tie
- toward her companion and temporarily loses the benefits
- of any positive Tie toward him. Interactions with
- him prompt her to physically attack unless she spends
- one Willpower to hold back for one round, or one
- minute outside combat. Exalts end the effect early by
- spending four Willpower this way; mortals have no
- such recourse.
- MISCELLANEOUS CHARMS
- Materialize (45m, 1wp; Simple; Instant; Essence
- 1): The forlorn manor can materialize whenever it
- senses someone approaching its territory or looking
- up at its hill from below. See Exalted, p. 510, for full
- materialization rules.
- Storyteller Tactics
- Because the forlorn manor only occasionally materializes,
- locals don’t agree on whether it really exists. No specific
- location is given here for the manor, so the Storyteller can
- place it wherever she needs to for her game.
- The manor lets trespassers get comfortable at first, until
- they think the stories were just that, passed down by
- the family’s heirs to scare off scavengers. Then it shifts
- rooms and increases paranoia until the intruders become
- hopelessly lost and turn on each other. It reserves
- Crushing Despair for when characters come too close
- to finding its heart. It uses items its owners and sundry
- trespassers left behind as tools for social influence. A
- book falls from a shelf, opening to the exact page that
- conveys the manor’s message. Quills scratch out names
- and broken sentences on old parchment. Faded dolls
- with smiling faces turn up unexpectedly, suggesting approval
- or smug triumph.
- H U N D R E D D E V I L S N I G H T PARADE
- Characters can bargain with the manor if they take the
- time to unlock its secrets and earn its trust. The truth
- of why its family met its grisly end and what caused it
- is buried deep in the past; solving that mystery would
- let the manor rest at last. Although it’s hostile and takes
- pleasure in watching victims murder each other, it also
- wants to rest, so it subconsciously leaves clues lying
- around for savvy investigators to pick up — a charcoal
- scribble on a wall reading Where’s Samandra??, or a
- drawer that opens at an opportune time containing specific
- documents, for instance. Characters can find some
- clues inside the house itself, but must investigate in the
- city as well or find another way to learn the full story.
- The house’s victims may also find hints to how to destroy
- it by investigating evidence left behind by previous
- unfortunate visitors — messages left half-written,
- recent corpses not yet consumed, and so on. Once they
- learn about the heart and find it, the house spawns as
- many zombies as it can afford to protect itself, balancing
- motes, zombies, and health levels to survive as long as
- possible. It uses Ember-Stoking Delusion liberally if it
- starts to lose, or makes Bargain or Persuade actions to
- convince its assailants to help it solve the family’s mystery
- instead.
- *****
- ADV E R S A R I E S O F T H E R I G H T E O U S
- Ninegala,
- Forge-Goddess of Makelo
- Background: Ninegala once labored at the forge of one
- of the world’s makers. When the Exalted cast those
- ancients down, she exiled herself to Creation, raising
- a sanctum on the Western isle of Sinti. Eventually, an
- enterprising mortal hero persuaded her to forge him a
- weapon in exchange for a year of service; others trickled
- in over the centuries. During the Contagion, she opened
- her doors to a tribe of survivors. In gratitude, when they
- founded the city Makelo (Exalted, p. 105), they took her
- as their sovereign god.
- Image: Ninegala has charcoal-black skin, ash-gray hair,
- and fiery eyes that blaze when her passions are aroused.
- She wears little in the forge’s heat, but when traveling
- abroad, she arrays herself in arms and armor of her own
- devising as she takes up her flying bronze chariot’s reins.
- Intimacies: Defining: “I wish only to craft wonders
- in peace.”; Major: “I enjoy testing my art’s limits.”;
- Makeloans (Affection); Minor: The Fair Folk (Loathing)
- Secrets: An ancient goddess, Ninegala holds faded
- memories of the Time Before — specifically, the divinity
- she served and his workshop in Heaven — though she’s
- forgotten more than most living gods recall. She retains
- a few relics from that era in her vaults, hidden in plain
- sight where none but she might recognize them.
- Equipment: forge-mother’s hammer, ur-golem armor,
- quiver of boundless javelins, aerial chariot
- Roleplaying Hints: Those seeking Ninegala’s impossible
- marvels must perform long, weird, and perilous
- quests — both to obtain rare crafting materials, and to
- discourage future petitioners. Characters might persuade
- her to lend her services without such quests if the
- desired artifact is sufficiently exotic and intriguing, or to
- ward off a potential threat to her or Makelo’s people.
- Should the characters destroy her — to loot her armory,
- perhaps, or claim Makelo and its forges for themselves —
- powerful beings across the West descend on her vaults.
- Some assume the characters have already claimed the
- cream of Ninegala’s arsenal and track them down. In addition,
- Ninegala retains a few connections in the spirit
- courts, such as the dragon Fakharu (Exalted, pp. 521-
- 523); these may aid her in retrieving stolen goods, or
- avenge her if she’s destroyed.
- Attributes: Strength 7, Dexterity 5, Stamina 7; Charisma
- 4, Manipulation 2, Appearance 4; Perception
- 6, Intelligence 5, Wits 5
- Essence: 5
- Willpower: 8
- Join Battle: 9 dice
- Personal Motes: 100
- Health Levels: −0/−1x7/−2x7/−4/Incap.
- Abilities: Athletics 3, Awareness 4, Brawl 3, Bureaucracy
- 3, Craft (Armorsmithing) 7, Craft (Artifacts) 7,
- Craft (Weaponsmithing) 7, Dodge 3, Integrity 4, Linguistics
- (Old Realm) 3, Lore (Geology, Metallurgy)
- 4, Melee 5, Medicine (Treating Burns) 2, Occult (Fire
- Spirits) 3, Presence 3, Resistance (Heat and Flame) 6,
- Ride (Automata) 4, Socialize (Makeloans) 1, Thrown 5
- Merits: Artifact (Boundless Javelin Quiver) 3, Artifact
- (Flying Bronze Chariot) 4, Artifact (Forge-Mother’s
- Hammer) 3, Artifact (Ur-Golem Armor) 3, Cult
- 4, Five-Thousand-Year Panoply (below), Language
- (Native: Old Realm; Seatongue) 1, Legendary Artisan
- (below), Scripture of the Forge (below)
- Attack (Forge-mother’s hammer): 13 dice
- (Damage 19/4); Tags: Bashing. Melee, Smashing
- Attack (Javelin): 13 dice at short range (Damage
- 16); Tags: Lethal, Melee, Piercing, Thrown (Short)
- Combat: Soak 18, Hardness 10 (ur-golem armor:
- +11/10); Parry 6 (Melee); Evasion 2 (ur-golem
- armor −2); Rush 6 dice; Disengage 6 dice
- Social: Resolve 5, Guile 2
- Guardians: Numerous golems (Exalted, p. 500)
- protect Ninegala’s vaults, alongside various other automata
- and traps.
- NEW MERITS
- Five-Thousand-Year Panoply: Ninegala may
- find any simple, straightforward two- or three-dot artifact
- within her vaults. Once per story, if she requires
- an artifact with specific, esoteric powers, roll (Essence)
- dice against the artifact’s rating. Success reveals it in
- her vaults; failure reveals an artifact of similar function
- whose rating only equals her successes on the roll.
- Legendary Artisan: Ninegala doesn’t track or
- gain crafting experience — if she must pay a crafting
- experience cost, she’s always able to meet it. She has
- ten major project slots and five superior project slots.
- Scripture of the Forge: Students learning Craft
- from Ninegala halve training times. They gain +2 soak
- and Hardness against fire-based attacks and immunity
- to minor burns, extending afterward for a duration
- equal to the training time. Students who spend years
- training under Ninegala obtain fiery eyes and charcoal-
- dark skin, marking them as masters of the forge.
- OFFENSIVE CHARMS
- Smoldering Metal Offensive (10m, 1wp;
- Simple; One scene; Uniform; Essence 3): Superheat a
- weapon Ninegala wields, adding +4 to withering
- and decisive damage. A mundane weapon burns to
- ashes or melts to slag after this Charm ends.
- DEFENSIVE CHARMS
- Fire Knows the Forger (5m; Reflexive; Instant;
- Essence 3): Add (Essence) successes to resist a fireor
- heat-based environmental hazard and subtract
- that many dice from its damage. Against attacks from
- sources such as firewands or fiery dragonbreath, this
- Charm instead halves their damage.
- Steel Knows the Shaper (5m, 2i; Reflexive; Until
- next turn; Essence 3): Gain +1 Defense against weapon-
- based attacks. If a character attacks Ninegala and
- misses, he’s automatically disarmed — the weapon flies
- from his hand lest it strike the forge-goddess. Unarmed
- attacks and improvised weapons are unaffected.
- MISCELLANEOUS CHARMS
- Forge-Mother’s Grace (1m+; Reflexive; Instant;
- Essence 4): Using an item she made herself, Ninegala
- adds bonus dice as with a Solar Excellency
- (Exalted, p. 255). Her maximum is based on the
- level of project used to create the item — Basic: +2,
- Major: +4, Superior: +6, Legendary: +8.
- BOUNDLESS JAVELIN QUIVER
- (ARTIFACT •••)
- An oblong case of teak and darkened bronze, inlaid
- with the First Age word “Plenty” in orichalcum and
- moonsilver, contains a dozen iron javelins.
- EVOCATIONS OF THE
- BOUNDLESS JAVELIN QUIVER
- Passive: The attuned quiver never runs out of javelins;
- new ones appear to replace the old.
- Distant-Striking Dart (1m [+1wp]; Supplemental;
- Instant; Uniform; Essence 1): Attack a target at up
- to long range, using the same dice pool as shortranged
- javelin attacks. Spend one Willpower to attack
- at long range without an aim action.
- ADV E R S A R I E S O F T H E R I G H T E O U S
- Hammer-and-Anvil Genesis (25m, 1wp;
- Simple; One project; Stackable; Essence 5): Automatically
- succeed on the roll to complete a basic
- or major project. Superior and legendary projects
- instead double 7s, double extra successes received
- at each interval, and add five rolls to the terminus. This
- Charm can stack to benefit multiple projects.
- Hurry Home (10m, 1wp; Simple; Instant; Essence
- 1): Ninegala fades away and vanishes on her next
- turn, returning to her sanctum.
- Materialize (50m, 1wp; Simple; Instant; Essence
- 1): Ninegala appears in a wreath of flame.
- Measure the Wind (5m; Simple; Instant; Essence
- 1): Ninegala can discern the nature of anyone handling
- her workmanship.
- Spark of Inspiration (10m, 1wp; Simple; Instant;
- Eclipse; Essence 3): Target receives 10 silver craft
- points and 3 gold craft points. A character can only
- benefit from this Charm once per story.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Forest Strider
- Eastern forests are home to an unusually large breed of
- stick bugs that blend in with trees and disappear from
- plain sight like their smaller cousins. The abundant food
- and fecund Essence near the Pole of Wood allow creatures
- to grow to massive sizes. A forest strider’s swift
- ground speed, and their ability to quickly climb towering
- trees and fly short distances, make them popular
- mounts.
- While some forest striders look like bare tree trunks,
- with six branch-like limbs, others resemble giant leaves.
- Some varieties have iridescent wings, almost invisible,
- that let them glide from one branch to another.
- Essence: 1; Willpower: 4; Join Battle: 6 dice
- Health Levels: −0x2/−1x4/−2x4/−4/Incap.
- Speed Bonus: +3
- Actions: Climb: 7 dice; Glide (winged only): 6 dice;
- Read Intentions: 4 dice; Resist Disease/Poison: 5
- dice; Senses: 5 dice; Stealth: 7 dice
- Resolve 2, Guile 3
- COMBAT
- Attack (Grapple): 5 dice (7 to control)
- Attack (Leg spikes): 5 dice (Damage 7)
- Attack (Poison spray): 6 dice (Damage 0); Tags:
- Thrown (Short)
- Combat Movement: 5 dice
- Evasion 4, Parry 2
- Soak/Hardness: 4/0
- SPECIAL ABILITIES
- Ambush Hunter: Gain +3 on all unexpected
- attacks.
- F o r e s t S t r i d e r
- Poison Spray: Forest striders secrete a poison
- (Exalted, p. 232), with which they can make poison
- spray attacks that expose the enemy upon success.
- The poison deals 2i per round (L in Crash), with a duration
- of 3 rounds and a −3 penalty.
- Spike Swipe (Latent): The forest strider lashes out
- with its leg spikes to protect its rider. She does not lose
- Initiative when she disengages while astride.
- MERITS
- Camouflage: The forest strider appears to be part
- of a tree, or a stump or leaf on its own. In a forest,
- double 9s on Stealth rolls.
- Sudden Escape: The forest strider can shed a leg
- to get away from an enemy. It may automatically
- disengage without a roll, but suffers a cumulative −1
- penalty to combat movement rolls. This penalty lasts
- until the leg regenerates during molting, which it does
- once a week.
- Storyteller Tactics
- Forest striders’ nimble limbs and aerodynamic shapes
- allow them to ascend to high points quickly, giving riders
- the high ground and the ability to swoop down upon
- their foes. Riders can train forest striders to attack on
- command, much like war horses.
- In the wild, forest striders keep to the trees and avoid
- contact with humans. A character who is patient, moves
- softly, and has a good supply of succulent leaves and
- berries may lure one from hiding with a Charisma +
- Survival roll, opposed by the strider’s Read Intentions
- pool. Untamed forest striders are timid; they attempt to
- flee after taking any damage.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Northern Ursidae
- Iceship crews from Tusk tell stories of sleek, white-pelted water bears that prowl
- Mela’s Fangs, attacking boats and stealing fishermen’s catches. Their webbed
- paws end in wicked claws. Gills in their necks allow them to dive for long periods
- to hunt fish that live in caves deep below the water’s surface, or to evade
- human hunters’ spears and harpoons.
- Down on all fours, these sea bears are four to five feet high
- at the shoulder, and weigh between 800 and 2,000
- pounds. Standing on their hind legs, they tower
- over humans at heights of up to 11 feet. Hunting
- parties brave the bears’ ferocious attacks, as
- their pelts fetch excellent prices, and
- one ursidae’s meat can feed a
- family for months. Icewalker
- tribes who take its avatar
- as their totem
- train the animals
- to fight
- and fit them
- with armor
- for riding
- into battle.
- Nort h e rn U r s i da e
- Essence: 1; Willpower: 3; Join Battle: 7 dice
- Health Levels: −0x5/−1x5/−2x5/−4x3/Incap.
- Speed Bonus: +3 (+4 in the water)
- Actions: Feats of Strength: 7 dice (may attempt
- Strength 5 feats); Intimidate: 7 dice; Senses: 5 dice
- (see Keen Nose); Tracking: 5 dice
- Resolve 3, Guile 2
- COMBAT
- Attack (Bite): 8 dice (Damage 15)
- Attack (Claw): 12 dice (Damage 11)
- Attack (Grapple): 8 dice (9 to control, or 10 in
- the water)
- Combat Movement: 7 dice (8 in the water)
- Evasion 3, Parry 3
- Soak/Hardness: 10/0
- SPECIAL ABILITIES
- Capsize (Latent): The bear grabs lines dangling
- from a small boat or other vessel no larger than a
- fast courier (Exalted, p. 246) in its powerful jaws,
- or embeds its claws deep in the vessel’s underside,
- and dives. Treat this as a Strength 5+ feat of strength
- with required successes equal to the pilot’s (Strength
- + Sail). Upon success, the boat capsizes, dumping
- anyone and anything aboard into the water.
- Roaring Charge (Latent): After moving at least one
- range band toward a target on the ursidae’s current
- turn, roll Intimidate against the target’s Resolve as a
- miscellaneous action. If successful, the enemy reflexively
- flees one range band in the opposite direction,
- and the bear or its rider receives one automatic
- success on the next attack roll against anyone who
- witnessed the charge.
- MERITS
- Berserker: Convert wound penalties to bonus dice
- on attack rolls.
- Keen Nose: Double 9s on all scent-based Senses
- rolls.
- Storyteller Tactics
- Northern ursidae make their dens away from humans, in
- caves near the sea, and those who would tame them must
- defeat them in combat first. In battle without riders, an
- ursidae’s preferred tactics are to grapple an enemy and
- drag her underwater in a bear hug until she drowns, or
- the clinch crushes her bones, whichever comes first. A
- water bear attempts to flee if it takes damage in its first
- −2 health level, unless commanded otherwise by a rider.
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